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Posts posted by JohnKalo
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Did not know that to be honest. Seeing free software like AVC offer multiple video formats I never thought there would be extra fees. Hmm.. wonder what other companies use for their high quality videos.
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Well maybe you can ask other Ship add-on developers how they made their ships work. Cooperation can be very profitable at times.
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This looks like a really nice addition to Arma already. Since you will continue working on it for months it should turn out to be great. I can already think of many mission implementations if all ship features work nicely
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Have not tested VCOM but ASR I use in all missions. The AI is really good and I especially like how groups work together so as to defeat us players. The way they flank and all. Adrenaline levels go high when you cannot know from where the AI will attack. Before ASR it was a simple head on attack. Nothing much to that. Oh and how they use smoke and grenades too.
EDIT: I use ASR in MP primarily.
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So in my WIP campaign there are videos I use in a variety of places. For those of you who do not know only .ogv formats are permitted in Arma.
When it comes to showing videos on in-game screens such as tvs there is no problem but when it comes to showing videos as intros the quality is not good. It is watchable but not good. So as far as I can understand the reason why only .ogv formats are used is due to size? but maybe that should be up to the editor. If his mission is big in size or not.
So why not let mp4 video formats be used? Much better quality and the format people tend to use for videos.
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Was hoping there would be two mission releases in Christmas but I had to update some missions due to add-on updates and reach the final stage of all Chapter 1 missions. Due to that:
QuoteUniversity Exams have arrived hence no time hence no testing group availability hence new releases not until Easter Vacations. Yep it is nothing but studying when in a university. Nothing else
Naturally if you have any recommendations about the Campaign creation feel free to share them. The story is pretty much set but it may change if we cannot implement it in the Arma engine.
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Seems like a good part of an intro when someone wants to include a detailed description of the situation ^^^
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9 hours ago, warbirdguy1 said:Has anyone tried this in recent times? I believe I have followed all the steps correctly but do not see an Action item appear on Monitor1. Is this just me or are others having issues with this? Thanks.
And maybe you forgot the server named item. I have used this script recently and it all works fine. Just in MP only one player can see the screen at a time. The addAction on the screen only works for the player activating it. The rest do not even see the blue screen anymore. Unless they press the addAction for them. Some sort of locality issue as it seems.
@HazJ Thanks for checking it out.
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QuoteBest wishes for you and everyone as well John and thank you very much !
Thanks George! You really do give a motive to Arma 3 content creators. With all the support and such. Anyways 2019 coming in fast ...
And there cannot be a New Year with at least one new mission!
Episode 05 - Flaming Rain RELEASE!
In this episode having to keep the Chain in good enough condition was by no means calming! We had to change our strategy multiple times, use scouting techniques while also keep the enemy units seperated and busy.
Our Explosive Specialist and Marksman surely played the most significant roles. The ES by using his LMG to clear the way and the MN by keeping the enemy busy via simultaneous attacks in a variety of sectors!
As always we hope positive or negative feedback will make its appearance! And if you want to share your mission experiences too please feel free to!!!
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After many updates to already released missions ...
Chapter-01 has reached version v2.0!!!
Changelog available in the first post:
QuoteChangelog:
Chapter-01 ... v1.0 to v2.0 ... 29/12/2018
Added a Campaign Intro.
Added extra media files.
Added extra audio files.
Added effects to the intros.
Added the necessary Credits.
Fixed the infoText lag.
Fixed a spelling mistake.
Fixed the modules lag.Fixed the Scripts lag.
Fixed the tasks lag.
Fixed the Episode 05 serious task lag.
Fixed the possibility of players not getting into the needed vehicles.
Enhanced the FPS of every mission.
Enhanced how players await the start of each mission.
Removed hundreds of unnecessary trigger conditions.
Removed dozens of unnecessary modules.
Replaced the Loading Screen.
Replaced how intro text is shown.
