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JohnKalo

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Everything posted by JohnKalo

  1. When you say uses the arsenal you mean to take something specific from it? Because as far as I am aware there is no open the arsenal condition. But there is a condition to check if a player has a specific item. To make things more simple however you can use the: nameOfPlayer distance nameOfAmmobox <5; with a sleep 5 or 10. Since the player will use the ammo-box once he approaches the method should work.
  2. Thanks for the tip! If a chopper is in play then an invisible helper object will do the trick. Although I never had such an issue to be honest. Most likely because chopper landing waypoints are connected to other helipads Just like to have everything clear when designing any sort of mission. Taking a weeks break for example and coming back, I prefer knowing where the respawn location is and not start searching for the coords. That is also the case with waypoints and such.
  3. And if you have already got a marker, where respawning takes place, there might be a simple solution, since you want it to be trigger bassed. Just add in the activation field of the trigger: "marker_where_you_respawn" setmarkerpos getpos spawn_helper; Where spawn_helper is an object located at the new desired spawn location. An invisible helipad for example.
  4. JohnKalo

    Waypoint Follow

    Seems like it is a buggy waypoint: Maybe this can help: https://community.bistudio.com/wiki/doFollow
  5. I got a little bit confused so I will just describe how the set trigger activation line works. You place a unit. You place a move waypoint right next to the unit. You place another Search and Destroy waypoint. You create a trigger. You place whatever condition you like. You use the set trigger activation line to connect the trigger to the move waypoint. Done! What will happen is that the Search and Destroy waypoint will start once the condition of the trigger is met.
  6. Maybe you already know this but there is a thing with waypoints. Let us say we have waypoint 1 and 2. The condition you place in waypoint 1 will be the condition so as for waypoint 2 to be activated. Waypoint 1 will already have been activated. So maybe you will need to place an extra move waypoint next to the appropriate unit and place your condition code there. ^^ That is for the set trigger activation line which is the one I always use. Judging from below posts it works how you want it. Sorry for that. ^^ And if your code does not work you can sync the trigger directly to the waypoint. The set trigger activation line. That should work
  7. JohnKalo

    Using planes in mission editor

    TOH was indeed amazing! I had bought two copies and made my friends buy a few more. And as you also mentioned clicking the buttons in the cockpit is really nice. In TOH we could. In Arma we cannot 😕 Yep, the simulation is nice but not even like TOH let alone DCS. There I remember things that do not exist in Arma. In TOH for example lifting off without using pedals was a no go. In Arma it is possible. But even yet autorotating with a squad on board is really nice.There must be communities of pilots online. I only play with friends since I want to enjoy Arma and not get in a cowardish online fight for getting shot by a baragge of AA missiles. Easy to say anything when being thousands miles away... Searching however should reveal some nice pilot community
  8. JohnKalo

    Using planes in mission editor

    1.) When you place a vehicle in the editor check the bottom of the right panel. It has a box stating place infantry with crew. If you uncheck it it should place them without crew. 2.) Have not tried any addon but in Jets DLC you cannot press any button. Maybe this one will be nice: http://www.armaholic.com/page.php?id=22594
  9. I cannot confirm but in general when I tried to use sounds they were in general in a lower volume than when defining the audio files as music. That is why I mainly define audio files as music. Maybe that can fix the problem but for a say3d I believe all audio has to be defined as CfgSounds
  10. Glad your mission troubling was solved. Really liked when the squad's commander got in the first vehicle, exited it and then boarded the second one 😂 The AI has indeed got such issues.
  11. How about deleting or locking the initial truck? deleteVehicle nameOfInitialTruck That might be a simple solution. More are possible but they will be more or far more complicated. By the way, I am impressed on how far you have gone by using the AI IQ. Nice
  12. 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. Ross Bugden for his music. Jakub Hrock for his audio effects. All people helping with the voice recordings. Video Production NetCon1 for his video. Ophidic for his video. Woople for his video. Scripters Alias for his scripts. Aylas for his script. BangaBob 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. @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 v2.0: Mission Details at the website subpage here. Direct download link here. Episode 04 - Natural Holocaust v2.0: Mission Details at the website subpage here. Direct download link here. Episode 05 - Flaming Rain v1.0: 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 - Thunderstorm Fortress: Early Access. 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. 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
  13. JohnKalo

