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Everything posted by JohnKalo

  1. Got a bit confused. Do you want to transfer everything in a script or to solve the LOAD waypoint issue? In any sort of case the LOAD waypoint you mentioned is a risk. You can indeed use a MOVE waypoint for the boat and then sync a trigger to it so that the boat continues to move only when the HVIs are inside. Now as for the module you use to hide and unhide the boat you can simply use the: hideObjectGlobal nameOfObject; so as to avoid the use of the module. Modules sometimes lag the game. Another thing is that maybe the waypoint method you mentioned will not work. Waypoints on moving objects can also cause problems. Had tried to but a slingload waypoint on a moving object once and the chopper went to the initial place of the crate and then to the new position. If that happens with the GET IN waypoint in your case we will have to spawn a waypoint after the boat has arrived to pick them up. But maybe using a MOVE waypoint for the HVIs and having a trigger to activate the next GET IN waypoint only after the boat has arrived will work. Finally yes with the: deleteVehicle nameOfUnit; you can erase all units and vehicles
  2. JohnKalo

    Live feed control (LFC)

    @Bode_DHSF This should help:
  3. JohnKalo

    JBOY Throw Knive

    A very nice addition making stealth missions a bit more achievable
  4. JohnKalo

    Need help making AI not move

    Yep, you can try attaching him to an invisible object! Like an invisible helipad for example.
  5. or maybe attaching the land waypoint on an invisible helipad located where you want the chopper to land can do it.
  6. JohnKalo

    ARMA 3 Addon Request Thread

    A nice idea would be underwater foliage and such. So as to be able to make more interesting diving missions. Not talking about a map but objects. The placement can be done by editors. So as for it to be unique.
  7. JohnKalo

    Break Windows Only

    Thank you so much! It worked!!! Only thing I had to change was the ,5 to a ,10. For some reason the distance had to be bigger on my end.
  8. This should have been easy to find but strangely I could not find anything. What I would like is to make the windows of a building break at a specific time. We are not talking about a vanilla building but for a building located at the Lythium map. Think it is a Jbad building too. And if possible have them break with the needed sound. If the later is not possible I will just play a sound for the players.
  9. Serbian forces. NIce! You can contact armaholic staff for that ^^^
  10. JohnKalo

    Break Windows Only

    Ehm this one: land_ffaa_casa_aeropuerto_torre . It is a building coming with the Lythium map.
  11. JohnKalo

    Break Windows Only

    It worked for another building but not for the one needed. I have got the classname of the building when placed as an object. Can that help somehow? So as to replace the nearestTerainObjects condition. The building which needs to have its windows broken will be a specific one.
  12. JohnKalo

    Break Windows Only

    Thanks! It worked!!! The audio did not but I just replaced it with a custom audio file. Oh and I could not select the particular building on the map. For some reason: nearestBuilding player setHit ["glass_1", 1]; did not work. Due to that I had to hide the building and place the same on as an object. Would be better if the above worked however
  13. Spoiler alert for followers of the Defying the Odds Campaign who might be spoilers sensitive. What I am trying to do is spawn two missiles which will collide mid-air. So I placed a car in the air and sent the two missiles. The car has no simulation but is shown to players. Everything works fine. Next try I click the Show Model box making the car invisible to players. They cannot be able to see it while playing. What happens is that the missiles do not hit the car but the ground. The code I use in a trigger so as to spawn the missiles: [[11707.6,18444.8,1000], "ammo_Missile_Cruise_01", car1, 180, false, [0,0,0.25]] spawn BIS_fnc_exp_camp_guidedProjectile; [[12900.8,18750.6,1000], "ammo_Missile_Cruise_01", car1, 180, false, [0,0,0.25]] spawn BIS_fnc_exp_camp_guidedProjectile; I tried spawning an explosion when the two missiles come together like this: "HelicopterExploBig" createVehicle (getpos car1); but the missiles would not blow up. In short the explosion and everything is great when the car is visible to everyone but not when it is invisible. Oh and I tried making it invisible only to players but I do not know how to do that. So any ideas? EDIT: Should the trigger spawning the missiles be set to server only? So as not to spawn missiles for every client. Since triggers are local.
  14. JohnKalo

