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Posts posted by JohnKalo

  1. 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. 

  2. 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.

  3. Quote

    I quickly looked in my documents under arma3 in my multiplayer folder and the mission was there with all the folders and files but when I try to play the menu calls it the first name and there's no playable unit or anything on the map. WTF help.

    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?

  4. 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!

  5. 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. 

  6. 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.

    • Like 1

  7. @pierremgi Well in that case a:

    NameOfPilot enableSimulation false;

    would do the trick. But about modules and such I do not know how the creating process is like so I could be wrong on that one. Could that module work for landing on movable ships too? Because. at least last time I checked, for the Hellenic Navy Addon you have to attach the chopper to the ship and that is not good. Suddenly the engine freezes and such. Landing can be tweaked but on take-off it is an issue.


    @Salty_Pepper Glad it all worked out 👍

    • Like 1

  8. 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 :smash:    

    • Like 3

  9. 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!

    • Like 1

  10. 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;
    		[_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;
    		[_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.