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JohnKalo

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About JohnKalo

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  1. Seems nice ^^ Might even include it in one of my missions too..
  2. 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.
  3. JohnKalo

    GF Explosive Objects Script - Mod

    Nice one ^^^^
  4. 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;
  5. I believe so yes because there are scripts which attack turrets on vehicles and they still work.
  6. 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.
  7. So as part of a mission I am working on I need a guy to: 1.] Target a specific location with his static weapon, 2.] wait 5 seconds, 3.] target another specific location, 4.] wait 5 seconds, 5.] repeat the process. So by using a script that cannot be more simple as far as I am aware I wrote: while {alive spot0} do { spot0 doTarget target0; sleep 5; spot0 doTarget target1; sleep 5; }; So the first time the script runs spot0 unit does indeed wait but from then on he constantly moves the turret left and right targeting the target0 and target1 objects without waiting! Why please? And if the above issue is solved I would like, if possible, unit spot0 to target a random selection of targets at his first move and a random selection of other targets at his second move. I know that it can be randomized further but Arma issues have forced me to designate specific target locations. Oh and if I could make him move his turret at a slower pace that would also be awesome.
  8. If I may share my College opinion, he is most likely trying to force you to make a campaign and release it so as for everyone to stop complaining. Naturally speaking even if you do that you will be proven to be a liar. So the guy will get his campaign and you will be in some sort of social trouble. So either he just wants you to make a campaign without being mentally able to take the second part in consideration or he wants to have a two in one scenario. As for solving the whole thing I can think of a solution that will however mean spending time for this guy and showing a character that is ehm debatable? or you can simply ignore them all and blame them for not trusting you but a kinda complete stranger. Most times the best solution. Otherwise there might be a domino of destruction. College life...
  9. Well not even the simple MOVE waypoint works at times.. Sadly BI has yet to fix basic issues. And I doubt they will ever be fixed. I mean I use simple move waypoints for vehicles and they get stuck going back and forth or they just stop moving for no reason. That is when they are not on roads but on valleys with no trees whatsoever. Or they work nicely but when you host a server they don't. Really irritating : \ Due to that I would have stopped creating Arma missions if it wasn't for the testing groups and whoever downloads our missions having fun and all.
  10. JohnKalo

    Tasks Order Assigment

    Thanks and yep it is one of my favorite scripts. Especially because when playing not even the editor can know where the hostile units are exactly
  11. JohnKalo

    Tasks Order Assigment

    As for triggers sometimes placing another trigger and writing by hand while NOT copy pasting the same condition makes the new trigger work. As for the CQB script we got a really cool one. If you know how to un-pbo a mission just download the latest mission of the Campaign indicated in my signature. It is in the Scripts folder, the House Patrol one.
  12. Maybe you can use an animation where the AI walks? Because as stated above it is true that the AI goes crazy when walking on objects. By crazy I mean let's try jumping off a cliff or a rooftop. 30 meters? Pfff ... piece of cake. P.S. It might sound shocking but yes ... they died in both cases.
  13. JohnKalo

    GF Building Replacement Script - Mod

    Although to be honest I cannot see how editors will use the above script the WIP Script you mentioned will be really nice if a winter add-on free vanilla map was made available Hmm there must be an editing idea that I have missed..
  14. JohnKalo

    South Asia v1.3 No errors!!

    It might be a loooooong shot but hope this map eventually reaches Arma 3 graphic standards ✔️
  15. JohnKalo

    Mission Objectives

    The condition can be a: NameOfPlayer distance nameOfRadio < 5; for the message there are many ways like simple hint or sideChat or play a sound.
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