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Posts posted by JohnKalo
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1- Try placing what you have in the init.sqf to the initPlayerLocal.sqf .
2- Seems to be a known issue with the script that has not been fixed:
Checked it out and it indeed has two lines of addAction seemingly doing the same thing. The thing is to change a script you have to have permissions and such, whereas the thread does not state we can alter it. Hence I did not research it any further. Best of luck with your project!
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You can make it spawn with an altitude condition:
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But if the unit dies in the trigger area it is already in the area so the trigger to fire is expected.
Maybe I got confused. What are you trying to do exactly? If you could more details would help. Maybe a simple:
NameOfUnit1 distance nameOfHelpingInvisibleHelipad < NumberOfMeters or NameOfUnit2 distance nameOfHelpingInvisibleHelipad < NumberOfMeters or ...
could work so as not to stall your project.
Edit: Or if you mean if he dies in the trigger a latter condition is fired although he is killed maybe this can help:
({_x in thisList && alive _x} count units test1)
not tested so it could just show an error.
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Don't think so but in normal conditions a script error causes an error to pop up (or for the game to crash 😂). Have never seen a freeze.
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These could help:
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Here there is a script :
where replacing:
_unitNew setPos _unitPos;
with this:
_unitNew setPos (getPos _NameOfBuilding);
should do the trick. Among with some other changes but nothing too serious.
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Quotethanks mate the objectname must i put the name of the pic there or does it stay like that.
Place the name of the Rugged TV and if it does not have a name you can give the TV one.
Then the code you can put in the activation field of a trigger. In the condition place true . That should work. If you do not want a trigger you can try placing this instead of the objectname if you place the code in the Rugged TVs initisalization field.
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Maybe there is something missing:
_objectname setObjectTexture [0, "\img\pic1.jpg"];
the \ . Also when opening the screen at about the buttom there is a path you can use to insert the image directly. In Arma in general even if an \ is / it will not find the files. Common in programming I believe. Other sort of issues are file formats like being a .png and not a .jpg .
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Once they reach the top you can attach them and detach them to an invisible object. Might not look splendid but it will work. Or try to place an invisible block so as for them not to be able to fall through.
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This could help: https://community.bistudio.com/wiki/setMass
The higher the mass the more difficult for the object to drift.
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Needed some searching but here it is:
QuoteStructures (Altis):
Class Name: Land_GH_Stairs_F
Display Name: Ghost Hotel (Stairs)
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Isn't it possible to place the hotel stairs vanilla object and hide that one?
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Arma acts weird in general. Why not:
this allowDamage false;
at the beginning of the mission via the objects init and once any players are in a 500 m distance:
cacheCrate1 allowDamage true;
Does not answer the question BUT resolves the issue 💪
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In general alias scripts can greatly help. One of the good things about them is that there are videos explaining how things work. For your intro:
https://www.armaholic.com/page.php?id=30731
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This might help:
_items = items player; if ("ToolKit" in _items) then { // script };
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21 hours ago, Hery387 said:Hello, I am going to look at the scripts, but it is just awkward to need script in order to have normally working AI. And the Second option is not really possible, the AIs take like 10 seconds to hop in and no one wants to look at black screen for 10 seconds.
Ten seconds is not too much if you show the mission name, needed details, maybe an image or a loading screen and such.
Oh and you can just:
NameOfUnit disableAI "MOVE";
for the units the leader orders to disembark and when the convoy is moving you can
NameOfUnit enableAI "MOVE";
it again. Or even:
NameOfUnit enableSimulation false;
for as long as needed. Unless one of those units is the driver. If so you can try this on the other unit and see if anything changes. Or just have them start with simulation false and after a few seconds enable it again. Also the
enableSentences false;
can help to hide him giving orders.
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For convoys some cool scripts exist out there like this one: https://www.armaholic.com/page.php?id=31925
Now some times the AI just does its thing and there is not much you can do about it. You can however try to hide their reactions. A black screen with some text before the player sees whats going on for example. And in general anything simple no matter how crazy it sounds and that works is preferable.
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Hi guys just a quick update:
Armaholic staff has not returned my emails. Maybe they are on vacations or something. But I placed a download all button in the initial post. It is a file with all missions included. There have been no glitches or bug reports so hopefully no fixes will be needed. If however ones appear we will update the big file too.
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To count the people alive in the group:
(({alive _x} count units mygroup) == 0);
and for the airstrike this should help:
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Well since the vehicle has a crew already maybe you can lock the crew positions and let the unit only get in the cargo seat:
https://community.bistudio.com/wiki/lockDriver
https://community.bistudio.com/wiki/lockTurret
Then with a simple condition all is set:
NameOfUnit in NameOfVehicle;
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QuoteI quickly looked in my documents under arma3 in my multiplayer folder and the mission was there with all the folders and files but when I try to play the menu calls it the first name and there's no playable unit or anything on the map. WTF help.
That must have hurt! Only thing I would do is change the name of the mission folder and try opening it again. Or place the mission in the SP folder and try again. Anything that might help.
The only similar thing that could have happened is erase not needed things so as to film a video, and then an autosave could destroy all efforts. Something similar happened to me once. That is why I keep a variety of backup files. Some times when the mission is nearly ready I even upload a copy on the web just to be sure. Oh and why edit the mission via the server option that has the lobby and such. Why not make the mission via the editor?
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If the amount of players is known maybe this can help:
count crew NameOfCar == 3
or this if number of players is unkown:
{alive _x} count allPlayers == {_x in _NameOfVehicle} count allPlayers
the == can be replaced with > or => and such.
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Thanks for replying. Oh there is also an issue with the weapons mags. Yep guessed so. No worries. I changed the weapons of the missions.
Also the Defying the Odds Campaign is ready! What remains is link updates for steam. There is even a trailer for the Campaign!
Hope the above are fixed and new updates bring extra content! Wishes for awesome summer vacations
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Some may say that summer is over at the 15th of August so:
After hundreds of editing hours and many emotions the final Campaign mission is:
Episode 10 - Death Cream RELEASE!
In this mission we had to follow multiple strategies since the battlefield conditions were changing rapidly! Through heavy fire, smoke and grenades we managed to reach the end and ended up with a very hard call. The decision we made would change things dramatically! Gladly after all team members thought about it we took the right decision and had a great ending. It was not easy but we understood the quality of team work. I really wish you guys make the right call too!
- As for the mission size two endings means double the size and hence the mission is rather big but not too big.
- As for the steam and armaholic links, the steam ones are set (<<<) whereas the armaholic ones at a later date.
- If possible please support us at our steam page via Rates, Likes and Subscriptions. It would really help.
- There might be an upload of all missions in one but that needs to be a .rar file and not a .pbo file. .rar files are not liked so we might avoid it. One of the problems is that if one mission changes the whole .rar file will have to change too. So you can just subscribe at the steam collection and have all in one. The armaholic links either they are going to be one chapter each or a whole file.
In any sort of case I hope you have an amazing time. Changes will most likely not occur but if anything comes up we will keeps our heads up!
Is there an easy way to spawn massive structures?
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
There might be a way since there are scripts which spawn furniture in buildings. Maybe you can take a look at them. An easy way out would be to just hide the structures and then unhide them.