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Everything posted by JohnKalo
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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. -
hafm Hellenic Armed Forces Mod (HAFM)
JohnKalo replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Cooooooooooool !!! Know its too much to ask but this one would also be REALLY awesome : https://el.wikipedia.org/wiki/Zubr_(Αερόστρωμνο_αποβατικό) -
Grass Cutter - Sizing
JohnKalo replied to Capt Steel88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Not exactly what you are looking for but it should help. 7th and 8th post 👍 -
[SOLVED] How to remove an default action?
JohnKalo replied to Mirek's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe you can set the hangar as a static object or use the lock doors module to just lock the doors -
paradrop ALL AIs in One time without RHS?
JohnKalo replied to Kaede Takagaki's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It might sound insane but maybe you can try: nameOfUnit1 action ["Eject",T1]; nameOfUnit2 action ["Eject",T1]; nameOfUnit3 action ["Eject",T1]; nameOfUnit4 action ["Eject",T1]; ... Have witnessed similar situations so I just placed different triggers with same conditions and with the sleep timer. As long as it works and it is simple I keep it. Pros might find such things funny but since it works and does not lag anything ... And if the above does not work maybe these will: https://community.bistudio.com/wiki/moveOut https://community.bistudio.com/wiki/doGetOut -
Is there an easy way to spawn massive structures?
JohnKalo replied to Neonz27's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There might be a way since there are scripts which spawn furniture in buildings. Maybe you can take a look at them. An easy way out would be to just hide the structures and then unhide them. -
Script not working in multiplayer
JohnKalo replied to Lightning30k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
1- Try placing what you have in the init.sqf to the initPlayerLocal.sqf . 2- Seems to be a known issue with the script that has not been fixed: Checked it out and it indeed has two lines of addAction seemingly doing the same thing. The thing is to change a script you have to have permissions and such, whereas the thread does not state we can alter it. Hence I did not research it any further. Best of luck with your project!- 1 reply
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Can i disable object animation?(B_Parachute_02_F)
JohnKalo replied to Spriterfight's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can make it spawn with an altitude condition:- 1 reply
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HELP Detecting units from a group in triggerarea
JohnKalo replied to Spriterfight's topic in ARMA 3 - MISSION EDITING & SCRIPTING
But if the unit dies in the trigger area it is already in the area so the trigger to fire is expected. Maybe I got confused. What are you trying to do exactly? If you could more details would help. Maybe a simple: NameOfUnit1 distance nameOfHelpingInvisibleHelipad < NumberOfMeters or NameOfUnit2 distance nameOfHelpingInvisibleHelipad < NumberOfMeters or ... could work so as not to stall your project. Edit: Or if you mean if he dies in the trigger a latter condition is fired although he is killed maybe this can help: ({_x in thisList && alive _x} count units test1) not tested so it could just show an error. -
How can I quit a mission and return to the eden editor?
JohnKalo replied to juleshuxley's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Don't think so but in normal conditions a script error causes an error to pop up (or for the game to crash 😂). Have never seen a freeze. -
HELP Detecting units from a group in triggerarea
JohnKalo replied to Spriterfight's topic in ARMA 3 - MISSION EDITING & SCRIPTING
These could help: -
Attach AI to random start building?
JohnKalo replied to BlackbirdSD's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Here there is a script : where replacing: _unitNew setPos _unitPos; with this: _unitNew setPos (getPos _NameOfBuilding); should do the trick. Among with some other changes but nothing too serious. -
Briefing images on Rugged Tv
JohnKalo replied to Leon Harrington's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Place the name of the Rugged TV and if it does not have a name you can give the TV one. Then the code you can put in the activation field of a trigger. In the condition place true . That should work. If you do not want a trigger you can try placing this instead of the objectname if you place the code in the Rugged TVs initisalization field. -
Briefing images on Rugged Tv
JohnKalo replied to Leon Harrington's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe there is something missing: _objectname setObjectTexture [0, "\img\pic1.jpg"]; the \ . Also when opening the screen at about the buttom there is a path you can use to insert the image directly. In Arma in general even if an \ is / it will not find the files. Common in programming I believe. Other sort of issues are file formats like being a .png and not a .jpg . -
AI fall through floor
JohnKalo replied to chrisbaker1981's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Once they reach the top you can attach them and detach them to an invisible object. Might not look splendid but it will work. Or try to place an invisible block so as for them not to be able to fall through. -
Prevent supply drop on parachute to drift off
JohnKalo replied to arma_max's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This could help: https://community.bistudio.com/wiki/setMass The higher the mass the more difficult for the object to drift. -
Tried to find an aswer to this but I couldn't so here it goes: Can players that have not bought DLCs play missions that use DLC assets? As far as I have understood assets can be used without creating dependacies with the: a)Malden DLC b)Laws of War DLC (Buying it just gives you the possibility to drive the truck) The ones that create dependacies are: a)Marksman DLC b)Apex DLC How about: a)Karts DLC b)Helicopters DLC c)Jets DLC All of this free to try in the editor and such has got me a bit confused and I would really like to know what's going on in order to report the correct addon dependacies in our missions.
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Needed some searching but here it is:
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Isn't it possible to place the hotel stairs vanilla object and hide that one?
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Trigger activates based on distance as well as condition
JohnKalo replied to Nafrey's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Arma acts weird in general. Why not: this allowDamage false; at the beginning of the mission via the objects init and once any players are in a 500 m distance: cacheCrate1 allowDamage true; Does not answer the question BUT resolves the issue 💪