Jump to content

JohnKalo

Member
  • Content Count

    870
  • Joined

  • Last visited

  • Medals

Everything posted by JohnKalo

  1. JohnKalo

    Turret Malfunctioning

    @POLPOX Thanks done and done! The turret still refuses to attack infantry units although those units do attack the turret.
  2. JohnKalo

    Fly Tanoa Air [FTA]

    When in a plane: no fuel = no hope When it comes to Arma that is. Unless you are really lucky and have somewhere to land. With a chopper you can autorotate safely to the ground but with a plane not much can be done. That is because you hit the top of a tree? Boom! You hit a rock? Boom! You hit a fence? Oh man that can even result in a nuclear explosion!!! Once I was piloting a chopper and the rear wheel touched a very short stone wall when landing. Well we all blew up naturally.. In the water you can autorotate safely though. If you pay attention to your speed and all. Not possible with a plane however since you cannot bring it to a complete halt. Have not tried it with a plane to be honest but that is most likely the case due to Arma physics.
  3. JohnKalo

    Fly Tanoa Air

    Cool updates! Maybe the airports can be more busy. With service trucks and other planes with passengers moving around! If that does not kill FPS that is.
  4. JohnKalo

    Winch script for mission

    In the simple version a winch script should allow the pilot to throw a rope with an AI attached to it. Once that AI gets close to the victim the victim is attached to him. Last but not least the rope is pulled up and both units get in the chopper. That is a feature that exists in BI game Take on Helicopters. I have used it myself in one mission and it was really cool. Sadly they have not implemented the feature in Arma 3. Not BI nor any other scripter. And it is not like people have not requested it... Once we were really close but a bug was reported unable to be fixed and hence the project was abandoned. Sadly the scripts used remained classified. https://www.youtube.com/watch?v=IHxBUvQQS6I A really strange thing is that although this http://www.armaholic.com/page.php?id=31254 exists a winch script does not. With the later you can fastrope or climb up the same rope. A simple get in chopper action could be more than enough but nothing there either. So in short yeah it would be cool but nobody has created such a feature.
  5. JohnKalo

    GF Police and Siren Script

    No worries! Hope it was for vacations!! Did not try with say3D to be honest. Is it true however that playSound3D only works with game audio and not with added custom audio files? That might be why it does not work! Also will not try the other method soon. Taking a short break from Arma because the last Campaign mission took too long to be created and kinda wrecked me apart. Even if it hadn't I am waiting to see what the Contact DLC will offer as assets so...
  6. JohnKalo

    AI unit dies after a trigger

    Placing anything in the INIT field is nice but if the mission is an MP one calling such animation commands via a trigger (or even better via the iniPlayerLocal.sqf) is advised. That is because triggers work on all clients (players). Otherwise it can happen that only the host watches the animations. Yep have been there.. As for using triggers so as to show conversations I used to do that too since recently! The problem is that when many conversations are involved too many triggers exist. Hence you can again call a script via a trigger. Nothing changes: NameOfPlayer sideChat ""; sleep NumberOfSeconds; NameOfPlayer sideChat ""; sleep NumberOfSeconds; Best of Wishes for your campaign!
  7. JohnKalo

    AI unit dies after a trigger

    Yep exactly like @major-stiffy said. If you do not want him to die you can erase that line of code. Since you want a conversation to take place first you can use the sleep command again. That way the unit will wait for the conversation to finish and then die
  8. 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.
  9. 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!
  10. 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/
  11. 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?!?!?
  12. 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.
  13. 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.
  14. 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.
  15. 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/
  16. 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!
  17. 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!
  18. 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
  19. JohnKalo

    Fly Tanoa Air

    Yep nicely said! Or in a case of a heavy cargo the plane might have difficulties when operating.
  20. 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.
  21. 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!
  22. 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?
  23. 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
  24. 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;
×