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JohnKalo

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Everything posted by JohnKalo

  1. JohnKalo

    AI unit dies after a trigger

    You will have to place: execVM "nameOfScript.sqf"; In the script you will have to find whatever animations you want via the animation viewer located in the Eden editor and then have something like: NameOfUnit switchMove "NameOfAnimation"; sleep HowManySecondsTheAnimationLasts; switchMove ""; NameOfUnit switchMove "NameOfAnimation"; sleep HowManySecondsTheAnimationLasts; switchMove ""; and so on. In the end a: NameOfUnit setDamage 1; when playing an animation sometimes switchMove does not work and you need a playMove.
  2. JohnKalo

    Fly Tanoa Air

    Not the one appropriate to help sadly. The creators of this should be able to help. Well in MP how will conditions, radio calls and hints be showed? An MP mission would be nice and more likable but everything should be working for each player separately. Nicely played!
  3. JohnKalo

    Build a object/script help

    Well if you only want the TFAR radio tower to spawn at a specific location you can place one, hide it and then un-hide it via the action menu. NameOfStation hideObject true; otherwise you can spawn the object _radio = "NameOfObject/Classname" createVehicle getMarkerPos "WhereToSpawn"; https://forums.bohemia.net/forums/forum/154-arma-3-mission-editing-scripting/
  4. JohnKalo

    Fly Tanoa Air

    That was tragic indeed. The winch script will be another first! Yeah one of the main troubling in editing. What will the players do while playing. What if they do this or that. Or even worse ... what will the AI do when an MP mission is played as SP?!?!?
  5. JohnKalo

    Fly Tanoa Air

    Not much. Only that flying around becomes more flexible. You can fly in more complicating (and awesome) ways. Nicely done! Sadly there is no wintch script to use but even so it is still cool.
  6. JohnKalo

    Scripts work in SP but not in MP

    Can only add one detail. Extra care should be taken when players play animations. So as for them not to get stuck in the animation and hence be unable to move. With playMove (or switchMove which is the only one working for some animations) the player will only be able to move once the animation is complete. If that is a loop animation which never ends the player will be stuck.
  7. JohnKalo

    Fly Tanoa Air

    Personally I fly using the advanced flight models with a joystick and a steering wheel. The steering wheel is ehmmm... for the pedals. For the rudder right and left. I could buy some pedals for like 100 euros but no money no honey. Kinda funny when others complain about not being able to fly as they want with their expensive kits. What would they do if joystick buttons only worked when pressed via a specific and highly scientific way. Lol.. Anyways, as for the advanced flight model if you get used to that it is not easy to fly without them. That is because the chopper stops responding as it should and flight becomes weird. The same technique I use with planes although I mainly handle choppers. Awesome! Oh you mean having only one ring show at a time? Maybe you can use the Show Model On/Off feature. So as for the rings to be there and only shown when needed.
  8. JohnKalo

    Scripts work in SP but not in MP

    Yeah easy to act like a boss when you are a thousand or more miles away... For whatever code we are talking about you can try placing it in an initPlayerLocal.sqf file. You just create one on your mission folder and add your code there. Although yes knowing for what kind of code we are talking about exactly will surely help Also in case it is in the future needed: https://forums.bohemia.net/forums/forum/154-arma-3-mission-editing-scripting/
  9. JohnKalo

    [SP/COOP-(1-4)] Defying the Odds

    So time for yet another update! As you can see in the initial thread 3 missions are ready and awaiting the testing procedures! The Credits have been updated! Need to point out here however that only the ones who have helped with the already released missions are included. As more missions are released the credits will accordingly be updated. Minor Changes in Chapter 1 missions including a few alterings in action icons and a few enhancements for weather effects. A new version has also been released for the first episode of Chapter 2. Nothing much. A picture just changed so as to match with the rest episodes of the 2nd DTO Chapter. It should also be noted that mission Thunder Fortress, which is awaiting testing is the last episode of Chapter 2! And that is pretty much it! As soon as the testing group is available the missions will have their final tests and will gradually be released!
  10. JohnKalo