Replaced the way chats are shown.
Updated all needed scripts.
PLEASE if any glitches or bugs are found feel free to report them here or via mail through the website Contact form. If you have any other sort of suggestions please describe them. Happy Holidays everyone!!!
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I remember using the above in one of my missions and as I recall it only fully worked when I placed the command in a trigger. Using it in the init.sqf for some not specified reason did not work
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Shooting down missiles is surely possible since it is done in the Hellenic Armed Forces Navy add-on:
There you can take down missiles with both bullet fire and missile to missile fire.
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13 hours ago, GEORGE FLOROS GR said:I thought that you wanted them inside a building and not just random.
you can adjust the position to be lower :
-0.02
try ( not tested ):
_Corpse = createVehicle ["Land_HumanSkeleton_F",[getPosATL _Loot_Pos select 0,getPosATL _Loot_Pos select 1,(getPosATL _Loot_Pos select 2) - 0.02],[],0,"CAN_COLLIDE"];
Yes it looked really nice in buildings wasn't it for the whole floating issue. I cannot understand why the skeleton floats even when you place it in the editor. It is a BI issue. Moreover, because with the skeleton the bones are not connected to each other you have to place the skeleton in a certain position so as not to have a hand floating while separated from the rest of the skeleton. But the skull object alone is alright with the -0.02. In any case your script has been implemented in the mission via using the randomized spawning of magazines. Next stop ... mission testing!
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QuoteDo you want to send me this ?
Maybe it's easy with notepad ++ !
Many thanks for such an offer! I have altered all the remoteExec lines to the simple sideChat command already however. It took many hours but indeed had I used simple notepad it would take days and who knows how many glitches! By the way ... notepad++ I use after seeing your advice in each of your scripts
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Yep, thanks for the advice, I started using notepad++ from the first campaign mission. Saw its recommendation from @GEORGE FLOROS GR scripts.
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So I managed to make the script work! but .... there is an issue.
Most of the times both the bones and the magazines seem to float. Their height is about 0.5 meters above the ground :\
So can you please make the script spawn the skeletons and the mags at random areas around a marker but on the ground? Away from buildings which cause the bones to float. I do not mind having the skeletons half in the ground and half not but them floating around is not the best sight. If you cannot I will just place the bones myself at certain locations.
Edit: Trying to place skeletons myself made me see that the skeleton object is floating when anywhere placed. So I just placed some skeletons, changed their height by hand and used part of your script to randomize the mags being placed around the skeleton. It worked!
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https://community.bistudio.com/wiki/Arma_3_Unusual_process_exit#0xC0000135_-_STATUS_DLL_NOT_FOUND
Quote0xC0000135 - STATUS_DLL_NOT_FOUND
The OS is unable to load a file that is required to run the game. A missing DLL may belong to the game, the OS or one of the required components (DirectX e.g.). Possible solutions:
Verify the integrity of the game cache using Steam.
Re-install DirectX.
Uninstall the Visual C++ 2013 Redistributable package (both x86 and x64 version), restart your computer and install the package again (do not use the Repair function).
Run the Windows System File Check tool to repair corrupted system files.
To identify the precise DLL that is causing an issue.
Download a 64-bit version of the Microsoft Dependency Walker and open arma3_x64.exe with it. The libraries with a red icon are the corrupted ones.
Download a 32-bit version of the Microsoft Dependency Walker and open arma3.exe with it. The libraries with a red icon are the corrupted ones.
Hope you are able to play soon ^^^
When buying any new pc many things need to be installed. Things we did not know were isntalled in our older pc. Like C++ Redistributables and such.
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Hey guys!
Since Christmas Holidays are ongoing I might not have a mission ready for release but I find it nescessary to give you all guys an update.
So what is going on with the Defying the Odds Campaign's construction?
For starters I have placed news about the missions that are curretly being worked upon in the first thread:
QuoteEpisode 05 - Flaming Rain: Tested and currently undergoing repairs.
