kng
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Everything posted by kng
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When you right click on arma 3 tools and go to properties -> beta, what is that licensed_data_packages for? (22GB download) http://prntscr.com/32j5yj
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TASK FORCE BLACK in Operation Fallen Star by KNG Description: After the surprise attack of Iranian Invasion forces all over the Mediterranean Sea EUCOMM sends their Special Operations Team Task Force Black on a long-range reconaissance patrol deep into enemy held territory. Land at Kamino Coast Latest satellite imagery evaluation concludes that Iranian forces are about to start a major attack on the mainland of Europe. US European Command tasked Delta to land on the island of Stratis and establish a base of operations to cut down communication of enemy forces by taking down Air Station Mike. This is a critical mission with highest priority. EUCOMM needs that Air Station down and communications cut to prevent Iranian forces getting deeper into Europe. HQ Command advises Delta to land at Kamino coast and proceed towards Camp Rogain to establish a FOB for further operations. Establish FOB at Camp Rogain Be advised Delta. OPSAT indicates that Camp Rogain will be heavily guarded by enemy forces. Intel suggest approaching Camp Rogain from the north to clean and sweep the compound and eliminate all enemy personal. Once Delta has established a FOB at Camp Rogain, Delta is to take down the communication Array north-east of Air Station Mike. Communication Array Alpha-Mike OPSAT and HQ Command conclude taking down the communication Array will determine the success of this mission. Delta is to move in fast to take down and prevent enemy communication with reinforcements stationed in the Mediterranian Sea. Take down the Radar installation OPSAT identified the Radar installation at Air Station Mike as a high-priority threat in the preparation of the Iranian attack. After a tactical analysis of the area EUCOMM has decided that for further operational advantage and in case of an imminent attack on the European mainland the Radar installation has to be destroyed immediately. HQ Command advises Delta to infiltrate Air Station Mike and do whatever necessary to take down the Radar installation. Operational intelligence indicates that Delta should approach the compound through the north-east gates. Exfiltrate Delta at Limeri Bay After the Radar installation has been taken down Delta is to be exfiltrated at Limeri Bay. Be advised. Intel on the extraction location is vague. Proceed with caution. HQ Command advises Delta to take control of the Mortar installation at Air Station Mike to support the exfiltration. Features: coop mission for 2-8 players revive everybody can revive, no medkit needed respawn vehicle respawn mission intel on map 5 tasks to complete the mission intense battles took us around 1h30min to complete the mission (probably takes longer with less players) take down the huge antenna with c4 take down the radar installation with c4 (place it directly infront of the door, 1 is enough to blow the whole thing up!) support your team with mortar while they make their way down to the last task delta is constantly under enemy mortar fire, make sure you keep your head down, you never know when they will drop on you Installation: Extract the .pbo file(s) to your ArmA3\MPMissions folder. Known issues: always wait for someone in your team to revive you, there's plenty of time to do so, every player can revive other players, no medkit needed, only try to respawn if there's no other way out or everybody is dead. it takes away the full experience when you have to walk the way back to your squad / team. sometimes after completing a task the mission objective is not updated for some players. (is the objective done a titletext will appear for every player on the screen telling you the objective is done and to remind you to manually set the next task.) after loading the map briefing and task are not displayed, you have to open the map once you've spawned to see the briefing / tasks Changelog: v2.2 fixed compatibility issues with Arma 3 0.54 added TAW View Distance Script added TAW Virtual Ammobox added proper loadingscreen / map desciption Download v2.2: http://www65.zippyshare.com/v/77102664/file.html Credits & thanks: Simple Vehicle Respawn Script v1.8 for Arma 3 by Tophe of Östgöta Ops [OOPS] =BTC= Revive Created by =BTC= Giallustio version 0.4 http://www.youtube.com/user/armaidiot for some cool tutorials on the editing and scripting fackstah for helping me out with some stuff, thanks dude :) Download: http://www.armaholic.com/page.php?id=19270