    Break Windows Only

    How do you do that? Was only able to find the number of windows in the config file via the editor.
  15. When we place any sort of code into a unit's init field does it apply to all clients for a hosted server? The question came as a troubling from ... will the insignia appear to all clients if I place this in some units init: [this,"enemy"] call BIS_fnc_setUnitInsignia; and on a side-note there will be quite a few units using the above. Is there any other more fps friendly way to place the insignia to those specific units?
  16. JohnKalo

    Unit Init Global?

    @pierremgi @killzone_kid Thanks guys! So judging from the above in the init field of the units I place: if (isServer) then {[this,"enemy"] call BIS_fnc_setUnitInsignia}; That way it will run once even if it is in the init field of the units. It is an image located in the mission folder. Enemy is just the name given in the description.txt.
  17. JohnKalo

    Mid-Air Collision

    Thank you so much! I placed the code in the initPlayerLocal.sqf and it worked nicely. Only thing I had to change was the placement of the boat. When horizontal to the ground it would not be a big enough target for the missiles. Oh and the last } was not needed, for anyone else who will use the above.
  18. In order not to disable the radio in all of the mission you can use: enableSentences false; for the time needed and then re-enable it. Via triggers alone it is maybe not too hard to implement it.
  19. Out of plain curiosity have you tried getting in the car after everybody else has? Maybe you get in a seat that is meant for another AI member and the game gets confused.
  20. Defying the Odds Brought to you by HelicopterEnthusiast and zigTtzag(zTt) After testing a mission a few months back zTt was like why not create a campaign? I refused saying it was too hard. We can make more missions in the same amount of time. A few weeks back however the campaign started being constructed! Now the campaign being constructed was revealed to our website subscribers alone but the download links and such will be available to all! Story: In Afghanistan there was a leader called Dahid Kazat. Kazat was a patriot. He loved his country and his people. He wanted his country to prosper by taking advantage of the oil reserves located at Lythium. It was a clever idea and it would surely result in his country prospering and his people forgetting about the immense difficulties they face due to being poor. There was an issue however. Oil attracts the Strong Countries of the world. Especially when in 2035 oil reserves get more and more scarce. Because of the above, NATO decided that Kazat had not what it takes to deal with the power that oil reserves would provide him. Due to that NATO demanded all oil reserves from Kazat while providing no help to the people of Afghanistan. Kazat did not agree! They tried to bribe him, they threatened his family and yet he said no. So NATO found a nice way to get rid of Kazat. They chose to fund rebel organization Al Shilak. They gave them weapons, ammunition and all needed in order to bring down Kazat and they succeeded. Kazat was killed and propaganda made the people of Afghanistan to agree about the homicide. Yet again an issue arose. The people of Afghanistan did not only agree with the murder. They also agreed with whatever Al Shilak supports. That is that NATO is to blame for everything. That now that Al Shilak controls the country they should be the ones dealing with the oil reserves. That the people of Afghanistan should rebel! From that point on, Lythium has turned into a battlefield. NATO was unable to deal with the locals and after many casualties they lost control of Lythium and they are now dealing with a force that wants to expand Afghanistan borders! Here is when you guys arrive. Although no country offered to help in fear of casualties, Greece is sending their best Green Berets force! Four men from Greece Special Forces have been dispatched to Lythium to help NATO regain control. NATO agreed to support them. If they commenced all too dangerous operations… Greece agreed. Why? Nobody knows if anybody knows. Units: Task Force: Blue Lighting Team Leader – Chiefly Alexandros Petraklos He has been through everything! Graduating from multiple Military Academies and becoming an expert in a variety of sectors was a torment. Actually it was not. Petraklos was born for such operations. What tormented him was the bureaucracy and the needed encounters with officialdom in order to become a Green Berets Team Leader. Marksman – Sergeant Ioannis Kalinos A graduate from the Basic Sniper Training for Special Operations Academy. The time needed to read that equals with the time Kalinos needs for 3 headshots at a 1,5 km distance! That is exactly why the Green Berets recruited him. Disregarding his tension to remain silent, a Blue Lightning slot is surely his. Explosive Specialist – Sergeant Konstantinos Koromilas His graduation certificate comes from the Evelpidon Military Academy. Apart from that, he does not talk much. All we know is that he likes explosives and whatever causes mayhem. Welcome aboard Koromila! You are just the person we need for the Blue Lighting Green Berets team. Medic - Corporal Lambros Katechakis Coming from 7 yearlong studies he graduated from the Army Officers Military Academy. AOMA, which he finds boring, trained him to become