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Posts posted by JohnKalo
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Here we go! Another mission release and an update too:
Episode 08 - Thunder Fortress RELEASE!
In this episode there were some really close calls! Gladly thanks to our Sniper's notifications and organized reactions we managed to overcome the difficulties and complete the mission!
Now about the update. There are two missions that are at the works. Now number two might sound small but it is not! Media files have to be created and there is a dilema on how the story will end. The hypothesis is set but to how flexible players will be with their choices ... that is a complex situation. At the same time we are trying to alter scripts so as to fix some details something by no means easy! Nevertheless we will do our best so as to have the best possible outcome. Also the credits section has been updated. Some have yet to be included but that is only because the needed missions have not been released yet. Last but not least we have not forgotten about the steam and armaholic links. Those will be shown here once all missions are released. Stay tuned!!!
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Cannot help directly but maybe the below can help:
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Hey guys I had to use a setUnitCapture at the ending of a mission. So all went well but one thing. At the closing of the mission on the top right a message saying Playback Complete appeared. Thought that only happened at the editor but it also appeared while testing. So is there a way to get rid of that message? Please only post tested solutions because I will not be able to test the mission again before release.
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Hi guys hope you are all doing great no matter the circumstances! Excited to announce the release of Mission 07 also known as:
Episode 07 - Golden Paint RELEASE!
In this mission we were saved more than once by our Sniper and Sabot specialist. Have it not been for them we would have been torn to pieces! What about yourselves though? Will you choose a dynamic or a more stealth approach? Whichever one you choose hope you all have an amazing time! Oh and not to forget all missions have been updated so as for your loadout to remain intact if needed to respawn. The issue was detected while testing and has been dealth with.
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Thank you very much!!! The above is code I have used before but since I never had so helpful notes I never knew what all those columns were for! It did work with simple tricks but it could be done easier too had I used the other now translated lines. The problem however is that I still cannot find a way to Pause the video and then Continue it. The action as you wrote above I suppose does work as intended but the video will continue playing as is. Maybe I will need to use another way for the task to work.
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Yep just like the above or if you want to stay away from creating waypoints you can even add an AddAction to yourself so as to disableAI "PATH"; for the helicopter pilot and then re-enable it via the same method. More time consuming than the above though ^^^
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We will be talking about an MP mission.
So at some point one of the players should be able to start an action that will need to take about 20 seconds to be completed. BUT if he stops pressing the action then the action's progress should pause. So when he starts the action again he will continue from let us say 40% and not 0% again. Also this Pause function will need to be applied to a video that will be playing on a screen. The video should pause and then continue too. So is this possible in a simple way please?
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There is this command:
NameOfUnit action ["Eject", NameOfVehicle];
The first issue might be solved with the above too.
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The waypoint for the helicopter can be a transport unload one. Then you can use the trigger with the player in heli condition so as for the helicopter to take off.
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If you want a new log to be added when you pick up an intel that is easy. You can just call another description.txt. That way everything located at the top left when you open the map will be updated. Pictures can be added there too.
Also if you want the intel itself to show something and not be just blank you can use a leaflet:
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To be honest I got a bit confused. In general however for animations you can use in a script for example:
NameOfPlayer switchMove "NameOfAnimation_1"; sleep 2.316; NameOfPlayer switchMove "NameOfAnimation_2";
A reason why the exact time of the animation is shown in the animation viewer. Also the above will work for SP missions. For MP ones the initPlayerLocal.sqf will be needed 👍
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Have never done it myself and I am no scripter. I only make really simple ones. The above should help though. Otherwise the specialists can help.
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Don't think so. Maybe you can make it blow up when the door is opened and not when it collides with it
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nameOfMine setDamage 1;
should work. As for the condition it can be anybody present in the needed area.
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Judging from the "some times it does sometimes it does not", do you know you have to be close to a screen so as for the image to be shown?
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@Larrow Thanks but is it ok if I leave it as it was? Because it did work one time that I tested it and I do have it in all missions now
Also does the above work for players and AI too? I suspect it does but just to be 200% sure.
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Maybe this will help:
Although there can be two endings saying that team won or the other team won and give condolences to the losing team or something. Much more simple and surely possible 👍
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Maybe a limitSpeed command as an addition will help. But if the acceleration of vehicles are different then every start stop will cause greater distances to occur. In this case maybe the turn you mentioned.
QuoteI think after I figure this out, this might be my last convoy ambush or convoy type mission, since it's almost causing me to pull my hair out.
Lol, I know. If it were not for MP then I would have quit Arma 3 editing years ago. If everything worked as it should it would take about 2-4 hours to make a mission not about 20-40.
QuoteThat's how you ambush a convoy. Destroy the lead vehicle, causing the rest to stop and engage.
What if the first and last vehicle are tanks and you have no anti-armor weapons though. For military vehicles the distance between explosives would be 2+3+2 about 7 meters. Judging from ingame experience. Have not been in the army. Yet....
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Well the Norrins/Devestators scripts did work on my end. Are you sure you are doing everything right? Because I remember it did take attention to every detail so as to reach the needed results. Unless you want vehicles to be like a meter or two near each other. Then yes those scripts will most likely not work.
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Well since it works all good 👌
If anything happens at MP further testing we will check it again.
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Update: Updated all my missions The above method works although it does show an error at the editor in the beggining of the mission stating:
[BIS_fnc_loadInventory] Inventory "inventory_var" not found
Hope it is nothing cause I spent about an hour and a half updating all missions.
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But for init.sqf it says it applies for Single Player. The method I used so far worked only for host as it seems although the two files were execVM through the init.sqf.
execVM "Scripts\onPlayerKilled.sqf"; execVM "Scripts\onPlayerRespawn.sqf";
EDIT: Found it. The EventHandlers work for all. Thanks 👍
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I used the one posted here by @GEORGE FLOROS GR
And after so much time I now discovered that it has to be in the initPlayerLocal.sqf !!!
Might have to change this for all our missions. Now going crazy 🤪
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Hello to everyone
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
There should be a sub-menu once you click on the module. That way you can change the plane. Also especially the first video might have what you need: