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JohnKalo

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Posts posted by JohnKalo


  1. :exclamation: Can only add one detail. Extra care should be taken when players play animations. So as for them not to get stuck in the animation and hence be unable to move. With playMove  (or switchMove which is the only one working for some animations) the player will only be able to move once the animation is complete. If that is a loop animation which never ends the player will be stuck.


  2. Quote

    Duly noted. I believe changing the unit "playerJET" (which is a plane), to a helicopter would not affect most of the scripts. I'll research this further. I'm curious, do you guys fly with mouse/keyboard or controls/joysticks? And do you use the advanced helicopter flight model?

    Personally I fly using the advanced flight models with a joystick and a steering wheel. The steering wheel is ehmmm... for the pedals. For the rudder right and left. I could buy some pedals for like 100 euros but no money no honey. Kinda funny when others complain about not being able to fly as they want with their expensive kits. What would they do if joystick buttons only worked when pressed via a specific and highly scientific way. Lol.. Anyways, as for the advanced flight model if you get used to that it is not easy to fly without them. That is because the chopper stops responding as it should and flight becomes weird. The same technique I use with planes although I mainly handle choppers.

     

    Quote

    The cargo delivery system is fully implemented now.
    I'm working on a Ring Challenge script to add 3-5 ring courses-- like sightseeing tours (volcano rim) and Mach loop style canyon runs (I know airplanes can't do a mach loop). The challenge is to create a single trigger ring for all of the challenges. Updating it's position as need by the player clearing each ring.
    Update soon.

    Awesome! Oh you mean having only one ring show at a time? Maybe you can use the Show Model On/Off feature. So as for the rings to be there and only shown when needed.

    • Thanks 1

  3. Yeah easy to act like a boss when you are a thousand or more miles away...

    For whatever code we are talking about you can try placing it in an initPlayerLocal.sqf file. You just create one on your mission folder and add your code there.

    Although yes knowing for what kind of code we are talking about exactly will surely help :thumbsup:

     

    Also in case it is in the future needed: https://forums.bohemia.net/forums/forum/154-arma-3-mission-editing-scripting/


  4. So time for yet another update!

     

    • As you can see in the initial thread 3 missions are ready and awaiting the testing procedures
    • The Credits have been updated! Need to point out here however that only the ones who have helped with the already released missions are included. As more missions are released the credits will accordingly be updated.
    • Minor Changes in Chapter 1 missions including a few alterings in action icons and a few enhancements for weather effects.
    • A new version has also been released for the first episode of Chapter 2. Nothing much. A picture just changed so as to match with the rest episodes of the 2nd DTO Chapter.
    • It should also be noted that mission Thunder Fortress, which is awaiting testing is the last episode of Chapter 2!

     

    And that is pretty much it! As soon as the testing group is available the missions will have their final tests and will gradually be released!

    • Like 1

  5. @GEORGE FLOROS GR Sadly got to report that the sounds do not work here either. Since nothing worked for @Viper 2017 I tried it myself and although the sound as a sound works when called from a trigger it does not work for the script. Actually even if I call a sound that does not exist via the [playSound3D ["\sound\siren.ogg",_car]] call BIS_fnc_MP; it does not report an error. It just does not play anything. Weird things.

    • Like 1

  6. Quote

    So the approach vector waypoint is actually on the opposite side of the airport compared to the approaching plane? And the approach vector could be in multiple positions depending on the direction from which the aircraft is travelling? That sounds do-able but needlessly complicated for what is supposed to be a fun, cathartic flight over paradise.

    Yep that is correct and true!

     

    Quote

    Got any more cool ideas. I want to add some challenges, like complete a circuit in a set amount of time, don't exceed the altitude limit, ferry cargo, assist the coastguard, ect.

    Altitude limit is great in case there are AAs around. As for the coastguard ... an idea would be to make a search area where a criminal or a person needing assistance is located. Like a vessel on fire. With a condition plane close to the target for some time the task can become successful! In case of the criminals the guys can be shooting at the plane. Taking fire however is indeed not a flight over paradise environment  :scratchchin:

    Apart from the above maybe sightseeing tours? Or transferring of highly important cargo such as medical supplies?

     

    Quote

    After playing a bit, the approach works great. It's a very simplified version of the real thing but illustrates the principal well enough. The player just has to realize that the yellow Task Marker is not a waypoint but a navigation aid, and use it, like a gun-sight, to line up the waypoint marker.
    The "TUNE" button on the mission controller now contacts the tower at Aeroport de Tanoa and clears the player for final landing-- and sets the WP and approach for the same.
    I've also implemented an Overheat Stall and a Fuel Leak Stall when the player is suffering from bad luck.
    Still more to come!

    Nicely done ... cool!

    • Like 1

  7. Quote

    So I'll add another waypoint in the chain that defines the approach vector for each airport. Does a waypoint 3 km away and around 200 m satisfy this?

    It must be a really nicely placed waypoint. Because according to the approach if it is plane - airport - waypoint in a straight line then it would not change much. What I suggested cannot be easily implemented because in order to have a nice flight path,  the path will have to change according to your starting position. Different approach for each combination of starting position - destination. Most likely that is why such a thing does not exist. Yet?  

    • Like 1

  8. Seems cool  :thumbsup:

    Cannot say how to optimize the script but if we are talking about a wip scenario, may I ask, when you say 20 flight plans ... are those with waypoints? Because when flying a plane you got to have an approach. So as to come in line with the runway and such. Do not think a mission containing such things exists. About the approach ... was playing FSX some time before, was instructed to cycle around the runway, I saw it straight forward so whatevs. A straight line is the fastest! Damn wind... Was sliding down the runway, so while sliding made an 180 degrees turn and pushed throttle to full. The AI copilot said once we stopped ... I am just glad I am on the ground. Lol, have never heard such a thing in a game before :rofl:

    • Like 1

  9. Quote

    How are you executing the code?

    With an execVM through a trigger.
     

    Quote

     

    0 here is the time it takes the map to animate to the given position.

     

    Dang thought it was something like the sleep command.

     

    Quote

    As @7erra says your code needs to be able to suspend (spawn, execVM). Else the sleeps do not work and you will immediately see last anim before map closes.

    And was wondering what suspension was  :rock:

    Yep that is a better code indeed. I will try it out and if an issue occurs I will report back. Thanks guys!!

    • Like 2

  10. Hey guys in the mission I am working on I would like, while ingame, the map to open and show some certain locations. Like show the first one and then show the second one and so on.

     

    There is however an issue .... I could not find a way to make the map change the location it focuses on steadily. It just shows the second marker instantly. Does not seem right :scratchchin:

     

    So how can I make the map open and show different markers steadily. Like in the Tactical Ops DLC missions if I recall correctly.

     

     

     

    What I have so far in my humble script:

     

    openMap true;
    Sleep 0.01;
    ((uiNamespace getVariable "RscDiary") displayCtrl 51) ctrlMapAnimAdd [0,0.05,getMarkerPos "marker01"];   ctrlMapAnimCommit ((uiNamespace getVariable "RscDiary") displayCtrl 51);
    Sleep 5;
    ((uiNamespace getVariable "RscDiary") displayCtrl 51) ctrlMapAnimAdd [0,0.02,getMarkerPos "marker02"];   ctrlMapAnimCommit ((uiNamespace getVariable "RscDiary") displayCtrl 51);
    Sleep 5;
    openMap false;

     


  11. @Viper 2017 A sound has to be something like this:

    class wolf1 
    
    { 
    
    // how the sound is referred to in the editor (e.g. trigger effects) 
    name = "my_wolf_sound"; 
    
    // filename, volume, pitch, distance (optional) 
    sound[] = { "fx\wolf1.ogg", 1, 1, 100 }; 
    
    // subtitle delay in seconds, subtitle text 
    titles[] = { 0, "" }; 
    
    };

     

    There is a comma missing in yours ^^^

    Also is it that the sound does not play or that it plays in too low a volume? You can define it as music and not as sound so as to check if it works. Then you can just call it from a trigger. Just to check if the audio file plays.

    • Like 1

  12. Quote

    15 Best Things to Do in Lefkada (Greece) :

    Well Porti Katsiki being in place number 1 is not that good of a choice but the rest are some amazing options!

     

    Quote

    Criminal rates have gone up everywhere it seems, but not in our village it has to be said.. 😊

    The good thing about villages is that the criminal has to take the chance of getting killed into consideration. Shotguns have no rumor of being polite :thumbsup:

     

    In a city in Greece you can call the police. Well it might come or it might not. Even if it does and you have defended yourself you will be imprisoned and the criminal will walk away. In the best case scenario the police will arrive too late and after years they will identify the criminal. Due to the criminal being 80 or 90 years old however till he is found he will not go to prison due to age. And yes exceptions exist. The police will catch him and place him in jail for three life times punishment. Well in 5-10 years he will be out of jail. The really bad criminals however will get 10 times life sentence! That means in 25 years he will be able to get out of prison for a day or two and guess what some never return! Why return when there is no chance of getting out? If you however say a bad word to a politician then the police will arrive in a matter of seconds or minutes and arrest you and make you go to jail and pay a fine. Lol ... this is no police. Those guys are the governments mercenaries....