Episode 06 - Cave Invaders: Awaiting a script implementation and testing afterwards.
Episode 07 - Golden Paint : Very Early Alpha
For Laters, all Chapter 1 missions are being reworked. What I mean by reworked is not a change in tasks nor in the story. It is more about optimizations. More info at the next versions releases. The next versions which will most likely be the FINAL versions too!!!
For Last but not Least I have to say that due to a glitch that has been discovered as of yesterday 12/26/2018 I will have to change about 1.600 lines of code It is about how the chat text is shown. The text will not change. Only the way it is shown. If you know Greek then there will not be a problem but some weird people tend to say that not many people know Greek so whatevs ... I will not take that risk
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Mission updated and is playable again.
Version 1.1
Changed an image since the ships have been changed.
Updated mission so as to be playable with the latest version of the HAFM addon.
Have Fun
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Mission updated to Version 1.1
QuoteVersion 1.1:
Added thermal vision to the all ready existing night vision of the ship crew members.
Changed the ships to much better ones for both friendly and hostile units.
Fixed glitch where the naval units would report the finding of the Jet Pilot again if it had already been found by the airforce units.
Fixed glitch where the airforce units would report the finding of the Jet Pilot again if it had already been found by the naval units.
Updated mission so as to make it compatible with the new version of the Greek Navy Add-On
Have fun
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QuoteMight be the trigger and the code in trigger execution ?
I used to show all chats via triggers. Something which caused many conditions but worked nicely. The problem appeared now that all chats are being shown via a script.
As far as I can see tiggers work locally once to every player. Something which is really nice but which does not combine with remoteExec. Because since they work locally the chat will show as much times as the number of players.
I could not see that when testing missions in the editor hence I have to change so many lines of codes. Everything seemed to work fine.
QuoteYou just learned a good lesson about coding in general, if you've written it more than once make it a function. Here's a slightly less crappy way to make life easier.
Oh I get it. So as to easily change the command if a problem occurs.
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So all I can do is remove remoteExec and replace it with the simple sideChat command. Do that to about 1.600 lines of code :)
Whatevs the mission releases will be delayed but at least the problem will be solved.
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Nice! So I will erase some of your script's parts since I only want magazines to spawn near the skeletons and then I will add it to the mission. Hopefully my chat showing mulitple times issue will soon and easily be solved. I have 6 missions using the same show text method :/
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So one major change I tried doing in all campaign missions is to use scripts to run all chats. The scripts are run via a trigger. The trigger runs the audio via the effects and also the chat script which goes like:
[HQ,"HQ to Blue Lightning, Blue Lightning do you copy?"] remoteExec ["sideChat",0]; sleep 4; [BL,"Blue Lightning copies."] remoteExec ["sideChat",0]; sleep 2.5; [HQ,"Blue Lighting, forces coming from your West are moving towards point Lamda. About 30 heavily equipped hostiles."] remoteExec ["sideChat",0]; sleep 7; [HQ,"Ability to change the extraction point available."] remoteExec ["sideChat",0]; sleep 4.5; [BL,"Copy that HQ, no need to. "] remoteExec ["sideChat",0]; sleep 2; [BL,"Not every day do we have the chance to eliminate terrorists. Blue lightning over."] remoteExec ["sideChat",0];
The problem is that the Chat was shown many times. Actually it was shown as many times as the number of players playing. One solution I can think of is to change all the above with a simple:
HQ sideChat "texthere";
but that will mean waaaaaaay many changes. So how can I fix it?
Sadly I have not got many testing opportunities so I will have to ask here, if I make the trigger Server Only will that fix the issue?
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ASR AI 3
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
While in ASR all works awesomelly I would like to ask,
Does the presence or absence of scopes on weapons affect the AI accuracy? Because one could argue that AI armed with non scoped Apex AK-47s were too accurate although quite far.