    [SP/COOP-(1-8)] Miraculous Delivery

    Version V1.2 released! Please report if any issues appear. They should not but this is Arma sooo!
  11. Miraculous Delivery Brought to you by John Kalo and zigTtzag(zTt) A team desperate for supplies. A Supply Plane loaded up. You escorting it! 1.] Hypothesis: A few days ago Special Ops Team Challenge Busters was tasked to stealthy infiltrate and sabotage a power plant North of Aggelochori. Sabotaging the power plant would disable key Altis defenses and would therefore allow Fire Ring, a trapped squad of friendly soldiers, to escape the island. It was a dangerous mission but it was the only way to save Fire Ring. So Challenge Busters did manage to bust the mission’s challenge but was detected while doing so. As a result hostile troops started pursuing them and they had to retreat to Kastro of Kavala. There they were surrounded and trapped. Up until today they have managed to survive but they are running low on ammo and supplies. Will we not resupply them soon, they are sure to be eliminated! So a supply plane has been tasked to evade hostile AA controlled areas and to resupply our troops. The supply plane will be escorted by Jet Squadron Zeus which is tasked to eliminate all hostile troops hunting the supply plane. You guys are the pilots of Jet Squadron Zeus and are from now on responsible to safely escort the supply plane to its destination. The lives of the supply planes pilots along with the Challenge Busters soldiers lives are in your hands! 2.] Important details: a)You should ALWAYS follow HQ's orders. You should not take off or even move your jet if not DIRECTLY told so for your own good. b)This mission has low replayability. Once and if you manage to complete the mission you might never play it again. c)Landing on the carrier will result in you being repaired, rearmed and refueled. e)Playing in SP will be really hard so you can use the SP Friendly action located on a laptop at the start of the mission. f)In SP there will be no rescue teams available to retrieve pilots who have ejected from their jets. g)Respawn: Base whereas the Jets will respawn up to 4 times 3.]Requirements: 3.1]Players' skills: Advanced jet piloting and organizing abilities. 3.2]Technical: a)Arma 3 Apex b)Jets DLC c)Greek Navy - http://www.armaholic.com/page.php?id=32207 d)CBA - http://www.armaholic.com/page.php?id=18767 e)ASR AI3 - http://www.armaholic.com/page.php?id=24080 4.]Bugs: 4.1]Minor: None 4.2]Serious: None 5.]Installation: Just copy the pbo to your Arma 3 directory. Place the .pbo file at the mpmissions folder. 6.]Website SubLink: here 7.]Direct Download link: https://dl.orangedox.com/Arma-3-Missions-Pack-2/miraculous_delivery.altis.pbo?dl=1 8.]Changelog Version 1.1 Changed an image since the ships have been changed. Updated mission so as to be playable with the latest version of the HAFM addon. Version 1.2 Optimized mission and increased overall FPS. Added distance and daytime parameters. Your feedback about things we can improve or things that we should keep is really important so you providing it would be great. If any of you wishes to reconstruct the mission or use part of it please ask permission and mention us in your credits. Enjoy
  12. JohnKalo

    Fly Tanoa Air

    Yep nicely said! Or in a case of a heavy cargo the plane might have difficulties when operating.
  13. JohnKalo

    GF Police and Siren Script

    @GEORGE FLOROS GR Sadly got to report that the sounds do not work here either. Since nothing worked for @Viper 2017 I tried it myself and although the sound as a sound works when called from a trigger it does not work for the script. Actually even if I call a sound that does not exist via the [playSound3D ["\sound\siren.ogg",_car]] call BIS_fnc_MP; it does not report an error. It just does not play anything. Weird things.
  14. JohnKalo

    Fly Tanoa Air

    Yep that is correct and true! Altitude limit is great in case there are AAs around. As for the coastguard ... an idea would be to make a search area where a criminal or a person needing assistance is located. Like a vessel on fire. With a condition plane close to the target for some time the task can become successful! In case of the criminals the guys can be shooting at the plane. Taking fire however is indeed not a flight over paradise environment Apart from the above maybe sightseeing tours? Or transferring of highly important cargo such as medical supplies? Nicely done ... cool!
  15. JohnKalo

    Fly Tanoa Air

    It must be a really nicely placed waypoint. Because according to the approach if it is plane - airport - waypoint in a straight line then it would not change much. What I suggested cannot be easily implemented because in order to have a nice flight path, the path will have to change according to your starting position. Different approach for each combination of starting position - destination. Most likely that is why such a thing does not exist. Yet?
  16. JohnKalo

