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JohnKalo

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Everything posted by JohnKalo

  1. JohnKalo

    GF Auto Loot Road Crash Script - Mod

    Well if this script production continues all left for the editors will be to create the tasks and the briefings. The mission environment will be ready 👍
  2. JohnKalo

    HAFM NAVY (Ships) - v2.0

    Hmm ... maybe for as long as there is a chopper with players on board near the ship. If there is no pilot in the chopper there will be no chance of the chopper taking off. Or with an engine on condition too. Logically speaking who lets a chopper with an engine on while the ship travels? Chances for a ship being hit right when the chopper is with a crew and an engine on might be next to zero but yeah your argument has got a basis.
  3. JohnKalo

    HAFM NAVY (Ships) - v2.0

    About the helicopter taking damage part:
  4. JohnKalo

    Tasks Order Assigment

    If needed the task script we use is mp and sp supported and you can find it here: My post is post number 3.
  5. JohnKalo

    Tasks Order Assigment

    Have you named the tasks differently? First thing that comes to mind is that two tasks have the same name. If not, try de-syncing and re-syncing everything.
  6. More help can be found if the thread goes: https://forums.bohemia.net/forums/forum/154-arma-3-mission-editing-scripting/
  7. JohnKalo

    Video Formats Implementation

    Well until something changes I will have the .ogv videos in place while keeping the high quality ones waiting. Although I doubt anything will change soon if it is about money too. BI developers seem to be caught up with building their new engine. It should take months or years and if a new game does not come out BI might have an income issue.
  8. So in my WIP campaign there are videos I use in a variety of places. For those of you who do not know only .ogv formats are permitted in Arma. When it comes to showing videos on in-game screens such as tvs there is no problem but when it comes to showing videos as intros the quality is not good. It is watchable but not good. So as far as I can understand the reason why only .ogv formats are used is due to size? but maybe that should be up to the editor. If his mission is big in size or not. So why not let mp4 video formats be used? Much better quality and the format people tend to use for videos.
  9. JohnKalo

    ASR AI 3

    While in ASR all works awesomelly I would like to ask, Does the presence or absence of scopes on weapons affect the AI accuracy? Because one could argue that AI armed with non scoped Apex AK-47s were too accurate although quite far.
  10. JohnKalo

    Video Formats Implementation

    Did not know that to be honest. Seeing free software like AVC offer multiple video formats I never thought there would be extra fees. Hmm.. wonder what other companies use for their high quality videos.
  11. JohnKalo

    AUSTAL HSSV Mod

    Well maybe you can ask other Ship add-on developers how they made their ships work. Cooperation can be very profitable at times.
  12. JohnKalo

    AUSTAL HSSV Mod

    This looks like a really nice addition to Arma already. Since you will continue working on it for months it should turn out to be great. I can already think of many mission implementations if all ship features work nicely
  13. JohnKalo

    VCOM vs ASR

    Have not tested VCOM but ASR I use in all missions. The AI is really good and I especially like how groups work together so as to defeat us players. The way they flank and all. Adrenaline levels go high when you cannot know from where the AI will attack. Before ASR it was a simple head on attack. Nothing much to that. Oh and how they use smoke and grenades too. EDIT: I use ASR in MP primarily.
  14. JohnKalo

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

    Was hoping there would be two mission releases in Christmas but I had to update some missions due to add-on updates and reach the final stage of all Chapter 1 missions. Due to that: Naturally if you have any recommendations about the Campaign creation feel free to share them. The story is pretty much set but it may change if we cannot implement it in the Arma engine.
  15. Seems like a good part of an intro when someone wants to include a detailed description of the situation ^^^
  16. JohnKalo

    Live feed control (LFC)

    And maybe you forgot the server named item. I have used this script recently and it all works fine. Just in MP only one player can see the screen at a time. The addAction on the screen only works for the player activating it. The rest do not even see the blue screen anymore. Unless they press the addAction for them. Some sort of locality issue as it seems. @HazJ Thanks for checking it out.
  17. JohnKalo

