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JohnKalo

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Everything posted by JohnKalo

  1. JohnKalo

    VCOM vs ASR

    Have not tested VCOM but ASR I use in all missions. The AI is really good and I especially like how groups work together so as to defeat us players. The way they flank and all. Adrenaline levels go high when you cannot know from where the AI will attack. Before ASR it was a simple head on attack. Nothing much to that. Oh and how they use smoke and grenades too. EDIT: I use ASR in MP primarily.
  2. JohnKalo

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

    Was hoping there would be two mission releases in Christmas but I had to update some missions due to add-on updates and reach the final stage of all Chapter 1 missions. Due to that: Naturally if you have any recommendations about the Campaign creation feel free to share them. The story is pretty much set but it may change if we cannot implement it in the Arma engine.
  3. Seems like a good part of an intro when someone wants to include a detailed description of the situation ^^^
  4. JohnKalo

    Bored:/

    @DanielMurphy Dude you serious? I used to log in once a day for like 3 minutes total. And if I did not attack I spent about 20 seconds daily. Nowadays I log in like once every 2 or 3 days for a total of 3 minutes. There is nothing to do in the game. Who spends more time in AMO?
  5. JohnKalo

    Live feed control (LFC)

    And maybe you forgot the server named item. I have used this script recently and it all works fine. Just in MP only one player can see the screen at a time. The addAction on the screen only works for the player activating it. The rest do not even see the blue screen anymore. Unless they press the addAction for them. Some sort of locality issue as it seems. @HazJ Thanks for checking it out.
  6. JohnKalo

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

    Thanks George! You really do give a motive to Arma 3 content creators. With all the support and such. Anyways 2019 coming in fast ... And there cannot be a New Year with at least one new mission! Episode 05 - Flaming Rain RELEASE! In this episode having to keep the Chain in good enough condition was by no means calming! We had to change our strategy multiple times, use scouting techniques while also keep the enemy units seperated and busy. Our Explosive Specialist and Marksman surely played the most significant roles. The ES by using his LMG to clear the way and the MN by keeping the enemy busy via simultaneous attacks in a variety of sectors! As always we hope positive or negative feedback will make its appearance! And if you want to share your mission experiences too please feel free to!!!
  7. JohnKalo

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

    After many updates to already released missions ... Chapter-01 has reached version v2.0!!! Changelog available in the first post: PLEASE if any glitches or bugs are found feel free to report them here or via mail through the website Contact form. If you have any other sort of suggestions please describe them. Happy Holidays everyone!!!
  8. I remember using the above in one of my missions and as I recall it only fully worked when I placed the command in a trigger. Using it in the init.sqf for some not specified reason did not work
  9. Shooting down missiles is surely possible since it is done in the Hellenic Armed Forces Navy add-on: There you can take down missiles with both bullet fire and missile to missile fire.
  10. Yes it looked really nice in buildings wasn't it for the whole floating issue. I cannot understand why the skeleton floats even when you place it in the editor. It is a BI issue. Moreover, because with the skeleton the bones are not connected to each other you have to place the skeleton in a certain position so as not to have a hand floating while separated from the rest of the skeleton. But the skull object alone is alright with the -0.02. In any case your script has been implemented in the mission via using the randomized spawning of magazines. Next stop ... mission testing!
  11. JohnKalo

