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Everything posted by JohnKalo

  1. JohnKalo

    Creating and Editing Campaigns.

    In general alias scripts can greatly help. One of the good things about them is that there are videos explaining how things work. For your intro: https://www.armaholic.com/page.php?id=30731
  2. This might help: _items = items player; if ("ToolKit" in _items) then { // script };
  3. Ten seconds is not too much if you show the mission name, needed details, maybe an image or a loading screen and such. Oh and you can just: NameOfUnit disableAI "MOVE"; for the units the leader orders to disembark and when the convoy is moving you can NameOfUnit enableAI "MOVE"; it again. Or even: NameOfUnit enableSimulation false; for as long as needed. Unless one of those units is the driver. If so you can try this on the other unit and see if anything changes. Or just have them start with simulation false and after a few seconds enable it again. Also the enableSentences false; can help to hide him giving orders.
  4. For convoys some cool scripts exist out there like this one: https://www.armaholic.com/page.php?id=31925 Now some times the AI just does its thing and there is not much you can do about it. You can however try to hide their reactions. A black screen with some text before the player sees whats going on for example. And in general anything simple no matter how crazy it sounds and that works is preferable.
  5. Defying the Odds Brought to you by HelicopterEnthusiast and zigTtzag(zTt) After testing a mission a few months back zTt was like why not create a campaign? I refused saying it was too hard. We can make more missions in the same amount of time. A few weeks back however the campaign started being constructed! Now the campaign being constructed was revealed to our website subscribers alone but the download links and such will be available to all! Story: In Afghanistan there was a leader called Dahid Kazat. Kazat was a patriot. He loved his country and his people. He wanted his country to prosper by taking advantage of the oil reserves located at Lythium. It was a clever idea and it would surely result in his country prospering and his people forgetting about the immense difficulties they face due to being poor. There was an issue however. Oil attracts the Strong Countries of the world. Especially when in 2035 oil reserves get more and more scarce. Because of the above, NATO decided that Kazat had not what it takes to deal with the power that oil reserves would provide him. Due to that NATO demanded all oil reserves from Kazat while providing no help to the people of Afghanistan. Kazat did not agree! They tried to bribe him, they threatened his family and yet he said no. So NATO found a nice way to get rid of Kazat. They chose to fund rebel organization Al Shilak. They gave them weapons, ammunition and all needed in order to bring down Kazat and they succeeded. Kazat was killed and propaganda made the people of Afghanistan to agree about the homicide. Yet again an issue arose. The people of Afghanistan did not only agree with the murder. They also agreed with whatever Al Shilak supports. That is that NATO is to blame for everything. That now that Al Shilak controls the country they should be the ones dealing with the oil reserves. That the people of Afghanistan should rebel! From that point on, Lythium has turned into a battlefield. NATO was unable to deal with the locals and after many casualties they lost control of Lythium and they are now dealing with a force that wants to expand Afghanistan borders! Here is when you guys arrive. Although no country offered to help in fear of casualties, Greece is sending their best Green Berets force! Four men from Greece Special Forces have been dispatched to Lythium to help NATO regain control. NATO agreed to support them. If they commenced all too dangerous operations… Greece agreed. Why? Nobody knows if anybody knows. Trailer: Units: Task Force: Blue Lighting Team Leader – Chiefly Alexandros Petraklos He has been through everything! Graduating from multiple Military Academies and becoming an expert in a variety of sectors was a torment. Actually it was not. Petraklos was born for such operations. What tormented him was the bureaucracy and the needed encounters with officialdom in order to become a Green Berets Team Leader. Marksman – Sergeant Ioannis Kalinos A graduate from the Basic Sniper Training for Special Operations Academy. The time needed to read that equals with the time Kalinos needs for 3 headshots at a 1,5 km distance! That is exactly why the Green Berets recruited him. Disregarding his tension to remain silent, a Blue Lightning slot is surely his. Explosive Specialist – Sergeant Konstantinos Koromilas His graduation certificate comes from the Evelpidon Military Academy. Apart from that, he does not talk much. All we know is that he likes explosives and whatever causes mayhem. Welcome aboard Koromila! You are just the person we need for the Blue Lighting Green Berets team. Medic - Corporal Lambros Katechakis Coming from 7 yearlong studies he graduated from the Army Officers Military Academy. AOMA, which he finds boring, trained him to become a Medic and be an expert in Emergency Medicine. After his graduation, he was assigned to the Green Berets Blue Lightning team and has since found out that the real military is by no means boring. Head Quarters – Lieutenant Tasos Balaoritis Also a graduate of the Army Officers Military Academy but not a Medic. Balaoritis was trained to become a Military Psychologist. Post-Traumatic-Stress-Disorder or any sort of disorder has no chance in front of his skills. Calm as anyone can be he provides support to all Green Berets operations. Pilot – Corporal Antonis Fidelis Only typically did he need to graduate from the Air Force Academy. Piloted his first chopper at the age of 15 and his first plane when he was 17. That is what happens when your father owns a Flight School. Due to his amazing skills in Army Aviation vehicles, the Green Berets Blue Lightning team immediately recruited him. Important details: a)In SP you should be the THE GROUP LEADER of the BLUE LIGHTNING team. b)In MP all players who will participate in the mission should be READY before the opperation begins. c)It is important to read the STRATEGY section of the briefing. d)The campaign is FULLY VOICED in Greek and there are ENGLISH subtitles. Although ... who does not speak Greek? e)At the Lythium map some doors do not open. It has been fixed via a script. You can open those doors with the ALT key. f)All testings have taken place in a HOSTED server. g)Respawn:Instant Requirements: a)Arma 3 Apex b)Marksmen DLC c)HAFM: http://www.armaholic.com/page.php?id=20288 d)Lythium: http://www.armaholic.com/page.php?id=32694 e)ASR AI3: http://www.armaholic.com/page.php?id=24080 f)CBA: http://www.armaholic.com/page.php?id=18767 Bugs: Minor: None Serious: None Installation: Just copy the pbo to your Arma 3 directory. Place the .pbo file at the mpmissions folder. Credits: Audio Alex Lisi for his music. All Sounds for plane audio effect. Alphie Wily for his Date Beeps audio effect. 2BStudio for his music. Krc Videos for Heavy Wind audio effect. N-Beats for gunshot audio effects. RickOShay for SandStorm script Ross Bugden for his music. SFX Cloud for keyboard audio effect. Soundchips for window breaking audio effect. Sound Designs & Tools for falling audio effect. SoundLike Tube for falling audio effect. Tushar Sharma for his music. Voytek Pavlik for his music. Jakub Hrock for his audio effects. All people helping with the voice recordings. Video Production Andy Fielding for his video. Ben LONGDEN for his video. HackOn Exploits for his video. Lorenzo Gragotto for his video NetCon1 for his video. Ophidic for his video. Requiem for his video. Wolskye for his video. Woople for his video. Scripters Alias for his scripts. Aylas for his script. BangaBob for his scripts. George Floros for his scripts. JBOY for his script. Nomadd for his script. Tophe for his script. Zenophon for his script. Addon Makers Aplion for the Hellenic Armed Forces addon. The CBA Team for CBA. The FFAA Team for Lythium. Robalo for the ASR AI3 addon. Forum Members @7erra for assisting with map showing animation. @Dedmen for slight code optimization. @GEORGE FLOROS GR for helping in the editing forums about functions compatability. @gc8 for assisting in a code syntax issue. @gc8 for offering help with a show text issue. @gokitty1199 for helping in the editing forums about functions compatability. @HazJ for helping in the editing forums about functions compatability. @johnnyboy for assisting with stealth implementation. @killzone_kid for helping with the breaking windows matter. @KokaKolaA3 for assisting with stealth improvements. @Larrow for solving the function locality issue. @Larrow for assisting with map showing animation. @Melody_Mike for offering help with a text showing issue. @mrcurry for solving the stealth implementation issue. @nomadd for assisting with stealth enhancements. @opusfmspol for helping in a code syntax issue. @ruger392 for his VectorDir/VectorUp guide. @Schatten for HoldAction Icons assistance. @SpaceHippo for how to remove addon dependencies. @stburr91 for assisting with the multi screen showing issue. @wogz187 for helping with a camera feed issue. @ZaellixA for code translation. Bugs Emergency Crew @Dedmen for tasks lag, functions lag, scripts lag and lag in general! @Grumpy Old Man for overall mission optimization! @pierremgi for infoText lag and more! Website SubLink Campaign Overview: here. Campaign's Steam Collection: here. Download All Button: here (383.06 MB). Episode 01 - Entrance Creators v2.0: Mission Details at the website subpage here. Direct download link here. Episode 02 - Explosive Attention v2.0: Mission Details at the website subpage here. Direct download link here. Episode 03 - Mayhem Providers v2.1: Mission Details at the website subpage here. Direct download link here. Episode 04 - Natural Holocaust v2.1: Mission Details at the website subpage here. Direct download link here. Episode 05 - Flaming Rain v1.2: Mission Details at the website subpage here. Direct download link here. Episode 06 - Cave Invaders v1.1: Mission Details at the website subpage: here. Direct download link here. Episode 07 - Golden Paint v1.1: Mission Details at the website subpage: here. Direct download link here. Episode 08 - Thunder Fortress v1.1: Mission Details at the website subpage: here. Direct download link here. Episode 09 - Robotic Persuasion v1.0: Mission Details at the website subpage: here. Direct download link here. Episode 10 - Death Cream: Mission Details at the website subpage: here. Direct download link here. The story, all names, characters and incidents portrayed in this production are fictitious. No identification with any actual persons (living or deceased), nations, cultures, religions, allegiances, places, buildings and/or products is intended and/or should be inferred. Feedback is always welcome but since this is our first campaign feedback is very important. All missions have and will be tested but if any sort of glitch or bug appears please report it here in the forums or more directly here. Also recommendations or describing things you like will also be very helpful. Making a campaign is really hard hence your assistance will surely help. This is the one and only Greek Voiced Campaign so enjoy
  6. JohnKalo

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

    Hi guys just a quick update: Armaholic staff has not returned my emails. Maybe they are on vacations or something. But I placed a download all button in the initial post. It is a file with all missions included. There have been no glitches or bug reports so hopefully no fixes will be needed. If however ones appear we will update the big file too.
  7. JohnKalo

    AI calls air strike

    To count the people alive in the group: (({alive _x} count units mygroup) == 0); and for the airstrike this should help:
  8. Well since the vehicle has a crew already maybe you can lock the crew positions and let the unit only get in the cargo seat: https://community.bistudio.com/wiki/lockDriver https://community.bistudio.com/wiki/lockTurret Then with a simple condition all is set: NameOfUnit in NameOfVehicle;
  9. That must have hurt! Only thing I would do is change the name of the mission folder and try opening it again. Or place the mission in the SP folder and try again. Anything that might help. The only similar thing that could have happened is erase not needed things so as to film a video, and then an autosave could destroy all efforts. Something similar happened to me once. That is why I keep a variety of backup files. Some times when the mission is nearly ready I even upload a copy on the web just to be sure. Oh and why edit the mission via the server option that has the lobby and such. Why not make the mission via the editor?
  10. If the amount of players is known maybe this can help: count crew NameOfCar == 3 or this if number of players is unkown: {alive _x} count allPlayers == {_x in _NameOfVehicle} count allPlayers the == can be replaced with > or => and such.
  11. Thanks for replying. Oh there is also an issue with the weapons mags. Yep guessed so. No worries. I changed the weapons of the missions. Also the Defying the Odds Campaign is ready! What remains is link updates for steam. There is even a trailer for the Campaign! Hope the above are fixed and new updates bring extra content! Wishes for awesome summer vacations
  12. JohnKalo

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

    Some may say that summer is over at the 15th of August so: After hundreds of editing hours and many emotions the final Campaign mission is: Episode 10 - Death Cream RELEASE! In this mission we had to follow multiple strategies since the battlefield conditions were changing rapidly! Through heavy fire, smoke and grenades we managed to reach the end and ended up with a very hard call. The decision we made would change things dramatically! Gladly after all team members thought about it we took the right decision and had a great ending. It was not easy but we understood the quality of team work. I really wish you guys make the right call too! As for the mission size two endings means double the size and hence the mission is rather big but not too big. As for the steam and armaholic links, the steam ones are set (<<<) whereas the armaholic ones at a later date. If possible please support us at our steam page via Rates, Likes and Subscriptions. It would really help. There might be an upload of all missions in one but that needs to be a .rar file and not a .pbo file. .rar files are not liked so we might avoid it. One of the problems is that if one mission changes the whole .rar file will have to change too. So you can just subscribe at the steam collection and have all in one. The armaholic links either they are going to be one chapter each or a whole file. In any sort of case I hope you have an amazing time. Changes will most likely not occur but if anything comes up we will keeps our heads up!
  13. Are the convoy vehicles at an unlocked state? If yes or it still does not work this might help: https://community.bistudio.com/wiki/assignAsDriver and for the units to only aim at specific units you can use the doWatch, doTarget and forceWeaponFire in a loop as long as the opfor units are alive.
  14. You can try a disableAI "ANIM" while the animation is being played and then you can enable it when needed. That in coordination with disabling PATH or MOVE if needed.
  15. JohnKalo

