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Posts posted by JohnKalo
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@BenFromTTG Hello, sorry for the late reply. Had to open the editor and I am in an exam period. I encountered a similar issue. Here is how I solved it:
DistanceToReach = 50; this addAction [ "Turn On", { params ["_target", "_caller", "_actionId", "_arguments"]; { [_x, "ON"] remoteExec ["switchLight",0,true]; } forEach (nearestObjects [_caller, [], DistanceToReach]); _target animateSource ["switchposition",-1]; _target animateSource ["light",1]; _target setDamage 0; }, [], 1.5, true, true, "", "alive _target", 3, false, "", "" ];
About the light I have not noticed. All seemed to work as intended.
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Mission Updates!
As we are slowly approaching the final mission we want everything to be as good as it can be. Due to that Missions 01, 05 and 08 have been updated. By accident I discovered a way to make the video media files much better. Due to that no more pixel looking videos! All video qualities have been greatly enhanced while the mission sizes are still good. The biggest mission is about 75 Mb. A quality change example:
As it can be clearly seen the one on the right is the old pixel version. But the quality enhacements are not the only news we have ready!
The Defying the Odds Campaign has just acquired an official trailer! Any comments and feedback regarding it is more than welcome! Enjoy!
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Completely untested maybe this could work:
TAG_Voices = ["Male01FRE","Male02FRE","Male03FRE","Male01ENGFRE","Male02ENGFRE"]; { _unit = _x; if ((group (side _unit)) == "INDEPENDENT") then { _voice = selectRandom TAG_Voices ; [_unit, "_voice"] remoteExec ["setSpeaker", 0, _unit]; }; } forEach allUnits;
For the textures you can try using the obj setObjectTextureGlobal [selection, texture] through a trigger. Triggers are meant to work for all clients and hosts so you can place a condition true trigger and place the texture lines you want there. That will most likely work. The two textures corespond to the "selection" of the command. The selection can be 0 or 1 or 2 if I recall correctly. Hope the above work as intended!!!
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I will have to test it but due to exams it might take a while. I know you would rather not delete the waypoints. Just suggested it since the other way does not work. For a simpler solution you can try :
https://community.bistudio.com/wiki/setCurrentWaypoint
https://community.bistudio.com/wiki/Waypoint
(still not like your initial method)
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22 hours ago, fin_soldier said:But I figured a way for the animations work with this:
[villager, "Acts_AidlPsitMstpSsurWnonDnon_out"] remoteExec ["playmove", 0];
18 hours ago, fin_soldier said:By the way, I think the arsenal problem got solved. Thanks!
Glad to hear that!
22 hours ago, fin_soldier said:I tried to execute the voices remotely by placing the command below in unit init:
[this, "Male01FRE"] remoteExec ["setSpeaker", 0, this];
Since the wiki says to run the above on the server you can try placing the above in the initServer.sqf . If you have not got one you can create one. With this being the name of each unit. Either seperately or with a forEach command.
22 hours ago, fin_soldier said:Now the textures I'm using setObjectTextureGlobal, but there's something interesting going on.
The error pops up always in the beginning, but some textures are visible for the client and the ones that are not shown are visible to the host, and vice versa.
What does the error say please? And the setObjectTextureGlobal is used for a screen, a vehicle, a unit or something else? Does it refer to a .jpg file or something else.
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QuoteInterestingly, boxes which I've added ammo into through the equipment category is able to be taken.
Found this and in the buttom there is a solution:
https://feedback.bistudio.com/T126030
Seems to be caused by using the Arsenal when in the editor for some reason. Interesting indeed because it happens only to certain people. But Arma 3 has such things 🙂
QuoteFor the textures I'm using:
Okay and for what sort of textures are we talking about please? A screen, a car or something else?
QuoteThere was a particular SQF that didn't seem to run, in which the players rescue a bunch of villagers being held captive:
A simple solution would be to create or add at the end of the initPlayerLocal.sqf :
waitUntil {condition of the trigger goes here};
and then copy paste what you have in the .sqf file. Extra care because the waitUntil means that the rest of the initPlayerLocal.sqf will not run before the condition is met. So for conditions that will be met prior to the rescue hostages one should be before the particular waitUntil command.
QuoteIt's funny because, it worked earlier in testing. It's like it sometimes runs and sometimes not.
How should I go about making the animations play for the AI villagers?
In Arma 3 strange things happen. A few days back in the description.txt I had a path "\images\image.jpg" and it did not work. For music and other images it does but for the particular image it needed "images\image.jpg". You mean the animations in the .sqf file? By the method above. If not still the same method. Hope all works 👍
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Don't think that is possible but this thread can help:
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Quote- Not being able to pick up ammo from dead unit's inventory, except for the host.
Really strange. Might be an addon issue?
Quote- Custom textures don't seem to load always, but sometimes.
Are you using this one:
object setObjectTexture [selectionNumber,texture];
or this one:
obj setObjectTextureGlobal [selection, texture];
Quote- It seems like some triggers / SQF files don't fire at all, breaking some tasks.