a Medic and be an expert in Emergency Medicine. After his graduation, he was assigned to the Green Berets Blue Lightning team and has since found out that the real military is by no means boring. Head Quarters – Lieutenant Tasos Balaoritis Also a graduate of the Army Officers Military Academy but not a Medic. Balaoritis was trained to become a Military Psychologist. Post-Traumatic-Stress-Disorder or any sort of disorder has no chance in front of his skills. Calm as anyone can be he provides support to all Green Berets operations. Pilot – Corporal Antonis Fidelis Only typically did he need to graduate from the Air Force Academy. Piloted his first chopper at the age of 15 and his first plane when he was 17. That is what happens when your father owns a Flight School. Due to his amazing skills in Army Aviation vehicles, the Green Berets Blue Lightning team immediately recruited him. Important details: a)In SP you should be the THE GROUP LEADER of the BLUE LIGHTNING team. b)In MP all players who will participate in the mission should be READY before the opperation begins. c)It is important to read the STRATEGY section of the briefing. d)The campaign is FULLY VOICED in Greek and there are ENGLISH subtitles. Although ... who does not speak Greek? e)At the Lythium map some doors do not open. It has been fixed via a script. You can open those doors with the ALT key. f)All testings have taken place in a HOSTED server. g)Respawn:Instant Requirements: a)Arma 3 Apex b)Marksmen DLC c)HAFM: http://www.armaholic.com/page.php?id=20288 d)Lythium: http://www.armaholic.com/page.php?id=32694 e)ASR AI3: http://www.armaholic.com/page.php?id=24080 f)CBA: http://www.armaholic.com/page.php?id=18767 Bugs: Minor: None Serious: None Installation: Just copy the pbo to your Arma 3 directory. Place the .pbo file at the mpmissions folder. Credits: Audio Alex Lisi for his music. N-Beats for gunshot audio effects. Ross Bugden for his music. Jakub Hrock for his audio effects. All people helping with the voice recordings. Video Production Andy Fielding for his video. NetCon1 for his video. Ophidic for his video. Wolskye for his video. Woople for his video. Scripters Alias for his scripts. Aylas for his script. BangaBob for his scripts. George Floros for his scripts. JBOY for his script. Tophe for his script. Zenophon for his script. Addon Makers Aplion for the Hellenic Armed Forces addon. The CBA Team for CBA. The FFAA Team for Lythium. Robalo for the ASR AI3 addon. Forum Members @GEORGE FLOROS GR for helping in the editing forums about functions compatability. @gokitty1199 for helping in the editing forums about functions compatability. @HazJ for helping in the editing forums about functions compatability. @ruger392 for his VectorDir/VectorUp guide. @Schatten for HoldAction Icons assistance. @SpaceHippo for how to remove addon dependencies. Bugs Emergency Crew @Dedmen for tasks lag, functions lag, scripts lag and lag in general! @Grumpy Old Man for mission optimization! @pierremgi for infoText lag! Website SubLink Campaign Overview: here. Episode 01 - Entrance Creators v2.0: Mission Details at the website subpage here. Direct download link here. Episode 02 - Explosive Attention v2.0: Mission Details at the website subpage here. Direct download link here. Episode 03 - Mayhem Providers v2.1: Mission Details at the website subpage here. Direct download link here. Episode 04 - Natural Holocaust v2.1: Mission Details at the website subpage here. Direct download link here. Episode 05 - Flaming Rain v1.1: Mission Details at the website subpage here. Direct download link here. Episode 06 - Cave Invaders: Ready but awaiting testing. Episode 07 - Golden Paint : Ready but awaiting testing. Episode 08 - Thunder Fortress: Ready but awaiting testing. Episode 09 - Robotic Persuasion: Awaiting audio recordings. Episode 10 - Death Cream: Alpha Version Only. Changelog: Chapter-01 ... v1.0 to v2.0 ... 29/12/2018 Added a Campaign Intro. Added extra media files. Added extra audio files. Added effects to the intros. Added the necessary Credits. Fixed the infoText lag. Fixed a spelling mistake. Fixed the modules lag. Fixed the Scripts lag. Fixed the tasks lag. Fixed the Episode 05 serious task lag. Fixed the possibility of players not getting into the needed vehicles. Enhanced the FPS of every mission. Enhanced how players await the start of each mission. Removed hundreds of unnecessary trigger conditions. Removed dozens of unnecessary modules. Replaced the Loading Screen. Replaced how intro text is shown. Replaced the way chats are shown. Updated all needed scripts. Episode 03, 04 and 05 ... v2.0 to v2.1 and v1.0 to v1.1 ... 8/7/2019 Changed a few action icons. Changed the Chapter 2 picture. Enhanced some weather effects. Please note, after the testing of a mission it may take time for the release. That is because enhancements recommended by the testing group need to be implemented and details fixes need to be done too sometimes. Feedback is always welcome but since this is our first campaign feedback is very important. All missions have and will be tested but if any sort of glitch or bug appears please report it here in the forums or more directly here. Also recommendations or describing things you like will also be very helpful. Making a campaign is really hard hence your assistance will surely help. This is the one and only Greek Voiced Campaign so enjoy
  21. JohnKalo

