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JohnKalo

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Everything posted by JohnKalo

  1. JohnKalo

    Editor vs MP Server

    Thanks for all the help but inGameUISetEventHandler ["Action", " if ((_this select 0) == tran0) then { // From init, checking if unit is tran0 if ((_this select 3) in ['GetInDriver','GetInPilot','GetInCommander','GetInTurret','MoveToDriver','MoveToCommander','MoveToTurret','MoveToPilot']) // Check if the actual action which got added to the unit is in this array and exit with hint// exitWith { hint parseText ('<t>Jump in cargo seats<t/>'); true }; }; "]; didn't work and [tran0,[[0,0],true]] remoteExec ["lockTurret",(tran0 turretOwner [0,0])]; [tran0,true] remoteExec ["lockDriver",tran0]; didn't work either. Is this an issue on my end alone or is it universal? Can you no longer disable vehicle seat positions? And the mission may have been posted here: https://forums.bistudio.com/forums/topic/208930-spcoop-1-4-brave-desperation/ but I would really like to know about this. Maybe I will need such a thing again in one of our future missions.
  2. JohnKalo

    [SP/COOP-(1-4)] Brave Desperation

    Armaholic link added
  3. JohnKalo

    [SP/COOP-(1-6)] Dangerous Crumbs

    Armaholic link added
  4. JohnKalo

    [COOP-(3-6)] Panochori Cleanup

    Addon dependancy on CBA and ASR AI3 created
  5. JohnKalo

    [SP/COOP-(1-6)] Eco Terrorists

    Addon dependancy on CBA and ASR AI3 created
  6. JohnKalo

    Editor vs MP Server

    GOSH!!!! I can't!!! Our missions seem to need CBA as well as ASR AI3! Anyways the problem still remains
  7. JohnKalo

    Editor vs MP Server

    CBA ASR AI3 Advanced Rappelling Advanced Urban Rappelling Kunduz, Afghanistan
  8. JohnKalo

    Editor vs MP Server

    Same thing. Just tested it. It works in the editor but not in a server
  9. Ah I had similar issues with check damage conditions that were never solved in my end. Either the condition only worked once or the check damage condition only worked at the start of the mission. What I did was to use another condition that was "connected" to my case. In your case maybe you can check the number of first aid kids the unit to surrender has. He will get shot, he will heal himself and then he will surrender. Maybe this condition could do the trick: ({_x == "FirstAidKit"} count itemCargo UnitToSurrender) < 1 Not sure it works but you could try
  10. JohnKalo

    [COOP-(3-6)] Panochori Cleanup

    Armaholic link added
  11. JohnKalo

    [SP/COOP-(1-6)] Eco Terrorists

    Armaholic link added in like no time! Thanks Armaholic
  12. Nope I don't Of course I could reproduce it like that. Why would I post so otherwise? You were right!!!! It was the ASR AI mod. Incognito being disabled patched things up!!!! Thanks EVERYONE
  13. Tasks in some of our own missions and tasks in general. I went to the editor and placed some simple module tasks. Played the mission and the tasks were created but could not be completed. I disabled cba, restarted the game and did the same thing. The tasks worked. The same happened with the UAVs. It is not one mission that has this issue. Its every mission we created in the editor. I posted my report here because I believed this was a universal issue. Other mods we use are Advanced Repelling, Advanced Urban Reppeling and ASR AI3. They don't seem to have anything to do with the situation.
  14. Hey Guys, With cba enabled I can no longer connect to drones and most importantly tasks do not work. By do not work I mean that they are created but they cannot be completed!!! Please fix this issue as soon as possible because other addons have cba as a requirement and this cba issue is of major concern. Best Regards And I am not the only one having such issues. Online gaming friends have got the same ones.
  15. I cannot believe I need to create a new topic for this one buuuuut ............. So I got an mp mission at the works and at some point the players are to get in a chopper and extract. What I need is a way to add an action to the extraction helicopter. An action that will work in mp and that will only be available to people that are in the extraction helicopter. Not knowing if it will work in mp I have found this: this addAction ["Go Go Go","extraction.sqf",[this],0,false,true,""," driver _target == _this"]; but still this adds an action to the driver and not to the passengers. The players will be in passenger slots while the driver will be AI cotrolled so HEEEELP!! And not to forget, I have tried this but it has failed to work: this addAction ["Go Go Go","extraction.sqf",[this],0,false,true,""," passenger _target == _this"];
  16. This should help: When I want to place a second scope for snipers in my mission I just open the game, click on Arsenal, select a weapon and equip it with the scope I want to be in the backpack. Click on try and while playing I just open my inventory and drag the scope into the backpack. I go back to the arsenal menu and the weapon I have tried has no longer got a scope (its in the backpack). I place another scope. I save the loadout. I open the editor, right click on the needed unit, click on edit arsenal, load the previously saved loadout and success!!! I got one scope in the backpack and another on my weapon. This makes snipers that play our missions so grateful!!! At least the ones that I know
  17. JohnKalo