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Particle Effect always spawns on the ground
kng posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I tried to search and google this specific problem, I could'nt really find anything specific, but a very early alpha bug-report on the feedback tracker that said this is apperently already fixed. It was reported that the smoke effect of a destroyed car on a bridge would spawn underneath the bridge, apperently something was wrong with the Z axis detection of the particle effect. This should have been fixed according to the feedback tracker. My problem is that I tried to have a specific particle effect spawn on a object thats elevated from the ground (10,50,100m). The Object is floating in the air (so this works) but the particle effect always spawns beneath it on the ground. so at first i tried spawning the particle effect like this: _obj = toiletbox8; _pos = getPos _obj; _ps = "#particlesource" createVehicleLocal _pos; this spawns the desired particle effect on the _obj; then I thought it might look cooler when it spawns a little bit higher, so i just used the elevation field on the object in the editor to make it spawn 50m high. The object is spawned, but the effect is on the ground. next step was to try it like with the given example on the BI Wiki pages: _pos = [ position _obj select 0,position _obj select 1,100 ]; (should spawn the effect 100m above _obj, right?) doesnt work. next thing i tried: _pos = setPos [getPos _obj select 0, getPos _obj select 1, (getPos _obj select 2)-3]; (should spawn the effect 3M underneath the 100m elevated _obj) doesnt work. So this is it. I don't know what I'm doing wrong here, but this doesnt work at all. Here are a few screenshots on what I was working on: the Tornado -
Stratis Sniper Range 1.2 by KNG Description: A simple sniping range to debut the new sniper / spotter duo for Bluefor and Opfor in Arma 3 0.60 Clear all the targets to complete the Mission. Features: test the new sniper / spotter weapons and equipment for Opfor and Blufor singleplayer and coop Scripts used: a few lines for the description.ext from Murcielago's DM4 FHQ Task Tracker ArJay A3 Libraries Media: Screenshots: Be advised, you need to have the latest dev build (0.59) installed to play this mission! Known Issues: when you switch sides you need to restart the mission for everything to work properly Installation: copy extracted files to your \Steam\SteamApps\common\Arma 3\MPMissions folder start mission from the multiplayer menu: Play -> Multiplayer -> New Game -> LAN or Internet -> Stratis Sniper Range -> OK Changelog: v1.2 fully 0.60 compatible added two more shooting ranges shoot targets up 2.8km from your position adjusted spawn positions & removed all AI weapons Note: Use the Distance Settings (Mousewheel down -> Settings) and manually increase your view distance, or you probably wont be able to see the targets! v1.1 removed live targets added pop up targets, hit them 15x to complete the mission pop up targets have different distances some UI tweaks (a hint tells you if you hit and how much and who etc.) Download: Stratis Sniper Range v1.2
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Diaoyu Islands by Fromz - New Terrain simulation for ArmA3
kng replied to fromz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
just wanted to say, installed the map with given instructions, worked like a charm (no other mods active) here's a little sneak peak: -
hey, yeah I could, but you could also just open 3 Servers with 4 Slots and have them try the weapons out :D
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updated to v1.2 - now with extreme long range targets - can you hit them?
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Operation Brain Surgery by KNG Description: General A. Ackbar is on a routine inspection around the island of Stratis. Land at Camp Tempest General A. Ackbar is on the Island of Stratis. EUCOM relocated TASK FORCE Black to establish visual contact with the General and take him out by ordering in a precise Airstrike on his position. Delta is advised to land at Camp Tempest and breach the enemy fortifications around Air Station Mike. Expect heavy enemy resistance. Breach Checkpoint Delta-Mike Breach Checkpoint Delta-Mike and proceed to the next checkpoint. Be advised. HQ Command and OPSAT conclude that the Checkpoint will be heavily guarded and is probably supported with reinforcements from the northern part of the island. Clear Checkpoint Delta-Romeo Clear Checkpoint Delta-Romeo and make your way to the Eagle's Nest to