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Posts posted by JohnKalo
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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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Part of code used in my Ghosts Wanted mission:
Player switchMove "AinvPknlMstpSnonWnonDnon_medicUp1"; sleep 3.846; _pos = getPos fence0; _newfence = createVehicle ["Land_IndFnc_3_D_F", _pos, [], 0, "CAN_COLLIDE"]; deleteVehicle fence0;
the fence part should be the one you need
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Well planning on using a trigger to call the script. That way it will work for all. So as far as I understand:
HousePat = Compile preprocessFileLineNumbers "HousePatrol.sqf"; {[_x] call HousePat;} forEach [op1,op2,op3];
is the right way to go
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Final Update:
Yep it was simple after all. The code should be placed here:
{[_x, "ON"] remoteExec ["switchLight",0,true];} forEach (nearestObjects [_caller, [], DistanceToReach]); // Codes can be placed here ; _target animateSource ["switchposition",1]; _target animateSource ["light",0]; _target setDamage 1;
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Update again:
Now I saw the code with the colors more clearly I found a solution. Placing the code here seemed to work:
{ [_x, "ON"] remoteExec ["switchLight",0,true]; man setDamage 1; } forEach (nearestObjects [_caller, [], DistanceToReach]);
Posting it for anybody else wanting to use the switch although that might not be the right position. ForEach does not make much sense. Now tired will do more tests tomorrow ^^^
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Update:
I found the code that I had discovered some time ago on steam forums!!!!!! Here it is:
DistanceToReach = 300; this addAction [ "Turn Off", { params ["_target", "_caller", "_actionId", "_arguments"]; { [_x, "OFF"] remoteExec ["switchLight",0,true]; } forEach (nearestObjects [_caller, [], DistanceToReach]); _target animateSource ["switchposition",1]; _target animateSource ["light",0]; _target setDamage 1; }, [], 1.5, true, true, "", "alive _target", 3, false, "", "" ]; 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, "", "" ];
So now I have the a lever going up and down without really doing anything. Somewhere in there I can call a script. This must be simple but I cannot find it
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Yep that is no actual guard. Oh okay. Thanks for the prompt reply 👍
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I have got a script that works by calling it like this:
guard = [op1] execVM "HousePatrol.sqf";
is there a way to call this script for multiple units at the same time so as not to write:
guard = [op2] execVM "HousePatrol.sqf"; guard = [op3] execVM "HousePatrol.sqf"; ...
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Hey guys in the editor there is an object named Transfer Switch. I am trying to make an action where the player can move the lever of that switch. When they do so something will happen and the mission will continue. It is about a WIP MP mission.
So how can that be done please?
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Well without an i5 a 4 Giga RAM and a 2 Giga Nvidia graphics card there will many issues. Unless you are used to low FPS and such.
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A simple solution would be to let it fly for a second and then disable its simulation.
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Well the ASR AI3 addon really helps the AI be better. Not a simple script though but it works and does not cause huge lag.
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A quick solution could be to attach an invisible helipad to the vehicle and set the waypoint on it
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Well to be honest I have never heard of such a thing happening again. For a quick and simple fix you can separate the audio from the video. Make the video without sound and play the audio via a trigger for example. Start the whole scene with:
cutText ["","BLACK OUT"]; // so as for the screen to go black
make the video start to play after some seconds so as for the song to have time to play. If the skipping of scenes happens in the video too you might have to do something more. Take the initial video and cut it into parts. Then use something like:
["nameOfVideo1.ogv"] call BIS_fnc_playVideo; sleep 10; ["nameOfVideo2.ogv"] call BIS_fnc_playVideo; sleep 10;
and so on. It is not the best solution but it will work. Maybe it depends on the program you use to edit the video in the first place because you can play parts of videos with only audio.
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Better place to look for an answer here: https://forums.bohemia.net/forums/forum/154-arma-3-mission-editing-scripting/
Set image on object
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
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?