    Fly Tanoa Air

    Seems cool Cannot say how to optimize the script but if we are talking about a wip scenario, may I ask, when you say 20 flight plans ... are those with waypoints? Because when flying a plane you got to have an approach. So as to come in line with the runway and such. Do not think a mission containing such things exists. About the approach ... was playing FSX some time before, was instructed to cycle around the runway, I saw it straight forward so whatevs. A straight line is the fastest! Damn wind... Was sliding down the runway, so while sliding made an 180 degrees turn and pushed throttle to full. The AI copilot said once we stopped ... I am just glad I am on the ground. Lol, have never heard such a thing in a game before
  17. Hey guys in the mission I am working on I would like, while ingame, the map to open and show some certain locations. Like show the first one and then show the second one and so on. There is however an issue .... I could not find a way to make the map change the location it focuses on steadily. It just shows the second marker instantly. Does not seem right So how can I make the map open and show different markers steadily. Like in the Tactical Ops DLC missions if I recall correctly. What I have so far in my humble script: openMap true; Sleep 0.01; ((uiNamespace getVariable "RscDiary") displayCtrl 51) ctrlMapAnimAdd [0,0.05,getMarkerPos "marker01"]; ctrlMapAnimCommit ((uiNamespace getVariable "RscDiary") displayCtrl 51); Sleep 5; ((uiNamespace getVariable "RscDiary") displayCtrl 51) ctrlMapAnimAdd [0,0.02,getMarkerPos "marker02"]; ctrlMapAnimCommit ((uiNamespace getVariable "RscDiary") displayCtrl 51); Sleep 5; openMap false;
  18. JohnKalo

    Show Map Ingame

    With an execVM through a trigger. Dang thought it was something like the sleep command. And was wondering what suspension was Yep that is a better code indeed. I will try it out and if an issue occurs I will report back. Thanks guys!!
  19. JohnKalo

    Spotting enemy at night

    This one should help: http://www.armaholic.com/page.php?id=31779 If I recall correctly you can designate an object that will be fired upon ^^
  20. JohnKalo

    GF Police and Siren Script

    @Viper 2017 A sound has to be something like this: class wolf1 { // how the sound is referred to in the editor (e.g. trigger effects) name = "my_wolf_sound"; // filename, volume, pitch, distance (optional) sound[] = { "fx\wolf1.ogg", 1, 1, 100 }; // subtitle delay in seconds, subtitle text titles[] = { 0, "" }; }; There is a comma missing in yours ^^^ Also is it that the sound does not play or that it plays in too low a volume? You can define it as music and not as sound so as to check if it works. Then you can just call it from a trigger. Just to check if the audio file plays.
  21. Seems nice ^^^^
  22. Well Porti Katsiki being in place number 1 is not that good of a choice but the rest are some amazing options! The good thing about villages is that the criminal has to take the chance of getting killed into consideration. Shotguns have no rumor of being polite In a city in Greece you can call the police. Well it might come or it might not. Even if it does and you have defended yourself you will be imprisoned and the criminal will walk away. In the best case scenario the police will arrive too late and after years they will identify the criminal. Due to the criminal being 80 or 90 years old however till he is found he will not go to prison due to age. And yes exceptions exist. The police will catch him and place him in jail for three life times punishment. Well in 5-10 years he will be out of jail. The really bad criminals however will get 10 times life sentence! That means in 25 years he will be able to get out of prison for a day or two and guess what some never return! Why return when there is no chance of getting out? If you however say a bad word to a politician then the police will arrive in a matter of seconds or minutes and arrest you and make you go to jail and pay a fine. Lol ... this is no police. Those guys are the governments mercenaries....
  23. Yeah that is how we mostly go on vacations too. By watching videos Dude how are you used to all that rain? Lol ... Well you can come again. Some places are still visitable. You just have to take extra care because more and more places have sky-rocketing criminal rates.
  24. What I want to do should have been simple but for some reason it is not. I want to have 2 screens ingame play two different videos in an MP mission. So I run a script via a trigger with an execVM. Name of tv screens tv01 and tv02. Script: tv01 setobjecttextureglobal [0,"Videos\Info01.ogv"]; ["Videos\Info01.ogv", [10, 10]] remoteExec ["BIS_fnc_playVideo", [0,-2] select isDedicated, false]; tv02 setobjecttextureglobal [0,"Videos\Info02.ogv"]; ["Videos\Info02.ogv", [10, 10]] remoteExec ["BIS_fnc_playVideo", [0,-2] select isDedicated, false]; What hapens is that both screens play video Info02. After tests I discovered that it plays whatever video is the one called last. So what is going on guys? The only thing I can think of is that the BIS_fnc_playVideo function can only work one at a time. If so how can I fix it?
  25. Lefkada is surely a wonderful place I especially remember the crystal clear beach where it is shallow for a loooooong walk. Cannot recall the name sadly. Although the Porto Goat (Porto Katsiki) beach I did not really like. Way too many people for so little space. And it is way too deep. If anything happens to you it is a game over with no respawn. Wonder why it is that famous anyways Those caves on the pictures however .... we did not visit those. Maybe next time! If there is a next time.
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