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JohnKalo

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Posts posted by JohnKalo


  1. Here we go! Another mission release and an update too:

     

     

    Episode 08 - Thunder Fortress RELEASE!

     

    pic1.jpg

     

    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!!!

    • Thanks 1

  2. 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.


  3. 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!

     

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    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.

    • Like 1

  4. 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.

    • Like 2

  5. 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?


  6. 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 👍

    • Like 4

  7. 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.

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    I 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. 

    Quote

    That'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....

    • Like 2
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