    Support Ingame

    Thank you so much. Took a while but I managed to get things done But it is Arma editing and when I used the method described in steam everything went well except one thing. One of the callsigns I used for the side chat is no longer working!!! I am using this Edd0 setGroupId ["HQ"]; this disableAI "PATH"; and it works every time. It even works in this mission with Edd1. But from the moment I used the steam method Edd0 cannot get a callsign... Sidechat uses Bravo 1-2 callsign which is the default. Trying to make an Edd3 failed too. I can no longer set callsigns in this mission. Any ideas????
  18. In the mission I am currently working on the players start with no available supports. After some ingame events however I would like them to gain access to air support so as for them to be able to bomb some targets. I know how to equip a player with supports from the beggining of a mission but is it possible to enable air support after some conditions are met? Trying to set conditions to the modules lead to nowhere since there is no condition line in the modules :/
  19. JohnKalo

    AddAction Issue

    Thanks! It works!! but there is a problem... When I activate the "Go Go Go" action the player stays in the helicopters but stands up. He is no longer seated and his head is out of the chopper. How can I fix that one??? Scratch that. I fixed it myself. It was a forgotten played animation :) Thaaaaaaanks
  20. JohnKalo

    AddAction Issue

    Thanks but ehhhh that would be way to complicated for me Isn't there anything simpler? I mean there is a way for the action only to be available for the driver. Isn't there a way to make the action available for the passengers or even for every member on board the chopper? For mp of course
  21. JohnKalo

    Audio Help Pls

    We have designed quite a few missions (Rescuing the Hunted, SAR Pilots Tanoa, Prepaid Nightmare, Nautilus Sabotage and more) but one of our problems is the AI's discussions. You see we aint got the best accent neither the acting abilities needed so We would like someone with an american accent to help us by lending us his voice for a few seconds. In this mission we only need 3 phrases. 2 phrases by 1 person and 1 phrase by another person The phrases we need are, note that the phrases are super spoilers for players who might want to try our missions in the future, So if there is ANYONE out there willing to help can you PLEASE make some simple recordings (without voices heard in the background) and send them to: helorocker@gmail.com ,or just upload them somewhere
  22. In a PvP battle I had managed to win 1 star and I was waiting for the clock to reach 0 seconds so as for the battle to end 9 seconds before the clock reached 0 the game froze and it said the connection with the BI servers was lost After the game reconnected it made me repair all surviving units and rebuild the ones destroyed The problem was that the game did not remember about the 200-300k resources looted or the 10 medals I was supposed to get!!! So the game can remember all negatives of a battle but it cannot remember the positives???
  23. JohnKalo

    Frustrating Timeouts

    I was using mobile data when this issue happened. I am not frustrated by the loss of connection but from the fact that the aforementioned negatives were saved whereas the looted res and the medals weren't And for a ticket I will need a link please. Haven't made one before
  24. Hey guys I got the same issue The only difference on my end is that I cannot see a replay function in both lost or won defense battles The replay function in the attack section works just fine Please fix this because I really want to know where my base is valnerable when I lose and see the enemy's troops get smashed when I win :D
  25. My problem started when I decided to place a working police siren in one of my missions Scripting aint really my thing but I try :D So, after failing some attempts I decided to put the following into practice: 1.]In description: class cfgMusic { tracks[]={song1, song2}; class track1 { name="song1"; sound[] = {\music\song1.ogg, db+10, 1.0}; }; class track2 { name="song2"; sound[] = {\music\song2.ogg, db+10, 1.0}; }; }; Where song1 is the police siren audio and song2 is an empty audio file 2.]I created folder music and I inserted the appropriate mono track ogg files 3.]I created 2 units called siren0 and siren1 and I equipped them with many first aid packs 4.] Init of Offroad Police Car: this animate ["HidePolice", 0]; this animate ["BeaconsStart", 1]; this addAction ["Siren On","sirenon.sqf", [1],0,false,true,""," driver _target == _this"]; this addAction ["Siren off","sirenoff.sqf",[1],0,false,true,""," driver _target == _this"]; 5.]Sirenon.sqf: siren0 setDamage 0.5; 6.]Sirenoff.sqf siren1 setDamage 0.5; 7.] I placed a trigger with the condition: (damage siren0)>0.4 On activation I activated "repeatable" and I placed an effect that plays song0, the siren audio 8.] I place a trigger with the condition: (damage siren1)>0.4 On activation I activated "repeatable" and I placed an effect that plays song1, the empty audio file 9.]The idea was that the script called from the "siren on" action would damage a unit and that damage would cause the siren to play. While the unit healed himself the "siren off" action would damage another unit and that damage would cause an empty sound file to play so as for the siren sound to stop I played my mission and everything worked fine. I opened the siren and I managed to turn it off! After a while I tried to open the siren again. But the siren would just not open?!?!? I have put this procedure into practice for 3 different vehicles but I cannot make it work.. The siren on and off only works once. So, in short ........... Heeeeeeeeeeeelp
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