establish visual contact on the General. Get Delta in Position HQ Command advises Delta to take position in the Eagle's Nest south-west of Air Station Mike to establish a visual contact with General A. Ackbar. Wait for the General to arrive Wait for General Ackbar to arrive at Air Station Mike and radio in the Airstrike on his location. Exfiltrate Task Force Black Be advised. Task Force Black is to be exfiltrated at Limeri Bay. Intel on the extraction location is vague. Proceed with caution and secure the enemy mortar installation at Air Station Mike to support the extraction of Task Force Black. Features: coop mission for 2-8 players revive everybody can revive, no medkit needed respawn vehicle respawn quick briefing and on-screen notifications high performance thanks to the murk-spawn script / optimized for A3 by fackstah Tonic's View Distance Script Tonic's Virtual Ammobox mission intel on map 6 tasks to complete the mission intense battles up the hills leading to Air Station Mike took us around 2h to complete the mission with around 200 enemies down at the end guarded roadblocks guarded checkpoints checkpoints are being reinforced with units ambient radio chatter stationary HMG's - they will pin you down! be careful, be prepared and be smart. Request an Airstrike on Air Station Mike and see the whole thing blow up in one big explosion Installation: Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/MPMissions folder. Media: Airstrike test on Air Station mike (early version) Known issues: if you engage enemy personal at air station mike (rockets etc.) the generals helicopter will probably not land or will immediatly lift off again, giving you only a very small timeframe to request the airstrike. DO NOT ENGAGE ENEMIES AT AIR STATION MIKE before your ordered the Airstrike. if the boat get's destroyed in the landing process JIP players won't be able to spawn (happens sometimes) always wait for someone in your team to revive you, there's plenty of time to do so, every player can revive other players, no medkit needed, only try to respawn if there's no other way out or everybody is dead. it takes away the full experience when you have to walk the way back to your squad / team. sometimes after completing a task the mission objective is not updated for some players. (is the objective done a titletext will appear for every player on the screen telling you the objective is done and to remind you to manually set the next task.) after loading the map, the briefing and tasks are not displayed correctly, you have to open the map once you've spawned to see the briefing / tasks Changelog: v1.3 fixed compatibility issues with Arma 3 0.54 updated to latest TAW View Distance Script updated to latest TAW Virtual Ammobox Download v1.3: http://www8.zippyshare.com/v/11726628/file.html Credits & thanks: Simple Vehicle Respawn Script v1.8 for Arma 3 by Tophe of Östgöta Ops [OOPS] =BTC= Revive Created by =BTC= Giallustio version 0.4 Zero Seven aka http://www.youtube.com/user/armaidiot fackstah aka cousin roman aeroson Maj Ellman RoXoR Tonic B00tsy Freizeitsoldaten Download v1.3: http://www8.zippyshare.com/v/11726628/file.html
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Particle Effect always spawns on the ground
kng replied to kng's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Im not using the config definition, as far as I understand, tinkering around in these config settings would make the mission become an addon / mod? That was not my goal. The tornado and nuke effect are done by calling the exisiting cfgCloudlets effects with setParticleClass and manipulating them with setParticleCircle / setDropInterval. Im a n00b when it comes to this. So basically you are saying I can not spawn the particle effect "VehExpSmoke" elevated because the effect is set to onSurface = true in Arma 3's default config parameters? Making it spawn always on the surface, like it is now? And about the PE config, can I just use the PE and change parameters and settings through description.ext and then call the particle class with the changes? I'm sorry if I confuse you but I'm just lost when I read "Class of PE must be in configFile class CfgCloudlets." on the wikipages. What in the world does that even mean? The only info this gave me was to look in the cfgCloudlets for the particle class names... Edit: I looked it up in the cfgCloudlets configs. I checked "VehExpSmoke" (Screenshot) for the onSurface parameter and I could'nt find one, "VehExpSmoke" is parented with "Default" (Screenshot) so I checked "Default", no onSurface either. Then I looked through more configs and found one "HousePartDust" (Screenshot) that has