    Trouble with say3D

    Audacity can be used to play with the sound. Lower at first and then higher. So as to simulate a say3d. And the sound can activate with: NameOfChopper distance NameOfPlayer < NumberOfMeters as a condition. In Arma editing simple things many times do not work so you have to use anything effective that you can think of. While having optimization and quality gameplay in mind.
  16. JohnKalo

    Trouble with say3D

    Why use sound and not music? In the description.txt : class CfgMusic { tracks[] = {}; class MyIntro { // display name name = "My intro music"; // filename, volume, pitch sound[] = { "\music\filename.ogg", db + 10, 1.0 }; }; class Ludwig9 { name = "Ludwig Van Beethoven's Ninth Symphony"; sound[] = { "\music\ludwig9.ogg", db + 10, 1.0 }; }; }; and then on a trigger go to the far end of the menu and in one of the tabs you will find a Music section. There you will be able to find the music. With sounds I recall having a similar issue back in the day so I had switched to music.
  17. @pierremgi Well in that case a: NameOfPilot enableSimulation false; @Salty_Pepper Glad it all worked out 👍
  18. Once the helicopter lands and is at the landing area (setTriggerOwner the chopper to the trigger) you can use the trigger with a condition: this && isTouchingGround NameOfChopper whereas in the activation a simple: NameOfChopper disableAI "MOVE"; and with a condition: NameOfPlayer in NameOfChopper you can have an activation NameOfChopper enableAI "MOVE"; When simple things do not happen after so many efforts
  19. JohnKalo

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

    July shall not pass before ... Episode 09 - Robotic Persuasion RELEASE! In this mission testing it was really crazy. While everything started well a glitch appeared. There was one unit that had frozen. Shooting at it caused no damage and he had no weapon. You see his weapon was moving around with no body carrying it and it was shooting and killing us. Like a ghost being on a shooting rampage. I was literally crying out of laughter about this but sadly after many continuous and simultaneous respawns the save loadout function glitched as well. The result was that we respawned with different hostile side weapons. It was something that eventually ruined the experience. Apart from the above and yet another minor glitch everything went well and we managed to end the mission successfully. In order to avoid the glitches for good I had to make multiple adjustments. I even placed safety triggers just in case and implemented some testing group ideas so as to make the mission smoother. However if any sort of glitch is still there please notify me about it. It goes without saying that everything is tested multiple times in the editor before the hosted server so it is really hurtful when things go so wrong. Also due to an addOn a glitch has been discovered in Missions 05 and 06. I have asked for the issue to be fixed but since it might take a while I will change what needed so as to defeat that glitch after 72 hours have passed following the discovery. Moreover Mission 10 is also ready and awaiting testing. It is the Campaign Finalle and it will be released once tested. Aditionally updates have been made to the credits sections. To the post and to the missions 01 to 04. The 05-08 missions also will need an update. Just waiting on the addon glitch to be resolved. Last but not least hope you guys have an amazing time playing these missions and that the ending will satisfy you all. We should not forget that the ending will depend on your choices in the final mission!
  20. This should also help:
  21. Had checked those two but the first was not good and the second is not explained enough in the wiki. At least for me.
  22. Just to clarify ... because I am doing the credits does not mean that the campaign finale is nearly ready. I would wish 👌 Now can somebody please inform me about the best way to add rolling credits at the end of the mission? And how I have to call them so as for all players to see the credits. It is about an MP Hosted Server.
  23. The M249 weapon cannot be used. It pops up this error and the soldier holding it ends up with only a pistol. Also when placing a weapons cache it seems to be empty: Please fix the M249 issue or notify me elsewhise so as to update Mission 05. Thank you.
  24. In the init.sqf : waitUntil { !isNull player }; addMissionEventHandler ["EntityKilled", { params ["_unit", "_killer", "_instigator", "_useEffects"]; if(isPlayer _unit)then{ [_unit, [profileNamespace, "inventory_var"]] call BIS_fnc_saveInventory; }else{ [_unit, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory; }; }]; addMissionEventHandler ["EntityRespawned", { params ["_entity", "_corpse"]; if(isPlayer _entity)then{ [_entity, [profileNamespace, "inventory_var"]] call BIS_fnc_loadInventory; }else{ [_entity, [missionNamespace, "inventory_var"]] call BIS_fnc_loadInventory; }; }]; It might pop up an error at the beggining. It does work though. The "error" only occurred after a game update.