Jump to content

JohnKalo

Member
  • Content Count

    873
  • Joined

  • Last visited

  • Medals

Everything posted by JohnKalo

  1. Serbian forces. NIce! You can contact armaholic staff for that ^^^
  2. JohnKalo

    Break Windows Only

    Ehm this one: land_ffaa_casa_aeropuerto_torre . It is a building coming with the Lythium map.
  3. JohnKalo

    Break Windows Only

    It worked for another building but not for the one needed. I have got the classname of the building when placed as an object. Can that help somehow? So as to replace the nearestTerainObjects condition. The building which needs to have its windows broken will be a specific one.
  4. JohnKalo

    Break Windows Only

    Thanks! It worked!!! The audio did not but I just replaced it with a custom audio file. Oh and I could not select the particular building on the map. For some reason: nearestBuilding player setHit ["glass_1", 1]; did not work. Due to that I had to hide the building and place the same on as an object. Would be better if the above worked however
  5. Spoiler alert for followers of the Defying the Odds Campaign who might be spoilers sensitive. What I am trying to do is spawn two missiles which will collide mid-air. So I placed a car in the air and sent the two missiles. The car has no simulation but is shown to players. Everything works fine. Next try I click the Show Model box making the car invisible to players. They cannot be able to see it while playing. What happens is that the missiles do not hit the car but the ground. The code I use in a trigger so as to spawn the missiles: [[11707.6,18444.8,1000], "ammo_Missile_Cruise_01", car1, 180, false, [0,0,0.25]] spawn BIS_fnc_exp_camp_guidedProjectile; [[12900.8,18750.6,1000], "ammo_Missile_Cruise_01", car1, 180, false, [0,0,0.25]] spawn BIS_fnc_exp_camp_guidedProjectile; I tried spawning an explosion when the two missiles come together like this: "HelicopterExploBig" createVehicle (getpos car1); but the missiles would not blow up. In short the explosion and everything is great when the car is visible to everyone but not when it is invisible. Oh and I tried making it invisible only to players but I do not know how to do that. So any ideas? EDIT: Should the trigger spawning the missiles be set to server only? So as not to spawn missiles for every client. Since triggers are local.
  6. JohnKalo

    Break Windows Only

    How do you do that? Was only able to find the number of windows in the config file via the editor.
  7. When we place any sort of code into a unit's init field does it apply to all clients for a hosted server? The question came as a troubling from ... will the insignia appear to all clients if I place this in some units init: [this,"enemy"] call BIS_fnc_setUnitInsignia; and on a side-note there will be quite a few units using the above. Is there any other more fps friendly way to place the insignia to those specific units?
  8. JohnKalo

    Unit Init Global?

    @pierremgi @killzone_kid Thanks guys! So judging from the above in the init field of the units I place: if (isServer) then {[this,"enemy"] call BIS_fnc_setUnitInsignia}; That way it will run once even if it is in the init field of the units. It is an image located in the mission folder. Enemy is just the name given in the description.txt.
  9. JohnKalo

    Mid-Air Collision

    Thank you so much! I placed the code in the initPlayerLocal.sqf and it worked nicely. Only thing I had to change was the placement of the boat. When horizontal to the ground it would not be a big enough target for the missiles. Oh and the last } was not needed, for anyone else who will use the above.
  10. In order not to disable the radio in all of the mission you can use: enableSentences false; for the time needed and then re-enable it. Via triggers alone it is maybe not too hard to implement it.
  11. Out of plain curiosity have you tried getting in the car after everybody else has? Maybe you get in a seat that is meant for another AI member and the game gets confused.
  12. JohnKalo

