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Posts posted by JohnKalo
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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
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A very nice addition making stealth missions a bit more achievable
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Yep, you can try attaching him to an invisible object! Like an invisible helipad for example.
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or maybe attaching the land waypoint on an invisible helipad located where you want the chopper to land can do it.
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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.
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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.
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Serbian forces. NIce!
QuoteWhoever uploaded the mod to ArmaHolic, please change the Description of the mod to match the one on Workshop, thanks!
You can contact armaholic staff for that ^^^
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Ehm this one: land_ffaa_casa_aeropuerto_torre . It is a building coming with the Lythium map.
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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.
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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
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Quotefind windows hitpoints and iterate setting damage 1 on them
How do you do that? Was only able to find the number of windows in the config file via the editor.
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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.
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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.
QuoteNow, "enemy" is not a common Vanilla Arma insignia. All PCs must know this mod (and find the insignia!). Good luck with that.
I suggest you test with a standard insignia before trying a custom one.
It is an image located in the mission folder. Enemy is just the name given in the description.txt.
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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.
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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?
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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.
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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.
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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.
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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!!!
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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.
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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.
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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.
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How to make a task appear after another has been completed
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Assuming you are using modules there should be a trigger that makes the first task end. Take that condition and place it in the trigger that activates the second task. An example: