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JohnKalo

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Everything posted by JohnKalo

  1. Panochori Cleanup Brought to you by John Kalo and zigTtzag(zTt) Panochori. Full of traps. Full of radio jammers. Jammers that cause casualties. Jammers that need to be destroyed. Will you be the ones to destroy them? 1.] Hypothesis: On the island of Altis there is a village called Panochori. Panochori is an abandoned place which a small number of enemy troops use as a radio jammer base. They use advanced tech so as to block our communications in specific areas and subsequently cause huge problems to our troops. So, guess which our next stop is going to be! As an assault squad and a sniper team we are to head towards Panochori and destroy the enemy's high tech radio jammers. Now what you should know is that the place is most likely filled with mines and traps so be careful at all times, if you are planning on returning back alive. 2.] Important details: a)In MP when 3 players take part in the mission, 1 of you needs to be the LEADER of the SNIPER TEAM, one of you should be the LEADER of the ASSAULT SQUAD and the third person should be the EXPLOSIVE SPECIALIST. b)You should FOLLOW the TASKS that are given to you. Going solo elsewhere might ruin the mission. c)This mission has low replayability. Once and if you manage to complete the mission successfully you might never play it again. d)You should NOT DISABLE AI units that are in ANY team. Those units should exist for your convenience. e)Respawn:Instant 3.]Requirements: 3.1]Players' skills: Serious combat abilities and basic organizing skills. 3.2]Technical: Arma 3 Apex, Arma 3 Marksman DLC, CBA, ASR AI3 4.]Bugs: 4.1]Minor: None 4.2]Serious: None 5.]Installation: Just copy the pbo to your Arma 3 directory. Place the .pbo file at the mpmissions folder. 6.] Direct Download link: https://dl.orangedox.com/Arma-3-Missions-Pack-2/panochori_cleanup.altis.pbo?dl=1 7.] Changelog 7.1] Version 1.1: Fixed Dedicated Server JIP (Join in Progress) players falling of the chopper. Your feedback about things we can improve or things that we should keep is really important so you providing it would be great If any of you wishes to reconstruct the mission or use part of it please ask permission and mention us in your credits Enjoy
  2. JohnKalo

    [COOP-(3-6)] Panochori Cleanup

    Mission updated and no longer unplayable due to ASR AI3 update!
  3. Eco Terrorists Brought to you by John Kalo and zigTtzag(zTt) Eco-friendly organizations want to attack Governor Reynold's motorcade! Will you be able to deliver him safely to Altis main airport or will he end up being executed? 1.] Hypothesis: Tanoa is an island where many eco-friendly organizations operate. These organizations claim that Tanoa should not be harassed by human interventions because a lot of rare plant and animal species live there. That is why they have convinced prior governments to not let Tanoa locals use the lands for farming or fishing and to ban all non renewable energy sources. As a result most locals have no source of income and are therefore extremely poor. Now Tanoa has a new Governor named Mr. Reynolds. Reynolds decided to stop the aforementioned bans and to let the locals prosper as long as some basic limits are kept. The eco-organizations however disagree and now want to assassinate the governor! You see due to his policies there will be no more funding for them and the super expensive eco-products will stop being sold. Today Reynolds will be visiting the governor of Altis to discuss how to get rid of the so called eco-friendly organizations. You, as a PMC, will be responsible for his safety. You are to escort him to the airport where he will get in a chopper so as to be transferred to the meeting pos. 2.] Important details: a)Playing in SP will be hard but if you do play in SP you will have to be THE GROUP LEADER of the vehicle that will be IN THE MIDDLE of the motorcade. You will find which slot that is at the start of the mission. b)This mission has low replayability. Once and if you manage to complete the mission successfully you might never play it again. c)The motorcade should remain in formation. The one vehicle should be behind the other and at logical speeds. Driving too fast can result in accidents, such as missing a turn, turning upside down and exploding. Not that we would know while testing d)You should NOT DISABLE AI units that are in your team. Those units should exist for your convenience. e)Respawn:Instant 3.]Requirements: 3.1]Players' skills: Serious combat abilities and basic organizing skills. 3.2]Technical: Arma 3 Apex, CBA, ASR AI3 4.]Bugs: 4.1]Minor: One unit refuses to follow waypoints while playing in a server. In the editor all works perfectly but not in the server. 4.2]Serious: None 5.]Installation: Just copy the pbo to your Arma 3 directory. Place the .pbo file at the mpmissions folder. 6.] Direct Download link: https://dl.orangedox.com/Arma-3-Missions-Pack-1/eco_terrorists.altis.pbo?dl=1 7.] Changelog 8.1] Version 1.1: Fixed Dedicated Server Vip not moving issue. Fixed one task taking 10 seconds longer than intended to be created. Your feedback about things we can improve or things that we should keep is really important so you providing it would be great If any of you wishes to reconstruct the mission or use part of it please ask permission and mention us in your credits Enjoy
  4. JohnKalo

    [SP/COOP-(1-6)] Eco Terrorists

    Mission updated and no longer unplayable due to ASR AI3 update!
  5. JohnKalo

    [SP/COOP-(1-16)] Debatable Bravery

    Mission updated and no longer unplayable due to ASR AI3 update!
  6. Brave Desperation Brought to you by John Kalo and zigTtzag(zTt) Our exhausted forces are about to be crushed by enemy artillery! You are their only hope. Wil you save them or will our forces perish? 1.] Hypothesis: Our Altis invasion was a disaster! Most of our men are dead or heavily injured and now artillery units are preparing to bomb our last remaining bases. In these bases we have our injured but the enemy does not care! Is there a way out? Well, Aircraft Carrier Barnes has been sent to evacuate us but it cannot arrive in time. If we do not destroy the aforementioned artillery, we will all die. So is this the end? NO! Out of the rubble a 4 man team has appeared! A team that will try to breach the enemy lines and to destroy the artillery units that are about to vaporize us before it is too late. With what? With explosives they will hopefully find in one of our secret ammo stashes. So are our forces saved? It depends on you... 2.] Important details: a)Playing in SP will be hard but if you do play in SP you will have to be THE GROUP LEADER of the ASSAULT SQUAD. b)This mission has low replayability. Once and if you manage to complete the mission successfully you might never play it again. c)When being transferred to the needed location you should board the vehicle as PASSENGERS and not change seats. Getting into the commander or driver seat might cause issues. d)You should NOT DISABLE AI units that are in the ASSAULT SQUAD. Those units should exist for your convenience. e)If you do not have the ASR AI 3 mod, it would be great to install it. It really enhances gameplay and takes Arma 3 to a whole new level. f)Respawn:Instant 3.]Requirements: 3.1]Players' skills: Serious combat abilities. 3.2]Technical: a)Arma 3 Apex b)Marksman DLC c)CBA-http://www.armaholic.com/page.php?id=18767 d)ASR AI3-http://www.armaholic.com/page.php?id=24080 4.]Bugs: 4.1]Minor: None 4.2]Serious: None 5.]Installation: Just copy the pbo to your Arma 3 directory. Place the .pbo file at the mpmissions folder. 6.] Download link: https://dl.orangedox.com/Arma-3-Missions-Pack-1/brave_desperation.altis.pbo?dl=1 Your feedback about things we can improve or things that we should keep is really important so you providing it would be great If any of you wishes to reconstruct the mission or use part of it please ask permission and mention us in your credits Enjoy
  7. JohnKalo

    [SP/COOP-(1-4)] Brave Desperation

    Mission updated and no longer unplayable due to ASR AI3 update!
  8. JohnKalo

    [COOP-(2-7)]Rescuing The Hunted

    Links updated and mission no longer unplayable due to ASR AI3 update!
  9. Rescuing_The_Hunted Brought to you by John Kalo and zigTtzag(zTt) Never again have we felt so intense in an Arma 3 mission. The adrenaline was pumping and the ingame chat would just not stop! 1.] Hypothesis: One of our spies has been arrested by OPFOR forces and he has been tortured to reveal highly classified info. The spy has stayed loyal to his country and no matter his torment he has yet to reveal a thing. Now that particular spy has managed to untie himself and construct some knife like objects. Will he manage to escape and survive until the helicopter crew finds him or will he be killed? Its all up to you.. 2.] Important details: a)Respawn:Instant although the Expert edition has no respawn b)This mission has high replayability. The player that will be in the position of the spy will be spawned randomly in 4 different locations. Restarting the mission will mean the spy will spawn elsewhere c)Team work between the spy and the chopper team is ESSENTIAL in order to complete this mission successfully d)The spy should be a good player that does not know the map by heart and he should not use the chat unless he finds a radio e)The EXPERT edition has more patrols and a few more surprises but beware ... it can be really hard f)Read the briefing 3.]Requirements: 3.1]Players' skills: Advanced combat and stealth abilities and a good pilot 3.2]Technical: a)Arma 3 Apex b)CBA - http://www.armaholic.com/page.php?id=18767 c)ASR AI3 - http://www.armaholic.com/page.php?id=24080 4.]Bugs: We have tested this mission many times and there are no bugs 5.]Installation: Just copy the pbo to your Arma 3 directory. Place the .pbo file at the mpmissions folder. 6.] Download link: a)Respawn Edition: https://dl.orangedox.com/Arma-3-Missions-Pack-2/rescuing_the_hunted.altis.pbo?dl=1 b)Expert Edition: https://dl.orangedox.com/Arma-3-Missions-Pack-2/rescuing_the_hunted_expert_edition.altis.pbo?dl=1 7.]Changelog 7.1]Version 1.1: Added Intro. Added more playable units. Added more possible mission endings. Added an Arma 3 Apex, ASR AI 3 and CBA addon dependacy. Enhanced players' gear. Enhanced tasks' types. Enhanced triggers' performance. Enhanced existing endings. Fixed super minor description text issues. Removed audio files, songs in highly replayable missions? not a good idea. Replaced grouping syntax of units. Replaced hints with playable audio dialogues. Without your feedback we cannot know if you liked the mission or not, if we need to improve the mission or not so any feedback, propositions or bug reports are more than welcome. If any of you wishes to reconstruct the mission or use part of it please ask permission and mention us in your credits Enjoy Guys seriously its one of our best missions and we hope you enjoy this mission as much as we did
  10. JohnKalo

    Arma 3 Photography : Questions and Comments

    Hey guys, got an issue will keep it short. So after having uploaded our missions on armaholic, the BI forums and our website we have decided to also upload them on steam. Gradually since they are a lot but we will! The problem: We have not got enough pictures so as to upload them on steam 😕 Kind request: So if anybody is willing to take some pictures from our missions it would be awesome! Sadly we have no time, exams!!!, for that while new missions are also in development. Credits: Any pictures you provide shall have your forum or steam, your choice, name on the buttom right. In total we are talking about a few thousands of mission downloads and hopefully the same will happen on steam. Since all missions had to be updated due to an ASR AI3 update our website alone has got all new links. The BI forums are harder to change but they will be changed asap. Anybody willing to help can pick whichever mission you like from: For Stratis Missions (hope you choose the one with the sharks: https://greekeditor.weebly.com/stratis.html For Altis Missions: https://greekeditor.weebly.com/altis.html For Malden Misisons: https://greekeditor.weebly.com/malden.html @stburr91 Would choose the second one since it is a desert sort of map. And a few pics from missions: Explosive Drones, Defending History and Prepaid Nightmare
  11. When you say uses the arsenal you mean to take something specific from it? Because as far as I am aware there is no open the arsenal condition. But there is a condition to check if a player has a specific item. To make things more simple however you can use the: nameOfPlayer distance nameOfAmmobox <5; with a sleep 5 or 10. Since the player will use the ammo-box once he approaches the method should work.
  12. Thanks for the tip! If a chopper is in play then an invisible helper object will do the trick. Although I never had such an issue to be honest. Most likely because chopper landing waypoints are connected to other helipads Just like to have everything clear when designing any sort of mission. Taking a weeks break for example and coming back, I prefer knowing where the respawn location is and not start searching for the coords. That is also the case with waypoints and such.
  13. And if you have already got a marker, where respawning takes place, there might be a simple solution, since you want it to be trigger bassed. Just add in the activation field of the trigger: "marker_where_you_respawn" setmarkerpos getpos spawn_helper; Where spawn_helper is an object located at the new desired spawn location. An invisible helipad for example.
  14. JohnKalo

    Waypoint Follow

    Seems like it is a buggy waypoint: Maybe this can help: https://community.bistudio.com/wiki/doFollow
  15. I got a little bit confused so I will just describe how the set trigger activation line works. You place a unit. You place a move waypoint right next to the unit. You place another Search and Destroy waypoint. You create a trigger. You place whatever condition you like. You use the set trigger activation line to connect the trigger to the move waypoint. Done! What will happen is that the Search and Destroy waypoint will start once the condition of the trigger is met.
  16. Maybe you already know this but there is a thing with waypoints. Let us say we have waypoint 1 and 2. The condition you place in waypoint 1 will be the condition so as for waypoint 2 to be activated. Waypoint 1 will already have been activated. So maybe you will need to place an extra move waypoint next to the appropriate unit and place your condition code there. ^^ That is for the set trigger activation line which is the one I always use. Judging from below posts it works how you want it. Sorry for that. ^^ And if your code does not work you can sync the trigger directly to the waypoint. The set trigger activation line. That should work
  17. JohnKalo

