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Everything posted by JohnKalo

  1. JohnKalo

    Publishing a Campaign

    Oh okay. Personally I have uploaded all missions separately and placed them all in a collection. If you have all missions in one .pbo I sadly have no clue.
  2. JohnKalo

    Publishing a Campaign

    With a disableAI "DAMAGE" and this https://community.bistudio.com/wiki/onMapSingleClick . Although to be sure that all details work you need to play it in a hosted server if it is an MP mission. Sadly something that works in the editor might not work in the hosted server. Details mostly. Rarely disasters happen. Not a good experience.
  3. JohnKalo

    Task Position Update

    Well tried it with both and did not see anything different. Although the object was far away from the player it still worked.
  4. JohnKalo

    Task Position Update

    Just tested the new method. If I use getPosATL NameOfObject it does not update the position. By placing [NameOfObject,false] it does! Thanks now only one thing remains. What does the true or false actually do. I do not get what this means exactly:
  5. JohnKalo

    Task Position Update

    Thanks it is the fourth parameter but I checked here too: https://community.bistudio.com/wiki/BIS_fnc_setTask and still it does not say how to make the task follow the object. With what I have written it does not. In the page example it says [MHQ,false] which is for [object,precision] . I have to guess that precision is some sort of distance in meters between the target and the task icon and if that is the case then it still does not make the task marker to update. I will try with true to see if it works though.
  6. JohnKalo

    Hello to everyone

    There should be a sub-menu once you click on the module. That way you can change the plane. Also especially the first video might have what you need:
  7. JohnKalo

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

    Here we go! Another mission release and an update too: Episode 08 - Thunder Fortress RELEASE! In this episode there were some really close calls! Gladly thanks to our Sniper's notifications and organized reactions we managed to overcome the difficulties and complete the mission! Now about the update. There are two missions that are at the works. Now number two might sound small but it is not! Media files have to be created and there is a dilema on how the story will end. The hypothesis is set but to how flexible players will be with their choices ... that is a complex situation. At the same time we are trying to alter scripts so as to fix some details something by no means easy! Nevertheless we will do our best so as to have the best possible outcome. Also the credits section has been updated. Some have yet to be included but that is only because the needed missions have not been released yet. Last but not least we have not forgotten about the steam and armaholic links. Those will be shown here once all missions are released. Stay tuned!!!
  8. JohnKalo

    Hello to everyone

    Cannot help directly but maybe the below can help:
  9. Hey guys I had to use a setUnitCapture at the ending of a mission. So all went well but one thing. At the closing of the mission on the top right a message saying Playback Complete appeared. Thought that only happened at the editor but it also appeared while testing. So is there a way to get rid of that message? Please only post tested solutions because I will not be able to test the mission again before release.
  10. JohnKalo

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

    Hi guys hope you are all doing great no matter the circumstances! Excited to announce the release of Mission 07 also known as: Episode 07 - Golden Paint RELEASE! In this mission we were saved more than once by our Sniper and Sabot specialist. Have it not been for them we would have been torn to pieces! What about yourselves though? Will you choose a dynamic or a more stealth approach? Whichever one you choose hope you all have an amazing time! Oh and not to forget all missions have been updated so as for your loadout to remain intact if needed to respawn. The issue was detected while testing and has been dealth with.
  11. We will be talking about an MP mission. So at some point one of the players should be able to start an action that will need to take about 20 seconds to be completed. BUT if he stops pressing the action then the action's progress should pause. So when he starts the action again he will continue from let us say 40% and not 0% again. Also this Pause function will need to be applied to a video that will be playing on a screen. The video should pause and then continue too. So is this possible in a simple way please?
  12. JohnKalo

    Pause and Continue Action

    Thank you very much!!! The above is code I have used before but since I never had so helpful notes I never knew what all those columns were for! It did work with simple tricks but it could be done easier too had I used the other now translated lines. The problem however is that I still cannot find a way to Pause the video and then Continue it. The action as you wrote above I suppose does work as intended but the video will continue playing as is. Maybe I will need to use another way for the task to work.
  13. Yep just like the above or if you want to stay away from creating waypoints you can even add an AddAction to yourself so as to disableAI "PATH"; for the helicopter pilot and then re-enable it via the same method. More time consuming than the above though ^^^
  14. JohnKalo

    heli transport issue

    There is this command: NameOfUnit action ["Eject", NameOfVehicle]; The first issue might be solved with the above too.
  15. JohnKalo

    X35 Jets

    So a while back the new unit X35 Jet has been introduced. Sounded cool so I upgraded it to its highest possible level. A disaster! When using them they proved to be worthless. They were literally falling like flies. So maybe they need a re-balance or am I using them wrongly? Although after the latest re-balance system all units started to be destroyed too easily making attacks not worth it like at all. Used to win 3 out of 4 battles and now I win 1 out of 4 if I am lucky that is. Hmm..
  16. JohnKalo

    Heli Won't Takeoff

    The waypoint for the helicopter can be a transport unload one. Then you can use the trigger with the player in heli condition so as for the helicopter to take off.
  17. If you want a new log to be added when you pick up an intel that is easy. You can just call another description.txt. That way everything located at the top left when you open the map will be updated. Pictures can be added there too. Also if you want the intel itself to show something and not be just blank you can use a leaflet:
  18. JohnKalo

    3 animations combined in one script

    To be honest I got a bit confused. In general however for animations you can use in a script for example: NameOfPlayer switchMove "NameOfAnimation_1"; sleep 2.316; NameOfPlayer switchMove "NameOfAnimation_2"; A reason why the exact time of the animation is shown in the animation viewer. Also the above will work for SP missions. For MP ones the initPlayerLocal.sqf will be needed 👍
  19. Have never done it myself and I am no scripter. I only make really simple ones. The above should help though. Otherwise the specialists can help.
  20. Don't think so. Maybe you can make it blow up when the door is opened and not when it collides with it
  21. nameOfMine setDamage 1; should work. As for the condition it can be anybody present in the needed area.
  22. JohnKalo

    Set image on object

    Judging from the "some times it does sometimes it does not", do you know you have to be close to a screen so as for the image to be shown?
  23. JohnKalo

    Creating default units in editor

    @Larrow Thanks but is it ok if I leave it as it was? Because it did work one time that I tested it and I do have it in all missions now Also does the above work for players and AI too? I suspect it does but just to be 200% sure.
  24. Maybe this will help: Although there can be two endings saying that team won or the other team won and give condolences to the losing team or something. Much more simple and surely possible 👍
  25. JohnKalo

    Setting up a convoy ambush?

    Maybe a limitSpeed command as an addition will help. But if the acceleration of vehicles are different then every start stop will cause greater distances to occur. In this case maybe the turn you mentioned. Lol, I know. If it were not for MP then I would have quit Arma 3 editing years ago. If everything worked as it should it would take about 2-4 hours to make a mission not about 20-40. What if the first and last vehicle are tanks and you have no anti-armor weapons though. For military vehicles the distance between explosives would be 2+3+2 about 7 meters. Judging from ingame experience. Have not been in the army. Yet....