Triggers should work for all in most cases. What do those .sqf files have in them though?
Quote- AI speech doesn't seem to match what I set in the identity of units.
Seeing the other post too I do not think there is vanilla French. Maybe a mod issue here. In any case you can try this:
https://community.bistudio.com/wiki/setSpeaker
Quote- playMove / enableAI "move" doesn't seem to execute.
PlayMove, taking as granted that it works in the Eden editor, needs to be run in the initPlayerLocal.sqf so as to run for all. Otherwise it only works for the host. A remoteExec might work too. The enableAI seems strange. Once that it was reported on one of our missions it was an addon issue as well. You can try a PATH instead of MOVE or a Simulation if the MOVE does not work.
Hope it all goes well in the end! Spending dozens of hours for a mission and seeing it is yet to work is really a pain
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Well a more sophisticated way is via the videos below:
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Is the helicopter that lands Unlocked ? You can click on it in the editor and see if it is in an Unlocked, Default or Locked for Players state.
Also I suppose it is a Bluefor helicopter and you are Bluefor too.
Last but not least some addon might be causing the issue. Has such a thing happened before?
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So you cannot make a task that shows an icon to board the helicopter? How did you assign the task to the player?
Or can you just not get in the helicopter once you are next to it?
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In the same screen on the right, an image I had showed just fine.
Maybe try with a different picture or a different size because the static is something like the one you get when .ogv files are not in the needed resolution.
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No mission release here but .... an update!
- To start with Episode 09 is ready for testing! It took some extra time with adding extra ingame content but everything should be sweet and running.
- As for the last misison, Episode 10, we are having some issues with some scripts and overall optimization. While classes and exams do cause delays.
- The date of delivery remains however the same. Somewhere around the coming August.
- Last but not least, there will be two possible endings according to your ingame choices. No spoilers here but it would be nice to keep a close eye on how the story develops!
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Are we talking about a human player that you cannot get him in the helicopter? Because if so this is confusing:
QuoteOnce the Ghosthawk lands, I can't get the player in the helo for the extraction. I've tried the On Activation (helicopter name) land "get in" script on the land waypoint but it doesn't work. I've also tried the load waypoint after the land waypoint which didn't work either.
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This can help:
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Here you go 👆
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As stated above what you are asking can indeed not take place but maybe using these can help:
player allowDamage false;
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@wogz187 The issue was that the task did not follow the moving chopper. Due to the GetPosATL NameOfObject command. I changed it to [NameOfObject,false] and it worked. Before making the campaign I used models which work with moving targets so I never had an issue. Now however that I use scripts the above happened. In your code though [target_obj,true] why true and not false? What does that section do please?
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Oh okay. Personally I have uploaded all missions separately and placed them all in a collection. If you have all missions in one .pbo I sadly have no clue.
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With a disableAI "DAMAGE" and this https://community.bistudio.com/wiki/onMapSingleClick . Although to be sure that all details work you need to play it in a hosted server if it is an MP mission. Sadly something that works in the editor might not work in the hosted server. Details mostly. Rarely disasters happen. Not a good experience.
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Well tried it with both and did not see anything different. Although the object was far away from the player it still worked.
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Just tested the new method. If I use getPosATL NameOfObject it does not update the position. By placing [NameOfObject,false] it does!
Thanks now only one thing remains. What does the true or false actually do. I do not get what this means exactly:
QuoteprecisePosition: Boolean - use exact position of the target for map marker / HUD indicator instead of the position known to the owner of the task (depending on the knowledge about the target)
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Thanks it is the fourth parameter but I checked here too: https://community.bistudio.com/wiki/BIS_fnc_setTask
and still it does not say how to make the task follow the object. With what I have written it does not. In the page example it says [MHQ,false] which is for [object,precision] . I have to guess that precision is some sort of distance in meters between the target and the task icon and if that is the case then it still does not make the task marker to update. I will try with true to see if it works though.
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To create tasks I use a script that goes like this:
_myTaskIDs = ["Task01"]; _makeTask1 = [["Task01"],west,["Text","Title","Task01Pos"],getposATL Start,"ASSIGNED",3,true,true,"attack"]; _watchTask1 = [] spawn { waitUntil {sleep 0.5;!alive target01}; ["Task01", "SUCCEEDED",true] spawn BIS_fnc_taskSetState; }; _makeTask1 call BIS_fnc_setTask;
Now the problem is that the getposATL Start shows the initial position of object Start. If the object moves the task continues showing the initial position. Due to that in a task I just changed it to objNull but for another mission I need the task position to be updated. So how can I do that please?
Ai planes
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
It is indeed way too complicated. Them taking of and being in formation is nearly impossible. Only way would be to have them in the air with a disable simulation and when the time comes careless mode and the bomb waypoint. There is however high chance the planes will crash into each other. Then after the bomb run you will have to equip them with bullets ammo so as for them to start fighting. Then have a waypoint created for them to land when bullets are out. Then a trigger rearming them. Then a take off waypoint which is full of glitches. And then the same in a loop.
So in short it will be a masochistic process which will most likely have not good enough results.