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Everything posted by JohnKalo
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help [FIXED]Adding custom .paa textures
JohnKalo replied to JohnKalo's topic in ARMA 3 - MODELLING - (O2)
Config.cpp class CfgPatches { class Snow_static { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; author = "GreekEditor"; }; }; class CfgVehicles { class Static; class Christmas_Sock_Tree : Static { scope = 2; model = "\Christmas_Socks\objects\SockTree.p3d"; displayName = "Christmas Sock Tree"; faction = "Empty"; vehicleClass = "Small_Items"; picture="\Christmas_Socks\icons\Pinguin.paa"; icon="\Christmas_Socks\icons\Pinguin.paa"; descriptionShort="Christmas Sock Tree"; hiddenSelections[] = {"one","two"}; hiddenSelectionsTextures[] = {"\Christmas_Socks\Textures\SockWhite.paa", "\Christmas_Socks\Textures\SockTree.paa", }; }; }; In the object builder I have tried multiple paths to the texture and nothing worked!! -
Preserve unit stance after team-unit switch
JohnKalo replied to dbun30's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This should help 👍 Since once you find the stance of the unit you can set the unit to that stance https://community.bistudio.com/wiki/setUnitPos -
christmas [WIP] Christmas Pack v2.9
JohnKalo replied to JohnKalo's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Addon updated and released on steam ! If you could please please please visit the steam link, like and subscribe! It would be super useful since more people would be able to see the Christmas addon !!!- 21 replies
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- decorations
- clothes
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Trying to combine the Show/Hide module with a Sector Complete condition
JohnKalo replied to udihrant16's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The below should help 👍 https://forums.bohemia.net/forums/topic/173375-trigger-condition-if-a-sector-is-captured-by-a-faction/?do=findComment&comment=2928039- 1 reply
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How to have AI start on top floor of random tower?
JohnKalo replied to BlackbirdSD's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The sleep command cannot work in triggers. It works only in scripts. Yes the 1 means wait 1 second before continuing the script. NameofUnit setDir 45; // will set unit1 to face North-East Also if the waypoints dont work cause .... Arma 3 .... maybe this will help: NameOfUnit doMove (getPosATL NameOfObject1); -
sector control Sector Control and AI Spawn modules after save/load?
JohnKalo replied to viel.kuul.10's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just to clarify I have not got sector control missions that work. Seems it is a bug so you have to report the bug to Bohemia Interactive. -
sector control Sector Control and AI Spawn modules after save/load?
JohnKalo replied to viel.kuul.10's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe by placing a trigger that will activate via Radio Alpha for example that will reactivate the modules. Either the initial modules or same modules in the same place but different ones. Save then Load call the action via Radio and you can see what happens. If needed you can have multiple radio actions that do the same thing for each time you load. As an experiment to see if the modules are still there after the save-load function. -
How to have AI start on top floor of random tower?
JohnKalo replied to BlackbirdSD's topic in ARMA 3 - MISSION EDITING & SCRIPTING
A solution would be to attach an object like an invisible helipad or a Helper that is hidden on the tower. Then just use: sleep 1; //so as for the tower to get into position NameOfUnit setpos (getposATL NameOfHelper); or sleep 1; //so as for the tower to get into position NameOfUnit attachTo [NameOfHelper, [0.0, 0.0, 0.0]]; detach NameOfUnit; or directly sleep 1; //so as for the tower to get into position NameOfUnit attachTo [T1, [0.0, 0.0, NeededHeight]]; detach NameOfUnit; -
sector control Sector Control and AI Spawn modules after save/load?
JohnKalo replied to viel.kuul.10's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Only thing I can think of is to download a sector mission and see if they do something differently. Or does the warlord vanilla Arma 3 not suit you? -
The .pbo will not be in the documents folder but in the game directory. In the missions or mpmissions folder. In the documents only the .sqf format exists. Since you have the game on your laptop however I don't understand why the missions are deleted. You have to contact their support. 60-120 FPS is awesome by the way!
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sector control Sector Control and AI Spawn modules after save/load?
JohnKalo replied to viel.kuul.10's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Did some research and maybe you can enableSimulation true the sector modules? Saw that in a post. -
[SOLVED] Progress-bar style loading screen: how?