  13. Quote

    I was watching some videos of Leukas with my wife today and there were a lot of very good memories !

     

    Yeah that is how we mostly go on vacations too. By watching videos :smile_o:

     

    Quote

    I haven't been to Greece since the late 70's. I went for a sail around the islands for a few days, but spent most of my time on the mainland. It is a lovely place to visit, not sure I could live there though, because being a brit, I just ain't used to that 'heat'..

     

    Dude how are you used to all that rain? Lol ...

    Well you can come again. Some places are still visitable. You just have to take extra care because more and more places have sky-rocketing criminal rates.


     

     

    • Like 1
    • Haha 2

  14. Lefkada is surely a wonderful place   :sun:

     

    I especially remember the crystal clear beach where it is shallow for a loooooong walk. Cannot recall the name sadly.

    Although the Porto Goat (Porto Katsiki) beach I did not really like. Way too many people for so little space. And it is way too deep. If anything happens to you it is a game over with no respawn. Wonder why it is that famous anyways :scratchchin:

     

    Those caves on the pictures however .... we did not visit those. Maybe next time! If there is a next time.

    • Like 1

  15. Quote

     

    No, this line

     

    The video can be stopped in variety of ways:

    ......

    The function is called or spawned again with another video, for example "\a3\missions_f_exp\video\exp_m04_v02.ogv"

     

    Thought if the screen was different it would not have an impact on the first screen. The BIS_fnc_playVideo function seems to have issues. 


  16. Looking for the icons that show with the hold action function. Through searching i have only found this one:

     

    \a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa

     

    through an example but could not find any other. Even tried through the functions viewer but there is no ui_f there. Also tried in the games files but nothing there either.

     

    So does anybody know where the names and icons of those ... icons are please?


  17. Thanks to all for the replies!

    Update:

    The BIS_fnc_playVideo function does not only play the same video on screens tv01 and tv02 but also on the nearby screen tv03 without being called! Seems like the function applies on all screens for some reason.

    Fixed that with BIS_fnc_replaceWithSimpleObject since the 3rd screen is no longer used. It is the one being used first. Now:

     

    Quote

    Spawn both codes. (not tested)

    Sadly do not know how to do that. My latest scripting achievement due to campaign needs is the use of VARIABLES :yay:with many limits .... lol.


     

    Quote

     

    Hello there John !

      

    Might be something else , because it should work as i see here in these images ,

    here is a script :

    http://www.armaholic.com/page.php?id=29871

     

    Downloaded the file but it cannot be opened. It is for the 2D editor. And in the .sqf file alone it is really complicating.

     

     

    Quote

    Or something like this 

    Sadly that one I have used before and it is not MP friendly. Only one player can see the video footage at a time. in order for another to see it he must use the addAction and block the footage from the other guy.

     

     

    Quote

    Nothing, the function is working as intended, when you pass another video, the previous one stops, it is all documented here https://community.bistudio.com/wiki/BIS_fnc_playVideo

    Are you talking about this line:

     

     

    Quote

    Default variable "BIS_fnc_playVideo_skipVideo" is set to true:

    missionNamespace setVariable ["BIS_fnc_playVideo_skipVideo", true];

    Do I have to make it false someway? Because I do not know what missionNamespace is and in the discription it says Returns the global namespace attached to mission. Like studying Advanced Mathematics III. One page can need 1 day :stuck:

     

    • Like 1

  18. For anyone that had troubles playing this mission an addon that was needed and was not included in the initial thread was discovered!

    In building the NEW CITY of Kunduz assets were used from the Lythium map and therefore from JBAD Buildings too. If you had CUP and such you would already have them logically speaking.

    Anyways I included the needed addons in the first thread.

     

    • Like 1

  19. What I want to do should have been simple but for some reason it is not. I want to have 2 screens ingame play two different videos in an MP mission. So I run a script via a trigger with an execVM.

     

    Name of tv screens tv01 and tv02. Script:

     

    tv01 setobjecttextureglobal [0,"Videos\Info01.ogv"];
    ["Videos\Info01.ogv", [10, 10]] remoteExec ["BIS_fnc_playVideo", [0,-2] select isDedicated, false];
    
    
    tv02 setobjecttextureglobal [0,"Videos\Info02.ogv"];
    ["Videos\Info02.ogv", [10, 10]] remoteExec ["BIS_fnc_playVideo", [0,-2] select isDedicated, false];

     

    What hapens is that both screens play video Info02. After tests I discovered that it plays whatever video is the one called last. So what is going on guys?

    The only thing I can think of is that the BIS_fnc_playVideo function can only work one at a time. If so how can I fix it?

    • Like 1
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