onSurface = 0; set in the config. I immediately gave it a test run using _pos = [ position _obj select 0,position _obj select 1,5 ]; to spawn the effect on _obj. I kinda expected the outcome already. "HousePartDust" was spawned elevated like it should. While "VehExpSmoke" was still spawning out of the surface. So now onSurface = true; explains everything, but it does not explain why it can't be found in the "VehExpSmoke", "Default" config but the effect is yet spawned on the surface. Screenshot: http://prntscr.com/17xlc0. Edit2: I tried to inject a new class "kngtestclass" through the description.ext, of course this did not work (Screenshot), why would it? I guess the new class needs to be loaded with the game starting, so you would require it to make it an addon. The only question now remaining is why "VehExpSmoke" doesn't have a onSurface parameter in the configs. My guess it is set to be some kind of engine / game default setting? -
Particle Effect always spawns on the ground
kng replied to kng's topic in ARMA 3 - MISSION EDITING & SCRIPTING
after some testing I think it is supposed to be like that. So I kinda did get what I wanted to do, a Nuke like looking effect. Here are the results: -
Particle Effect always spawns on the ground
kng replied to kng's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i forgot to mention that, no attachto doesnt do the trick. so i can have it spawned everywhere but I cant change the height it spawns at? It doesnt sound like it is supposed to be like this. -
Hey, does anyone know, how you get this counter: http://imgur.com/pGpdVA3 on the respawn / death screen to work as a custom countdown that is triggered and shows a countdown of 5min? I checked the wiki http://community.bistudio.com/wiki/Arma_3_Respawn but it doesnt say how you can call the Counter exactly. :)
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updated to v1.1 :D
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Well, I just put the default Units, available in the Editor, down (with their default equipment). Usually everything should be on the Unit, when you spawn. Since I did not change anything on the Unit's loadout. As Chortles said, you actually should spawn with a SOS 85x Sniper Optics attached to the weapons. I really don't know why you would spawn without it, this maybe a problem with the fact that it was just added to the dev build and might still cause some problems. Hey Chortles, yes I realized that there is a difference in "real" Singleplayer / Coop. Since you can basically play this "MP/Coop" Mission alone, I considered it playable as a singleplayer mission, although you have to start it through the Multiplayer Menu. (I now know, that there's a difference). Having different distances for different targets is a great Idea, I might expand on that and put some more ranges down with different distances. I have to admit that this mission was rather done quickly to test the weapons and get a feel for them. Actually they put a lot of target dummies and bullseye targets in the latest dev update, you can even build a "shoot house" now for training purposes. The fact that they have put so many stuff in the editor made me play around with it. But I don't know how to make the target dummies act as a " live target" you know, when you shoot at them, they dont just flip over indicating that you hit the target and I also don't know how you can make them flip up so you actually have to wait for the target to come up. But I think this is possible. Because what would be the target dummies good for then? You can place them and shoot at them, but you never know if you actually hit them. So it did not make sense making the dummies a target to shoot at. The easiest solution at the time was just placing down the "live" targets to get some shooting practice. :D thanks for the feedback though, I'm glad it worked for you.
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don't run the mission as "SP Scenario". Mission has to be installed in your arma3 "mpmissions" folder. Just start the mission through the Multiplayer "New Game" menu and everything should work fine. In Main Menu go to: Play -> Multiplayer -> New Game -> Lan or Internet -> Select: Stratis Sniper Range from the List and click on OK. I just tested it and everything is working properly. ---------- Post added at 13:10 ---------- Previous post was at 11:51 ---------- I updated the thread with a video to show you guys that it should work fine. :)
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Yep. Thats correct. Like most of the missions they do not work on latest version (0.58) and dev build (0.59). Needs to be updated.
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Operation Restore Delta by KNG Description: HQ Command lost two members of Task Force Black. SEAL Team Six comes to the rescue. Wait for the perfect moment Last night at 0200 Zulu time HQ Command lost contact with Task Force Black operatives deep in enemy-held territory on the island of Stratis. EUCOM immediately relocated SEAL Team Six to the Mediterranian Sea for deployment on Stratis to search for and rescue Task Force Black. UAV surveillance of the area shows a lot of unexpected movement in the town of Agia Marina. HQ Command suggest that the missing Task Force members are probably being held here and are to be transfered to the Airport of Stratis for a further extraction to Iranian held territories. SEAL Team Six is adivsed to move in on a possible prisoner escort heading to the Airport and secure the captives. Ambush the escort, free the Task Force members and proceed to the Checkpoint to gain access to the Airport. Breach the checkpoint HQ Command and OPSAT consider extracting the prisoners by capturing two KA-60 Helicopter stationed on the Airfield near the town. Six is advised to breach the entrance and gain access to the Airport by taking down checkpoint Romeo Delta. Sabotage the Airport Control Tower Extracting the prisoners won't be easy. If Six wants to get out with the KA-60 Helicopters without alarming every enemy Aircraft in the Mediterranian Sea they will have to sabotage the Airport Control Tower first. Six is tasked to close in on the Control Tower to take it down. Be advised. UAV imagery shows possible movement on the roof of the installation. OPSAT concludes that the enemy will have heavily secured the Airport. Secure the KA-60 Securing the KA-60's will be a critical moment of this mission. Satellite imagery shows at least three KA-60 stationed on the Airport. To secure the extraction Six is advised to destroy one of the Helicopters and capture the remaining KA-60s to get off the island. Exfiltrate SEAL Team Six Exfiltrate SEAL Team Six and the secured Task Force members to waypoint Echo Delta. Features: coop mission for 2-8 players animated NPCs - guards in checkpoints, roadblocks, buildings now use most of the available animations in the alpha. (repairing stuff, just sitting around, talking etc.) revive everybody can revive, no medkit needed respawn vehicle respawn mission intel on map 5 tasks to complete the mission do it like rambo or take the stealth approach (diving, snipers etc.) took us around 1h30min to complete the mission, we took the stealth approach guarded roadblocks guarded checkpoints dudes in buildings dudes on buildings boats proper ambient radio chatter is now heard when completing objectives and clearing checkpoints stationary HMG's - as always, be careful, be prepared and be smart play as two TASK FORCE BLACK captives that are being rescued by SEAL Team Six What you do as the captive Task Force member: At the beginning of the mission, while the SEAL Team is taking it's position, you start in a building, get out and follow the guards with the red hats. YOU'RE FORCED to WALK in this moment, don't even bother trying to run, it won't work. Once you have been secured by SIX you will be able to freely move around as fast as you want. :) Installation: Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/MPMissions folder. Known issues: dudes with guns walk slightly slower than dudes without. :/ always wait for someone in your team to revive you, there's plenty of time to do so, every player can revive other players, no medkit needed, only try to respawn if there's no other way out or everybody is dead. it takes away the full experience when you have to walk the way back to your squad / team. sometimes after completing a task the mission objective is not updated for some players. (is the objective done a titletext will appear for every player on the screen telling you the objective is done and to remind you to manually set the next task.) after loading the map briefing and task are not displayed, you have to open the map once you've spawned to see the briefing / tasks Media: Changelog: v2.1 fixed compatibility issues with Arma 3 0.54 added TAW View Distance Script added TAW Virtual Ammo Box highly increased performance thanks to murkspawn script added proper loading screen / map description info Download v2.1: http://www45.zippyshare.com/v/3390622/file.html Credits & thanks: aeroson fackstah aka cousin roman RoXoR Maj. Ellman ZeroSeven aka http://www.youtube.com/user/armaidiot Freizeitsoldaten for testing the missions :) Simple Vehicle Respawn Script v1.8 for Arma 3 by Tophe of Östgöta Ops [OOPS] =BTC= Revive Created by =BTC= Giallustio version 0.4
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Fire From the Sky I won't tell you much about the mission since I don't want to spoil it. All I can say is, it is a night mission, you're behind enemy lines and you just want to get the fuck out there. (think Black Hawk Down). Situation: Last night EUCOM lost contact with Special Operations group Task Force Black. OPSAT located Delta in an abandoned Factory building in the middle of the island. MH-9 Littlebird EVAC is approaching to get Delta out there. ETA on the EVAC is 15min. Hold your position, keep your heads down and repel the enemy attackers until the EVAC arrives. Features: tactical coop mission for 2-8 players it's a night mission, but you won't use your Night Vision goggles much ;) you're being hunted you're the prey successive tasks will update as you progress in the mission, 11 tasks in total respawnpoint updates to the last successful task (think checkpointsystem) enemy search parties use flares helicopters use searchlights excessive use of the pretty arma lighting effects ;) epic firefights roadblocks and a huge checkpoint animations on certain NPC's synced on-screen notifications playtime around 2 hours cratefill script by aeroson flare script by aeroson 100% working and tested task system and complete server / client sync, by FHQ TaskTracker, JIP support modified by aeroson certain ARJay LIB script scripts revive system using BTC Revive 0.9 by Giallustio - you have 10 lifes, every respawn takes 1 life away vehicle respawn by Tophe dynamic murk-spawn View Distance Settings by Tonic Media: Download: '>Fire From the Sky v1.8.3 Changelog: v1.8.3: updated for ARMA3 Alpha 0.56 compatibility added more on-screen notifications for the countdowns Known issues: Don't know if this mission will work properly on a dedicated Server, if anyone can test this, please tell me. :) Credits & thanks: aeroson naong fackstah B00tsy ZeroSeven Duke oneshot SONO