JohnKalo replied to zagor64bz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The show video for the loading bar is possible. You just have to play a video with a trigger. Have not got the code right now but if you need it I should be able to access it. The code is simple and based on this: https://community.bistudio.com/wiki/BIS_fnc_playVideo also the video cannot be skipped. Be careful however because while the video plays the players exist or they don't if you use tricks.- 5 replies
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Out of curiosity how many FPS does Nvidia's GeForce Now program gives to Arma? Apart from that the missions you make in the editor are saved in the Documents folder of your pc. Those are .sqf and all the editing is done there. Once you are done with the mission you export it in a .pbo format. So if you can access the Arma 3 document Missions folder then all is good. There you create the scripts and all.
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Stopping say3D midway through...
JohnKalo replied to Luft08's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You could even attach an invisible helipad to the guy and then erase it so as to stop the say3D. That is since the helipad is speaking. -
[SOLVED] Need help with AI Simulation
JohnKalo replied to Varhastra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The trigger condition can also have an: NameOfUnit in units group player so as for the trigger not to fire if the units are not in the players squad. -
Mirror Under Door - Simple way with credits!
JohnKalo replied to omri2050's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh because it said the link below and I thought you meant in the forums 😂 Sounds cool! -
[SOLVED] Need help with triggers
JohnKalo replied to Varhastra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
And about as same as the above: [_unitOne, _unitTwo] joinSilent (group player); or [_unitOne, _unitTwo] joinSilent player; since you want secondary objectives so each unit can join separately. And for the condition a simple: NameOfUnit distance NameOfPlayer < 10; that will activate a nice hold action feature: -
Mirror Under Door - Simple way with credits!
JohnKalo replied to omri2050's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There is no discord channel link. And you can just copy paste the code here. There is a code tab next to the happy face when you make a new post. Apart from that it seems cool. Any non mod new nice feature is great 👌 -
Custom Support Trigger Activation
JohnKalo replied to JoseRodriguez's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well on the trigger Activation (that is under the Type section) >> Radio Alpha (or whatever name you want)>> condition true (or whatever the condition is) >> on the on activation field: NameOfObject hideObjectGlobal false; and to hide them you click on the unit and you uncheck the Show Model option. Not sure of the exact phrase it has. -
hafm Hellenic Armed Forces Mod (HAFM)
JohnKalo replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Awesome new content! Is there any chance of adding a new weapon however? Particularly a shotgun! A lethal and maybe a non lethal one. Oh and the police faction could have some police cars. Or even riot gear! Nobody else has made such equipment for Arma 2 or 3. Don't support what the police does in Greece by the way. Not why I am asking for such assets. -
Trying to addAction for Multiplayers
JohnKalo replied to Baernie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Welcome to the forums. If we are talking about a limited amount of players you can use this: place a different variable for each player and use the removeAllActions NameOfUnit; command to erase the actions. This method will help with any locality issues too. The variable can be set not on the units init but in a trigger that will fire when the unit is almost near the addAction trigger. -
Again AI isnt seeing me
JohnKalo replied to BlackbirdSD's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You have to givemore details. What do you mean the friendly AIs cannot see you? -
Making mission - need assistance!
JohnKalo replied to TheoneandonlyNOR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/limitSpeed -
Making mission - need assistance!
JohnKalo replied to TheoneandonlyNOR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
1. Can that happen? They do not exist. Maybe hide them and disable their simulation or something. 2. Drivers in CARELESS moving at slow with the disembark waypoints for the HMGs to have the units not in the transport vehicle condition. 3. For spotting this in the iniPlayerLocal.sqf player setUnitTrait ["camouflageCoef", ("PARAM_CAMO_coef" call BIS_fnc_getParamValue )/ 10]; player setUnitTrait ["audibleCoef", ("PARAM_Hear_coef" call BIS_fnc_getParamValue )/ 10]; For flashlights: 4. 5. And politely speaking most of the above was found with a very simple google search. The others I have used personally. So maybe you could try helping yourself that way -
hafm Hellenic Armed Forces Mod (HAFM)
JohnKalo replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@panzergrenadier3 Thanks! Wish a Greek version was on this addon too though. Don't really use CUP so as not to flood the editor with thousands of units/vehicles/weapons. To avoid the dependency too.