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

    So what is happening with the Progress of the Campaign? Episode 09 Robotic Persuasion is in development. Still early alpha but in a work in progress state. Episode 10 Death Cream has only its general idea set and is awaiting the completion of Episode 09. That means that when 09 is ready 10 will start being created. So why is it taking so long? The main reason is due to time shortage. A technical issue also occurred in one of the testings group computer. Sadly due to money shortage that will take a while to be fixed. That is a serious issue since as in every other mission, although everything has been tested in the editor multiple times, campaign missions still need to be tested in an MP environment. That is because when I test them I know where everything is and exactly what players have to do. In order to be absolutely sure that players having no idea of what is to come act as they should, an MP test is needed. That is also the case with all difficulty settings and such. Last but not least, as the campaign story comes to its closure more and more media files need to be created. That is a time consuming and kinda painful process. In short Episode 09 and 10 are the last two missions of the DTO Campaign and hopefully they will be ready in a few months!!!
  13. This should help run through triggers: https://community.bistudio.com/wiki/setTaskState
  14. JohnKalo

    Fly Tanoa Air

    Glad the issue was detected and fixed. Nicely done Oh and are there any fire spotting missions coming? Like working for the firefighter department and such. Plane too small to put out big fires but it can help with the small ones. The chopper can too but it will need a bucket 3d model. And if willing to search for fire putting out mechanics we can discover the super compressed chemical which once spread can take out big fires. That way even the small plane can be used.
  15. JohnKalo

    Fly Tanoa Air

    Hope all the scripts using while for warnings and such do not break up the mission due to fps drops. Have been there recently. Had to change simple scripts because the mission lagged for 0,5 seconds everytime the loop occured. Not a very big issue but it was annoying so I spent an hour to find another way to make everything work.
  16. JohnKalo

    Fly Tanoa Air [FTA]

    Feedback is often requested and rarely provided. Gladly some people at least provide feedback about bugs or glitches. Cannot blame them. Once a person gave me feedback about a mission dependency and was suprised that I replied about it.
  17. JohnKalo

    Help with tasks

    Best way to learn is to watch youtube videos: https://www.youtube.com/results?search_query=arma+3+tutorials+editing There are many so you can pick the ones who suit you better. Otherwise with text things can be much harder to understand.
  18. As far as I am aware and as far as I have read all Contact DLC assets are free to use. What you cannot do without the DLC is: Play on Livonia, use the weapons of the DLC, wear the gear from the DLC and use the vehicles from the DLC as a driver. If given such gear while on a server or are as a passenger on of the vehicles there will be an add stating buy the DLC. Now other players should have the expansion saying something like Contact DLC (Platfrom) enabled through the expansion menu. Otherwise no they will not be able to play. Like what happens with the Malden DLC.
  19. If following the Greek Voiced Campaign Defying the Odds and are worried about even minor spoilers please read no further. Thanks!
  20. JohnKalo

    Fly Tanoa Air [FTA]

    Sadly no time to test it but it looks cool! Awesome training too
  21. As for code to the camera feed here you go via an older post from @Grumpy Old Man: tv setObjectTexture [0, "#(argb,512,512,1)r2t(piprendertg,1)"]; _pipcam = "camera" camCreate [0,0,0]; _pipcam setVectorDirAndUp [[0,0.66,-0.33],[0,0.33,0.66]]; _pipcam cameraEffect ["Internal", "Back", "piprendertg"]; _pipcam camSetFov 0.4; _campos = getposatl car; _campos set [2,30]; _pipcam setpos _campos; tv is the name of the screen whereas car is where the camera is attached to. 30 is the height of the camera in meters. To call the above place it in a nameOfScript.sqf file and then call it like: execVM "nameOfScript.sqf";
  22. The image can also be in a .jpg format actually. As to how to place the custom image on a screen, double click on the screen and open it's panel. Towards the end there is a tab about which texture it has showing as a wallpaper. That tab has a path. Change that path so as to show your image and all done. Apart from that, for the "security camera surveillance feed" it does need code. This post can help: And in general such questions should go: https://forums.bohemia.net/forums/forum/154-arma-3-mission-editing-scripting/
×