    Using planes in mission editor

    TOH was indeed amazing! I had bought two copies and made my friends buy a few more. And as you also mentioned clicking the buttons in the cockpit is really nice. In TOH we could. In Arma we cannot 😕 Yep, the simulation is nice but not even like TOH let alone DCS. There I remember things that do not exist in Arma. In TOH for example lifting off without using pedals was a no go. In Arma it is possible. But even yet autorotating with a squad on board is really nice.There must be communities of pilots online. I only play with friends since I want to enjoy Arma and not get in a cowardish online fight for getting shot by a baragge of AA missiles. Easy to say anything when being thousands miles away... Searching however should reveal some nice pilot community
  18. JohnKalo

    Using planes in mission editor

    1.) When you place a vehicle in the editor check the bottom of the right panel. It has a box stating place infantry with crew. If you uncheck it it should place them without crew. 2.) Have not tried any addon but in Jets DLC you cannot press any button. Maybe this one will be nice: http://www.armaholic.com/page.php?id=22594
  19. I cannot confirm but in general when I tried to use sounds they were in general in a lower volume than when defining the audio files as music. That is why I mainly define audio files as music. Maybe that can fix the problem but for a say3d I believe all audio has to be defined as CfgSounds
  20. Glad your mission troubling was solved. Really liked when the squad's commander got in the first vehicle, exited it and then boarded the second one 😂 The AI has indeed got such issues.
  21. How about deleting or locking the initial truck? deleteVehicle nameOfInitialTruck That might be a simple solution. More are possible but they will be more or far more complicated. By the way, I am impressed on how far you have gone by using the AI IQ. Nice
  22. JohnKalo

    [SP/COOP-(1-4)] Defying the Odds

    Hey guys I have got the Easter Update for the campaign's creation! So for Easter there will be no mission releases. Due to some really serious early summer exams our testing group is not available. That does not however mean that new missions are not being created. We are just one mission away from the end of Chapter 2! Afterwards Chapter 3 will be created and it will be the last chapter of the campaign. As for changes in already released missions there will be none for Chapter 1 missions. They have been tested and no bugs have been reported so there is no need to change anything. If someone however finds a bug or glitch please report it. As for missions already released for Chapter 2 only one image will be changed. There indeed was a minor bug reported in mission 05 but it only happened once and could not be replicated. If it happens to anybody else please report it so as for me to fix it. Actions have already been taken so as for it not to happen again even in that one case but if something occurs I can use other methods too. As for missions not being released on armaholic anymore I should point out that it only happens with the campaign missions. When uploading missions on armaholic there is not so much control on what you write. I cannot preview what I have written and in order to change the color or size of letters I have to use code. That is also the case when trying to place the text in the middle and in so many other cases. Armaholic dudes are great and always helpful but I cannot keep uploading new versions and such. I will however upload the whole Campaign when it is 100% ready. As for the final release date of the Campaign it is scheduled to be towards the end of the 2019 summer!!! Thanks for all the support guys!
  23. JohnKalo

    AI open and close Bargate

    Dang, thought you meant the vanilla bargate. Glad you were able to fix the issue. Nicely done!
  24. JohnKalo

    Community made campaign

    Personally not available to create a campaign but I believe it would be better to give more details about your campaign ideas. Like what type of battles and tasks will be involved. Otherwise it can be hard to find an editor willing to cooperate. Best of Wishes!
  25. JohnKalo

    AI open and close Bargate

    Well there is this thread here: https://forums.bohemia.net/forums/topic/148623-openclose-bargate-solution/ but if you want a simple trigger based solution you can: 1.] Create two triggers. 2.] Set them to repeatable. Click on the trigger there is a box saying repeatable. 3.] In the first one add as a condition: unit1 distance Gate1 <10; and in the initialization field: Gate1 animate ["Door_1_rot", 1]; 4.] In the second trigger place a timeout of 2 seconds. Click on the trigger and place 2 where it asks for the time. You will have to place 2 three times in the three boxes. 5.] In the second trigger add as a condition: unit1 distance Gate1 >10; and in the initialization field: Gate1 animate ["Door_1_rot", 0]; All done! Although I cannot understand why you do not want the loop solution but its your call
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