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

    Hey guys I have got the Easter Update for the campaign's creation! So for Easter there will be no mission releases. Due to some really serious early summer exams our testing group is not available. That does not however mean that new missions are not being created. We are just one mission away from the end of Chapter 2! Afterwards Chapter 3 will be created and it will be the last chapter of the campaign. As for changes in already released missions there will be none for Chapter 1 missions. They have been tested and no bugs have been reported so there is no need to change anything. If someone however finds a bug or glitch please report it. As for missions already released for Chapter 2 only one image will be changed. There indeed was a minor bug reported in mission 05 but it only happened once and could not be replicated. If it happens to anybody else please report it so as for me to fix it. Actions have already been taken so as for it not to happen again even in that one case but if something occurs I can use other methods too. As for missions not being released on armaholic anymore I should point out that it only happens with the campaign missions. When uploading missions on armaholic there is not so much control on what you write. I cannot preview what I have written and in order to change the color or size of letters I have to use code. That is also the case when trying to place the text in the middle and in so many other cases. Armaholic dudes are great and always helpful but I cannot keep uploading new versions and such. I will however upload the whole Campaign when it is 100% ready. As for the final release date of the Campaign it is scheduled to be towards the end of the 2019 summer!!! Thanks for all the support guys!
  14. JohnKalo

    AI open and close Bargate

    Dang, thought you meant the vanilla bargate. Glad you were able to fix the issue. Nicely done!
  15. JohnKalo

    Community made campaign

    Personally not available to create a campaign but I believe it would be better to give more details about your campaign ideas. Like what type of battles and tasks will be involved. Otherwise it can be hard to find an editor willing to cooperate. Best of Wishes!
  16. JohnKalo

    AI open and close Bargate

    Well there is this thread here: https://forums.bohemia.net/forums/topic/148623-openclose-bargate-solution/ but if you want a simple trigger based solution you can: 1.] Create two triggers. 2.] Set them to repeatable. Click on the trigger there is a box saying repeatable. 3.] In the first one add as a condition: unit1 distance Gate1 <10; and in the initialization field: Gate1 animate ["Door_1_rot", 1]; 4.] In the second trigger place a timeout of 2 seconds. Click on the trigger and place 2 where it asks for the time. You will have to place 2 three times in the three boxes. 5.] In the second trigger add as a condition: unit1 distance Gate1 >10; and in the initialization field: Gate1 animate ["Door_1_rot", 0]; All done! Although I cannot understand why you do not want the loop solution but its your call
  17. JohnKalo

    Bored:/

    So at lvl 222 things are starting to get really boring! I have completed all campaign missions. I have figured out that for battles only helicopter drones and supports are worth being produced. I have understood that whenever a player attacks me with helicopter drones I will surely lose. I have not found anything interesting in alliances since there are no battles or anything. I have found out that I need days to collect the res needed to upgrade 1 building. I have started avoiding the Flames vs Clouds wars since you lose troops while gaining nearly nothing. I have stopped attacking other players since the res looted are not even enough to repair used troops. So anything new coming up? Alliance battles maybe? A way and a reason to communicate with other players? A new res? New buildings? Anything? I really like the fact that this game is not a pay to win game but it is starting to get really boring :)
  18. Oh man that was is.. Was even trying the name of the C-130 ramp door to no avail. Did not try the obvious. Anyways, thanks!
  19. Can somebody please tell me how to open the ramp of the CH-47F Chinook chopper? I cannot find the name of the door in the config file. Chinook animate [" ", 1]; Happy Easter by the way...
  20. Seems nice ^^ Might even include it in one of my missions too..
  21. I had a similar issue and what I did was to set the driver alone in CARELESS mode via his initialization field. Apart from that I removed every rock blocking a straight line path no matter the rock's depth. To remove the rocks I used the necessary module. Also I changed the starting position of the craft a few times and tested it about 5 times just to be sure. It is Arma so even moving the unit a meter to the left might make it follow its given commands. Last but not least you might need to disable damage because if the craft is damaged then it might act like crazy no matter what.
  22. JohnKalo

    GF Explosive Objects Script - Mod

    Nice one ^^^^
  23. JohnKalo

    Task canceled? Doubts

    Well since you are using modules you can sync the create task module with two set task state modules which will have their own triggers. The one can be to say task successful while the other will be for task cancelled. Now to make sure that after the task is cancelled the other module will not be activated you can place in the activation of the trigger connected to the task cancelled module a simple: Soer allowDamage false;
  24. I believe so yes because there are scripts which attack turrets on vehicles and they still work.
  25. Thanks but it did not work. I found however something that did. The below code works: while {alive spot0} do { spot0 doWatch target0; spot0 doTarget target0; waitUntil {runner0 distance mark0 <5}; spot0 doWatch target1; spot0 doTarget target1; waitUntil {runner0 distance mark1 <5}; }; Yeah runner0 is indeed a civilian running constantly from the mark0 object to the other mark1 object! For some reason sleep does not work when in a loop in our case. About making the selection random the wiki has sadly not got detailed examples so I will try finding and seeing how other scripts work.
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