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

    So what is happening with the Progress of the Campaign? Episode 09 Robotic Persuasion is in development. Still early alpha but in a work in progress state. Episode 10 Death Cream has only its general idea set and is awaiting the completion of Episode 09. That means that when 09 is ready 10 will start being created. So why is it taking so long? The main reason is due to time shortage. A technical issue also occurred in one of the testings group computer. Sadly due to money shortage that will take a while to be fixed. That is a serious issue since as in every other mission, although everything has been tested in the editor multiple times, campaign missions still need to be tested in an MP environment. That is because when I test them I know where everything is and exactly what players have to do. In order to be absolutely sure that players having no idea of what is to come act as they should, an MP test is needed. That is also the case with all difficulty settings and such. Last but not least, as the campaign story comes to its closure more and more media files need to be created. That is a time consuming and kinda painful process. In short Episode 09 and 10 are the last two missions of the DTO Campaign and hopefully they will be ready in a few months!!!
  22. This should help run through triggers: https://community.bistudio.com/wiki/setTaskState
  23. JohnKalo

    Fly Tanoa Air

    Glad the issue was detected and fixed. Nicely done Oh and are there any fire spotting missions coming? Like working for the firefighter department and such. Plane too small to put out big fires but it can help with the small ones. The chopper can too but it will need a bucket 3d model. And if willing to search for fire putting out mechanics we can discover the super compressed chemical which once spread can take out big fires. That way even the small plane can be used.
  24. JohnKalo

    Fly Tanoa Air

    Hope all the scripts using while for warnings and such do not break up the mission due to fps drops. Have been there recently. Had to change simple scripts because the mission lagged for 0,5 seconds everytime the loop occured. Not a very big issue but it was annoying so I spent an hour to find another way to make everything work.
  25. JohnKalo

    Fly Tanoa Air [FTA]

    Feedback is often requested and rarely provided. Gladly some people at least provide feedback about bugs or glitches. Cannot blame them. Once a person gave me feedback about a mission dependency and was suprised that I replied about it.