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Posts posted by JohnKalo
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Dang the wiki has no example. So I am partly guessing that I have to place this in the script:
remoteExec [[_video, [10, 10]] call BIS_fnc_playVideo;];
But there is also an addition to the description.ext in the wiki so I got confused.
Anyways if that is not it please tell me how to. Logically speaking I will know how to use remoteExec afterwards. The basics at least.
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So I am making plans on using the BIS_fnc_playVideo function and I am wondering if it is MP compatible. I tried searching for the answer to no avail and I cannot test it myself at this time so,
is it MP compatible and if not how can I make it?
and in general are such functions MP compatible?
The BIS_fnc_ambientAnim one is. I have tested that one.
I have also tried implementing the BIS_fnc_MP to be sure and not have to ask but it reported an error.
So any help will be appreciated..
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Can somebody tell me how to open the C-130 parachute doors via a trigger?
Pleeeeease
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1.] CBA - http://www.armaholic.com/page.php?id=18767 needed for most addons.
2.] ASR AI3 - http://www.armaholic.com/page.php?id=24080 which makes the AI worth fighting with.
3.] Lythium - http://www.armaholic.com/page.php?id=32694 for the map you are looking for.
Lythium also requires http://www.armaholic.com/page.php?id=26806 for some building modules.
4.] Kunduz - http://www.armaholic.com/page.php?id=27882 as a map which is however relatively small.
5.] For vehicles, having the official addons is I believe enough for a start.
The problem with add-ons is that many of them are not updated so due to Arma being updated constantly bugs might appear. As for CUP and RHS, as stated above, they are nice addons but maybe they are too big for a start. Arma has got many assets alone and filling your game with hundreds of vehicles and weapons before getting used to Arma might cause a fill up.
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Personally I would sync the object with the trigger or if multiple objects were in question I would use this in the condition of a trigger:
obj1 inArea trig1 && obj2 inArea trig1 && obj3 inArea trig1 && obj4 inArea trig1
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I have heard about addons messing up with the targeting system. Apart from that maybe these can help:
https://community.bistudio.com/wiki/Arma_3_Targeting
https://community.bistudio.com/wiki/File:ballisticsComputer.jpg
https://www.reddit.com/r/arma/comments/6boez5/having_trouble_using_the_new_targeting_system_est/
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I did not mean searchlights/spotlights for the AA.
I meant for the ships.
Like when you search for someone who is in trouble.
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Hope they will have searchlights/spotlights too. They will help
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It works!!!! Thanks.
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So it seems to work but there is however a serious issue. I tried shooting a unit while he was in the car. The blood splatters and the bullet going through in through is shown but that is not the serious problem. The serious one is that sometimes the unit exits the vehicle and has his damage disabled. No matter how many times I shoot the guy he takes no damage!!!
Any fix for that one?
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@pierremgi It partly worked
The damage inflicted on the windows is simply perfect. You have to shoot many bullets in order to break them.
However the bullets go through in through and kill all passengers.
Additionally the tires blow up as they normally do.
Plus on the top right a hint appears counting up to 7 when I shoot the windows. How do you get rid of that too?
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Okay that seems too complicated
How will I make this method MP compatible and hitSelection section ... how do I say window or tires? Plus, type of projectile? Anything can damage both the windows and the tires. Ehm, hope there is an easier way or else I will need much more help. I have never again used an eventhandler let alone a much more complicated procedure
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How can I make the windows and tires of a vehicle to be bulletproof?
They should be able to handle about 6 bullets or so and then be destroyed if more are fired against either the windows or the tires.
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560 VP and 372 Exp Lvl
Even for me oil is kinda useless. All I do is research units and supports I do not use. The ones I use are top lvled.
No other res are available to loot since I use the rest.
What I am saying is that high leveled players should not be able to attack lowered leveled ones. Not that they have a choice since high leveled defenses means you cannot attack. Due to that players that spend no cash and do not speed up res production simply quit the game.
That is why I suggested the above.
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Guys!!!! Players have started being bored as a whole.
We need days to upgrade like one mine. I will not even mention the levelling up of defenses. That fact along with the constant re-balances cause issues and make players quit the game. I mean even after the latest re=balance we have again inserted an era when we build 12 choppers and we can even destroy 100% of a person's base. Third time that is...
I understand the difficulty but unless you limit who you can attack according to your LEVEL and not just the victory points, you will never find the right re-balance!!! Simply because I cannot use the same top levelled units to fight a level 280 player and a level 320 player. That way the level of defenses of a 280 level player will stand no chance if units are to fight 320 level players!!! Implement new research levels and limit them according to you experience level or something.
Elsewhise players simply stop playing!!! And I get it. Log in like once in three days to upgrade one level? That would be a no!!!
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@Frankspenc Generating humanitarian missions as side-tasks is indeed a good idea I had not thought of. Maybe what you are looking for can be found here:
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@Frankspenc So you would like one mission which has all that together? Wish you luck but that is a long list of requirements. Now if you want separate missions which kinda follow your concept you can choose one of mine. They are all here: https://greekeditor.weebly.com/
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You can set in in CARELESS mode and then empty their inventories but then you would have to use a module in order to rearm them if they are to start fighting at some point.
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If possible please have an option for the ships to have Greek, Russian and Turkish flags! Since they represent the countries navies after all.
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Any plans on this mod being updated so as for its class-names to change? There is a possibility I will be using this add-on to make missions and I would not like them to stop being playable due to an update.
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You will need to provide more info on your specs.
In general however you need an i5 processor, about 8 Giga of Ram plus 2 Giga of Vram in order to play comfortably. Not having such things will cause low FPS and will make the game pretty much unplayable. Plus you can wait for sales and get Arma plus DLCs with 20 dollars.
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QuoteCould I also ask you if you know how to make !alive with combination of more than two objects? I'd like to make trigger activated when three or more opfs are dead or if any of three or more civs are dead.
QuoteAny tips to make action removed and then added again please because it really won't work by using repeating trigger.
Yep it is true that removeAction has got some issues sometimes. That is why I use removeAllActions command which especially works when you place an addAction on a player.
For the addAction does this help:
https://www.reddit.com/r/armadev/comments/1qeed4/arma_3_addaction_only_when_trigger_requirements/
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Function MP Compatible?
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
@HazJ
Thank you very much!
In the [""] I will place the .ovg video location and it should work in MP dedicated or not I suppose.