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there should be actually flares coming down every now and then, lighting up the area around the building. it sounds like they don't. I know there's a problem that does not make the flares spawn as they should, I'm working on it. Make sure at least one player fills the Squadleader position, this should fix the flare problem for now. I hope. Some people also reported that the mission is kinda broken when hosted on a dedicated server. I really don't know why that is, and I can't look into that, since I don't operate a dedicated server. We play tested the mission a lot, probably more than any of the other missions I created, everything worked fine for us, we could always finish the mission. I guess the mission definitely needs some fixing, since some stuff is apparently glitchy. :D
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thanks again, really appreciate this. all missions I created can be found on armaholic.com. In order of release: Operation Spartan S*T*A*R* Operation Fallen Star Operation Angry Ackbar Operation Restore Delta Operation Brain Surgery Fire From the Sky I recently updated Operation Angry Ackbar / Brain Surgery, looks like the armaholic admins haven't updated their database with the newest version, yet. So make sure you download the latest Version from the links provided in the post, just scroll down and take the latest download that can be found in the changelog. Have fun :D
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yes, it's hard with less than 8 players. we played the mission a lot, always with at least 6-8 players, and it wasn't that big of a problem. In fact, sitting in the building, shooting at the enemies, was the first time I ever used the lean keys (Q,E) to actually stay behind cover and get some shots at the enemy. I can imagine that if you play with only 2 players that you get rushed by the AI and that it becomes a very stressful situation. If you have the chance of playing the mission again with more than 2 players, give it another try. I personally like this mission the most, since it basically has everything in it that I got to learn while making missions for arma 3. Just try to stay alive in the first 15minutes (you dont need to kill every enemy unit, just STAY alive) the EVAC actually arrives after 15min at your location, but it will crash and this is basically the beginning of the mission when you realize you wont get out there with the EVAC. In this moment the first task should be assigned to you (Leave the perimeter) and from there on it will become a hunt over Stratis, you being the prey. There's lot's of stuff coming at you, from every direction. You make your way through the island, there will be artillery barrages flying at you, there will be frogmen at a certain point of the mission, you will get to see a town in the game being blown to pieces by a huge airstrike bombing run etc. etc. If you have a chance playing it again, give it a shot ;)
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hey WCG, thanks for the feedback. this mission was more like an experiment in the first place. The idea was to have one or two players fill the "Hostage" slots in the beginning of the mission. Basically you have two hostages, being escorted out of the town towards the airfield, while the Seal team is approaching the area and setting up an ambush to free the hostages. It doesnt work properly when you have no one select the hostage slot in the beginning, since the "patrol" that leads the hostages out of the town won't start walking towards the gas station (that's why you could'nt complete the first objective, since the appropiate patrol never showed up in the first place). Once you've freed the "hostages" player(s) you make your way through the airfield, taking down the control tower and trying to secure the helicopters to make your way out.
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hey WCG, thanks for the feedback. yes, the tasksystem used in this mission is not very reliable. sometimes you get the updates, sometimes you don't. it should at least update one of the players. once you've completed a task, just manually set the nextone as current task and the marker will show up on the map although the green checkmark wont appear in the task overview on the map screen. the problem with AI still shooting at you is that you're basically still alive of for the AI, this has something to do with the BTC revive script I'm using. and yes, respawn also sets you back basically to the beginning of the mission, I know its uncomfortable but I know now how to make the respawn location move while you progress in the tasks. So I might update the mission sooner or later. ;)
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thanks for the feedback, do you play on a dedicated server? It should be a pitch black night. The EVAC is supposed to crash. This is normal and also the moment when you get your first task assigned and the mission or the "escape from the island" begins. I dont' know what you mean by activate light flares as map?
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updated to v.1.8.3 for Arma 3 0.56 :)