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

    Thanks George! You really do give a motive to Arma 3 content creators. With all the support and such. Anyways 2019 coming in fast ... And there cannot be a New Year with at least one new mission! Episode 05 - Flaming Rain RELEASE! In this episode having to keep the Chain in good enough condition was by no means calming! We had to change our strategy multiple times, use scouting techniques while also keep the enemy units seperated and busy. Our Explosive Specialist and Marksman surely played the most significant roles. The ES by using his LMG to clear the way and the MN by keeping the enemy busy via simultaneous attacks in a variety of sectors! As always we hope positive or negative feedback will make its appearance! And if you want to share your mission experiences too please feel free to!!!
  18. JohnKalo

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

    After many updates to already released missions ... Chapter-01 has reached version v2.0!!! Changelog available in the first post: PLEASE if any glitches or bugs are found feel free to report them here or via mail through the website Contact form. If you have any other sort of suggestions please describe them. Happy Holidays everyone!!!
  19. I remember using the above in one of my missions and as I recall it only fully worked when I placed the command in a trigger. Using it in the init.sqf for some not specified reason did not work
  20. Shooting down missiles is surely possible since it is done in the Hellenic Armed Forces Navy add-on: There you can take down missiles with both bullet fire and missile to missile fire.
  21. Yes it looked really nice in buildings wasn't it for the whole floating issue. I cannot understand why the skeleton floats even when you place it in the editor. It is a BI issue. Moreover, because with the skeleton the bones are not connected to each other you have to place the skeleton in a certain position so as not to have a hand floating while separated from the rest of the skeleton. But the skull object alone is alright with the -0.02. In any case your script has been implemented in the mission via using the randomized spawning of magazines. Next stop ... mission testing!
  22. JohnKalo

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

    Many thanks for such an offer! I have altered all the remoteExec lines to the simple sideChat command already however. It took many hours but indeed had I used simple notepad it would take days and who knows how many glitches! By the way ... notepad++ I use after seeing your advice in each of your scripts
  23. So one major change I tried doing in all campaign missions is to use scripts to run all chats. The scripts are run via a trigger. The trigger runs the audio via the effects and also the chat script which goes like: [HQ,"HQ to Blue Lightning, Blue Lightning do you copy?"] remoteExec ["sideChat",0]; sleep 4; [BL,"Blue Lightning copies."] remoteExec ["sideChat",0]; sleep 2.5; [HQ,"Blue Lighting, forces coming from your West are moving towards point Lamda. About 30 heavily equipped hostiles."] remoteExec ["sideChat",0]; sleep 7; [HQ,"Ability to change the extraction point available."] remoteExec ["sideChat",0]; sleep 4.5; [BL,"Copy that HQ, no need to. "] remoteExec ["sideChat",0]; sleep 2; [BL,"Not every day do we have the chance to eliminate terrorists. Blue lightning over."] remoteExec ["sideChat",0]; The problem is that the Chat was shown many times. Actually it was shown as many times as the number of players playing. One solution I can think of is to change all the above with a simple: HQ sideChat "texthere"; but that will mean waaaaaaay many changes. So how can I fix it? Sadly I have not got many testing opportunities so I will have to ask here, if I make the trigger Server Only will that fix the issue?
  24. Yep, thanks for the advice, I started using notepad++ from the first campaign mission. Saw its recommendation from @GEORGE FLOROS GR scripts.
  25. So I managed to make the script work! but .... there is an issue. Most of the times both the bones and the magazines seem to float. Their height is about 0.5 meters above the ground :\ So can you please make the script spawn the skeletons and the mags at random areas around a marker but on the ground? Away from buildings which cause the bones to float. I do not mind having the skeletons half in the ground and half not but them floating around is not the best sight. If you cannot I will just place the bones myself at certain locations. Edit: Trying to place skeletons myself made me see that the skeleton object is floating when anywhere placed. So I just placed some skeletons, changed their height by hand and used part of your script to randomize the mags being placed around the skeleton. It worked!
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