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

    Many thanks for such an offer! I have altered all the remoteExec lines to the simple sideChat command already however. It took many hours but indeed had I used simple notepad it would take days and who knows how many glitches! By the way ... notepad++ I use after seeing your advice in each of your scripts
  12. So one major change I tried doing in all campaign missions is to use scripts to run all chats. The scripts are run via a trigger. The trigger runs the audio via the effects and also the chat script which goes like: [HQ,"HQ to Blue Lightning, Blue Lightning do you copy?"] remoteExec ["sideChat",0]; sleep 4; [BL,"Blue Lightning copies."] remoteExec ["sideChat",0]; sleep 2.5; [HQ,"Blue Lighting, forces coming from your West are moving towards point Lamda. About 30 heavily equipped hostiles."] remoteExec ["sideChat",0]; sleep 7; [HQ,"Ability to change the extraction point available."] remoteExec ["sideChat",0]; sleep 4.5; [BL,"Copy that HQ, no need to. "] remoteExec ["sideChat",0]; sleep 2; [BL,"Not every day do we have the chance to eliminate terrorists. Blue lightning over."] remoteExec ["sideChat",0]; The problem is that the Chat was shown many times. Actually it was shown as many times as the number of players playing. One solution I can think of is to change all the above with a simple: HQ sideChat "texthere"; but that will mean waaaaaaay many changes. So how can I fix it? Sadly I have not got many testing opportunities so I will have to ask here, if I make the trigger Server Only will that fix the issue?
  13. Yep, thanks for the advice, I started using notepad++ from the first campaign mission. Saw its recommendation from @GEORGE FLOROS GR scripts.
  14. Miraculous Delivery Brought to you by John Kalo and zigTtzag(zTt) A team desperate for supplies. A Supply Plane loaded up. You escorting it! 1.] Hypothesis: A few days ago Special Ops Team Challenge Busters was tasked to stealthy infiltrate and sabotage a power plant North of Aggelochori. Sabotaging the power plant would disable key Altis defenses and would therefore allow Fire Ring, a trapped squad of friendly soldiers, to escape the island. It was a dangerous mission but it was the only way to save Fire Ring. So Challenge Busters did manage to bust the mission’s challenge but was detected while doing so. As a result hostile troops started pursuing them and they had to retreat to Kastro of Kavala. There they were surrounded and trapped. Up until today they have managed to survive but they are running low on ammo and supplies. Will we not resupply them soon, they are sure to be eliminated! So a supply plane has been tasked to evade hostile AA controlled areas and to resupply our troops. The supply plane will be escorted by Jet Squadron Zeus which is tasked to eliminate all hostile troops hunting the supply plane. You guys are the pilots of Jet Squadron Zeus and are from now on responsible to safely escort the supply plane to its destination. The lives of the supply planes pilots along with the Challenge Busters soldiers lives are in your hands! 2.] Important details: a)You should ALWAYS follow HQ's orders. You should not take off or even move your jet if not DIRECTLY told so for your own good. b)This mission has low replayability. Once and if you manage to complete the mission you might never play it again. c)Landing on the carrier will result in you being repaired, rearmed and refueled. e)Playing in SP will be really hard so you can use the SP Friendly action located on a laptop at the start of the mission. f)In SP there will be no rescue teams available to retrieve pilots who have ejected from their jets. g)Respawn: Base whereas the Jets will respawn up to 4 times 3.]Requirements: 3.1]Players' skills: Advanced jet piloting and organizing abilities. 3.2]Technical: a)Arma 3 Apex b)Jets DLC c)Greek Navy - http://www.armaholic.com/page.php?id=32207 d)CBA - http://www.armaholic.com/page.php?id=18767 e)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.]Website SubLink: here 7.]Direct Download link: https://dl.orangedox.com/Arma-3-Missions-Pack-2/miraculous_delivery.altis.pbo?dl=1 8.]Changelog Version 1.1 Changed an image since the ships have been changed. Updated mission so as to be playable with the latest version of the HAFM addon. 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
  15. So I managed to make the script work! but .... there is an issue. Most of the times both the bones and the magazines seem to float. Their height is about 0.5 meters above the ground :\ So can you please make the script spawn the skeletons and the mags at random areas around a marker but on the ground? Away from buildings which cause the bones to float. I do not mind having the skeletons half in the ground and half not but them floating around is not the best sight. If you cannot I will just place the bones myself at certain locations. Edit: Trying to place skeletons myself made me see that the skeleton object is floating when anywhere placed. So I just placed some skeletons, changed their height by hand and used part of your script to randomize the mags being placed around the skeleton. It worked!
  16. JohnKalo

    Arma 3 STATUS_DLL_NOT_FOUND

    https://community.bistudio.com/wiki/Arma_3_Unusual_process_exit#0xC0000135_-_STATUS_DLL_NOT_FOUND Hope you are able to play soon ^^^ When buying any new pc many things need to be installed. Things we did not know were isntalled in our older pc. Like C++ Redistributables and such.
  17. JohnKalo

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

    Hey guys! Since Christmas Holidays are ongoing I might not have a mission ready for release but I find it nescessary to give you all guys an update. So what is going on with the Defying the Odds Campaign's construction? For starters I have placed news about the missions that are curretly being worked upon in the first thread: For Laters, all Chapter 1 missions are being reworked. What I mean by reworked is not a change in tasks nor in the story. It is more about optimizations. More info at the next versions releases. The next versions which will most likely be the FINAL versions too!!! For Last but not Least I have to say that due to a glitch that has been discovered as of yesterday 12/26/2018 I will have to change about 1.600 lines of code It is about how the chat text is shown. The text will not change. Only the way it is shown. If you know Greek then there will not be a problem but some weird people tend to say that not many people know Greek so whatevs ... I will not take that risk
  18. JohnKalo

    [SP/COOP-(1-8)] Miraculous Delivery

    Mission updated and is playable again. Version 1.1 Changed an image since the ships have been changed. Updated mission so as to be playable with the latest version of the HAFM addon. Have Fun
  19. JohnKalo

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

    Mission updated to Version 1.1 Have fun
  20. I used to show all chats via triggers. Something which caused many conditions but worked nicely. The problem appeared now that all chats are being shown via a script. As far as I can see tiggers work locally once to every player. Something which is really nice but which does not combine with remoteExec. Because since they work locally the chat will show as much times as the number of players. I could not see that when testing missions in the editor hence I have to change so many lines of codes. Everything seemed to work fine. Oh I get it. So as to easily change the command if a problem occurs.
  21. So all I can do is remove remoteExec and replace it with the simple sideChat command. Do that to about 1.600 lines of code :) Whatevs the mission releases will be delayed but at least the problem will be solved.
  22. Nice! So I will erase some of your script's parts since I only want magazines to spawn near the skeletons and then I will add it to the mission. Hopefully my chat showing mulitple times issue will soon and easily be solved. I have 6 missions using the same show text method :/
  23. Thanks! Although todays mission testing did not go so well. I had a problem with the chat scripts showing multiple times. I will make a thread for it. So no worries about rushing your script.
  24. Thanks for asking! I would please like the skeletons around a particular area or areas. No need for it to be in the whole map. And dead bodies would be really good but they would not match for the particular mission we are talking about.
  25. JohnKalo

    GF Auto Loot Crashsites Script - Mod

    Seems cool! If the script comes out in time it will be used for Campaign Mission Episode 6!!!
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