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Posts posted by JohnKalo

  1. 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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  2. 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?

  3. 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.



  4. 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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  5. Glad the issue was detected and fixed. Nicely done  :thumbsup:

    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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  6. 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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  7. As far as I am aware and as far as I have read all Contact DLC assets are free to use. What you cannot do without the DLC is:


    • Play on Livonia,
    • use the weapons of the DLC,
    • wear the gear from the DLC
    • and use the vehicles from the DLC as a driver.

    If given such gear while on a server or are as a passenger on of the vehicles there will be an add stating buy the DLC.


    Now other players should have the expansion saying something like Contact DLC (Platfrom) enabled through the expansion menu. Otherwise no they will not be able to play. Like what happens with the Malden DLC.

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  8. @wogz187




    No swimming pool for today so I tried it and it worked! As stburr91 said. First tried it out and then saw your post.

    Oh officially no swimming for today in the program. Unofficially I got wrecked yesterday so it was not an option. 


    @GUYS !!!  

    If you connect this thread to the previous one of mine you can pretty much understand the concept of one of the Campaign missions. Hence I mentioned minor spoilers at the start but it is also really cool to write like this so ... :thumbsup: Or maybe the Campaign creation is taking too much effort and I am becoming overprotective. Spooky ... lol



    Not an answer to your question, but as a side note you can animate the multiscreen computer to open/ close with:

    Thank you very much for that. It can indeed help with the mission creation. It greatly aligns with how the story continues at that point.


    And thanks for the mission too. Had found another way too but your way is more simple and better explained so I will use yours instead. Thanks guys! Back to editing!



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  9. @wogz187 



    Thanks for the reply. No need for the contact DLC to test it. All those assets have and cause no dependency. Hmm... yes it does have 3 layers. Nice thought I will try it but when I use the above what exactly happens is that the whole texture of the object changes. It becomes like a pixel texture for the whole object and then the video footage is shown at the back of the three screens. There must be some sort of command so as to show different videos on the different screens but I have no idea which one it is 😕


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  10. If following the Greek Voiced Campaign Defying the Odds and are worried about even minor spoilers please read no further. Thanks!




    Can somebody please tell me how to show three different camera footages in the three screens from the Multi Screen Computer object?


    If it is one screen via the forums @Grumpy Old Man I have got this:


    tv setObjectTexture [0, "#(argb,512,512,1)r2t(piprendertg,1)"];
    _pipcam = "camera" camCreate [0,0,0];
    _pipcam setVectorDirAndUp [[0,0.66,-0.33],[0,0.33,0.66]];
    _pipcam cameraEffect ["Internal", "Back", "piprendertg"];
    _pipcam camSetFov 0.4;
    _campos = getposatl car;
    _campos set [2,3];
    _pipcam setpos _campos;

    it works nicely with the TV and PC screen but when it comes to the Multi Screen Computer object from the Contact DLC it does not work.



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  11. As for code to the camera feed here you go via an older post from @Grumpy Old Man:


    tv setObjectTexture [0, "#(argb,512,512,1)r2t(piprendertg,1)"];
    _pipcam = "camera" camCreate [0,0,0];
    _pipcam setVectorDirAndUp [[0,0.66,-0.33],[0,0.33,0.66]];
    _pipcam cameraEffect ["Internal", "Back", "piprendertg"];
    _pipcam camSetFov 0.4;
    _campos = getposatl car;
    _campos set [2,30]; 
    _pipcam setpos _campos;


    tv is the name of the screen whereas car is where the camera is attached to. 30 is the height of the camera in meters. To call the above place it in a nameOfScript.sqf file and then call it like:

    execVM "nameOfScript.sqf";


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  12. The image can also be in a .jpg format actually. As to how to place the custom image on a screen, double click on the screen and open it's panel. Towards the end there is a tab about which texture it has showing as a wallpaper. That tab has a path. Change that path so as to show your image and all done. Apart from that, for the "security camera surveillance feed" it does need code. This post can help:


    And in general such questions should go:






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  13. Well as compensation you can see which of the addons and missions you want are uploaded on www.armaholic.com . You can download them from there and place them to your Arma 3 game. Steam has got such issues and hence armaholic is advised. Have always used that one. Only use steam when the files are not on armaholic.


    Now as it seems multiple problems have risen after the last update. Apart from yours end others complain about steam uninstalling Arma 3 for no reason for example. Or addons not loading and such. Strange things but with Arma we have sadly gotten used to them. Hope you solve the problem soon though  :thumbsup:

  14. Campaign spoilers included. If following the Greek Voiced Campaign Defying the Odds and worried about possible spoilers please read no further. Thanks!




    So what I am trying to do is make the B_AAA_System_01_F shoot at infantry units. That is the turret gun mounted on ships. The one looking like a minigun. Sadly as it seems it only shoots vehicles. Apart from them all I have managed to do is make the turret aim at the infantry units but not fire at them like at all. I have tried with a variety of conditions such as:


    if (side _x == east ) then {turret doFire _x};
    while {_x distance turret <100} do {turret dofire _x};
    _weaponClass = currentWeapon turret; while {_x distance fit <100} do {turret forceWeaponFire ["_weaponClass", "FullAuto"]};

    None of the above worked. Even if I was next to the turret and had multiple hostiles shoot at me the turret would just not care. So is there any way to make the turret shoot at infantry units?



  15. When in a plane: no fuel = no hope


    When it comes to Arma that is. Unless you are really lucky and have somewhere to land. With a chopper you can autorotate safely to the ground but with a plane not much can be done. That is because you hit the top of a tree? Boom! You hit a rock? Boom! You hit a fence? Oh man that can even result in a nuclear explosion!!! Once I was piloting a chopper and the rear wheel touched a very short stone wall when landing. Well we all blew up naturally.. In the water you can autorotate safely though. If you pay attention to your speed and all. Not possible with a plane however since you cannot bring it to a complete halt. Have not tried it with a plane to be honest but that is most likely the case due to Arma physics.


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