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JohnKalo

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Posts posted by JohnKalo


  1. You can just use the doTarget and doFire commands but one thing that is weird is how does the enemy AI follow their move waypoints while there is a friendly helicopter chasing them? Unless the driver is in careless mode they should just be driving right and left without any logic path. You must have already checked it out but a Combat mode could help for the killercommando group. Best of luck 👍


  2. Just a small notice : there are small updates that take place without their details being posted due to super time shortages. The links however are updated and are all up to date. Firstly the direct download link and immediately after the steam link is updated for practical reasons. Latest patch notes:

     

    Quote

     

    Version 1.7 to 1.79:

    All vehicles, weapons and wearables are now Zeus compatible.

    Some assets also but most not.

    Added 3 vehicle skins for the Zamak and Tempest.

     

     

    For requests and feedback please use, from fastest to slowest method, the direct contact link via the GreekEditor website, steam and then the forums.

    Many thanks for all the feedback and awesome ideas! Sadly we cannot implement them all but all of them were/are being worked on as far as our abilities allowed/allow us. 

    • Like 2

  3. Major Update has just arrived! There are multiple additions to the Christmas Pack bringing it to version 1.7! The Changelog is as follows:

     

    Quote

     

    Version 1.0 to 1.7:

    Added 1 Drivable Sleigh, 2 Snowball Launchers, 9 Christmas Weapon textures, 10 Christmas vehicle textures.
    Added 9 Christmas Balls, 2 Wearable Hats, 1 Christmas Tree, 7 Toys, 1 Snowman.
    Added 4 Christmas Lights with 4 frequency versions each.
    Added 2 Pickable Gifts, 10 Food versions, 2 Decorations.
    Added 1 Lamp with 2 Switches.
    Fixed the Snowman's texture.

     

     

     

    Sleigh.png

     

    Please note that from all ideas and suggestions there is one that we have not managed to implement in the addon. We tried, failed and we will hopefully succeed including it in the future. Stay tuned! 


     

    • Like 4

  4. Just a few thoughts till the experienced scripters come in. You would have to place all targets in an array and then constantly check the distance between the chopper and the targets. Then once the chopper comes near one of the targets you would need to have all available groups in an array, check which one is closer and then create a waypoint so as to send the group to that target or false positive coordinates. For the helicopter waypoints, from experience, in careless mode they tend to follow the path when the waypoints are attached to an invisible helipad for example. And the flyInHeight and limitSpeed commands seem to work as well. Best of luck with your project. Welcome to the forums 👍


  5. The addAction can be used multiple times in the init. BUT in mp it might add an action for each player present. So you will have the same action multiple times. A solution is to add an action which has a needed variable. Each unit will have its own variable activated and so the actions will appear only once for each player. A self found logic which has saved me many times in mission making. Especially the campaign. Welcome to the forums 💪


  6. The scooter is awesome! Maybe it turns a bit too slow since the "wheel" is turned by hand but it literally unlocks diving missions. Without it it took ages to swim from the one place to the other! As for the crossbow there is maybe an issue. Although the explosive arrows shoot where you aim exactly even at very long distances, shot a rock at the top of a mountain, the normal arrows shoot pretty high. You need to aim much lower. Just mentioning it. Might be the way crossbows shoot so once you learn where the arrow goes all good. And its very cool using it! I get it. No problem. Addon making is very hard and time consuming. Thank you! 


  7. Yes yes yeeees! Thank you very much! An awesome addition to the addon and in the game in general. Guess the diver cannot have his mask and flippers on though.

     

    There are so many new additions to HAFM that I just got to make new Greek missions! Currently looking for a nice map without the CUP requirement. Will find one eventually......

     

    Oh and the tanks would be nice to have interiors at some point. To make some tank battles. Or the searchlight for the choppers to work and be directional for search and rescue night missions like the Rescuing the Hunted (Website Link) mission. Would do one as such in Tanoa but there are signs and villages pretty much everywhere so getting lost there is difficult. And a vessel that can transport vehicles to shore would be epic. Like the L-180 or 182 and such. Okay will now stop asking for additions. For now at least. I know  :hammer: 

    • Like 1

  8. For the first question just place an object at the center of where you would place the trigger and then place a trigger with a condition:

     

    NameOfObject distance NameOfPlayer < 100

     

    where 100 is the distance in meters. Then on activation:

     

    { if (side _x == opfor) then { _x disableAI "MOVE"; }; }forEach allUnits;

    For the second question the same logic can work. Will leave it for you to find. Just notify if there is any trouble 👍

    • Like 1

  9. The .sqf goes into the mission folder that is in your documents. Then you call it as shown in the video. You place the line of code (with the execVM) in the activation of a trigger for example and you can place true as a trigger condition. 

     

    Arma editing can be complex when starting to get into it. It gets easier upon experience. Maybe you can find some simple missions unpbo them and see how it all works. As a first step. Best of wishes for your project 👍  

    • Like 2

  10. You have to place invisible helipads and place the Transport Unload waypoint of the helicopter pilot attached on that invisible helipad.

     

    To unload troops just use a Move waypoint not a Get Out one. Once the chopper commences the Unload one the troops will follow the Move waypoint and continue on. 

     

    There are other ways to force the AI to do simple things like disabling their simulation at times and enabling it afterwards and many many such things you figure out from experience.

     

    Best of luck with your project 👍

    • Like 1

  11. In general with objects even when static or without simulation I tend to get low FPS when too much are present near each other. Even with like 5 AI in the area. As for AI if you want to avoid spawning and scripting them you can just disable their simulation, hide them in clever places and enable it manually once it is the right time. That way there can be some very cool battles even in CQB without traumatizing the computer and letting lower specs be able to cope. And you avoid the possibility of players seeing enemies spawn and such. Once I was driving fast so enemies were appearing out of nowhere and pretty much ruining the experience. 


  12. Yeah then music will not work. Just in case you need it any other time the music part is found by double clicking on the trigger and there is a submenu towards the end which has a music tab. Open the tab find the name of the song and all good. For a sound the above should work. In general I rarelly use the say3d because the same track as a sound plays in a much lower volume that if i include it as music. Really strange. 


  13. Have not tested it with a sound, only with music a while back, but when repeatable is on and there is no sleep (length of sound) to the trigger it is a question how it works in the first place. Oh and if willing its easy to do this via a script.

     

    EDIT: and when using not present I prefer using a faction that is not present in the mission. Just to be sure it works 👍

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