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katane

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Everything posted by katane

  1. SINGLE PLAYER CAMPAIGN SAND IN THE SOUP SAND IN THE SOUP is a single player campaign, featuring 8 diverse and unique missions. It put you in the boots of a recon team leader. COBRA 3 is your team. The year is 1968, You are operating in CAM LAO NAM. You are part of the US Army, and the situation is complicated. The US have some little bases in the south east of CAM LAO NAM, but the Vietnamese army is trying to defeat you. CDT. WILSON is your chief and give you objectives. It's up to you how and when you will do it. You prefer to sleep and wait the night to operate ? Your choice. Your main mission was to locate important enemy targets. But the situation gonna be a bit different. You gonna be closer to the enemy than you think, and have to work with some Vietnamese to achieve your objectives. DLC : S.O.G. PRAIRE FIRE Requiered No other mods or addons needed. Featuring : - In-game cinematic - Civilian presence - Interactive Dialogue System - Situation can change due to Player dialogue choices - Undercover Mission - Escape Mission - Rail shooting - Exploration - Sleep option - Dynamic patrols DOWNLOAD : MISSION 01 : https://steamcommunity.com/sharedfiles/filedetails/?id=2777276111 MISSION 02 : https://steamcommunity.com/sharedfiles/filedetails/?id=2777270437 MISSION 03 : https://steamcommunity.com/sharedfiles/filedetails/?id=2777271223 MISSION 04 : https://steamcommunity.com/sharedfiles/filedetails/?id=2777271988 MISSION 05 : https://steamcommunity.com/sharedfiles/filedetails/?id=2777272603 MISSION 06 : https://steamcommunity.com/sharedfiles/filedetails/?id=2777273271 MISSION 07 : https://steamcommunity.com/sharedfiles/filedetails/?id=2777273760 MISSION 08 : https://steamcommunity.com/sharedfiles/filedetails/?id=2777274344 Please feel free to report any bug or incorrect grammar, as English is not my native language. I will try to fix the major issue you will meet during your game. Here are listed the known issues that i will not fix : Known issues : - At the beginning of certain missions, you may experience a 10 seconds freeze due to some scripts loading. - Mission 01 : Sometimes NPCs are not correctly sited on chairs. - Due to the Arma engine and teammates getting stucks sometimes, an "Unstuck" action have been added to your teammates, available since MISSION 02. Go close to them and chose the action. - The OPFOR are using INDEPENDANT chopper due to the fact they seems to struggle when they have to fire with OPFOR chopper. - Mission 06 : The undercover system is a bit tricky sometimes. You will be discovered by taking a weapon even if nobody can see you. Make sure to be hidden well and / or far away from OPFOR before taking a weapon. - Mission 07 : If you die during some scenes, when you reload the game, the cinematic will have NVGs and Music don't start. Scripts used (integrated in the mission, no need to download) : - AL Intro - Engima - EOS - AIS If you like my work, buy me a whisky : https://www.paypal.com/donate/?hosted_button_id=GAXE3YFXW6ENC
  2. Welcome to the server: [Co-op - TDM] Capture Malden Dynamic Insurgency IP: 212.129.62.69:2322 This server opposes three factions. -The rebels OPFOR FIA -The rebels INDEPENDENT SYNDIKAT Which divide Malden from North to South, as well as : - BLUFOR NATO forces Who seek to capture the least military base on the island. These three armed forces are run by the AI, which fights day and night. It's up to you to take part in the fight, in the faction you want, each with a different Gameplay. Indeed, The BLUFOR NATO, whose main base is in the NORTH EAST of Malden, are numerous, well equipped, have varied means of transport but will only venture into civilian areas for the purpose of achieving military objectives. They have logistics to strengthen their troops of 100 groups when they are in difficulty. The OPFOR FIA own NORD Malden. Their equipment is lightweight and allows them to move quickly. They are geographically close to BLUFOR NATO and are therefore quickly subject to clashes. Nevertheless their very mountainous sector allows them to hide and evolve undercover to capture civilian areas. They will then establish recruitment camps to expand their ranks, caches weapons and other premises with terrorist vocations. The North of Malden offers a zone less wide than the SOUTH, consequently a territory more simple to control. Once the necessary forces are recruited, they will try to attack military objectives strategically. The INDEPENDENT SYNDICAT are south of Malden, it is a vast territory hard to control. Rather flat, offering villages, towns, countryside and forests. Their equipment is slightly heavier so they can make firing shots covering a good distance. Their objectives are broader, they seek to capture the most civilian and military areas and will also establish their recruiting facilities and others. Their movements are often uncovered and require more thought. They are close to one of the main objectives of BLUFOR NATO. So you can take part in an asymmetrical Gameplay where the AI will surprise you by using improvised explosive devices in vehicles, suicide man, etc. Or to reinforce NATO military troops and capture the whole island. It's your choice, team or lone wolf. Three armories offering equipment specific to each territory are visible on the map. You can manage the supply of other players by controlling these points. Using the Tablet available in those armories, you will be able to recruit soldiers, send them patrol or fight to capture areas that interest you. -------- MODS: The server requires the following two mods downloadable quickly from Arma launcher. @CBA @ALiVE To do this, search for the server via the following IP in the ARMA 3 Launcher on Steam. 212.129.62.69 2322 or by typing " Capture Malden " Then when you log in, the launcher will offer to download these two mods. Remember to chose the same slot every time you connect to the server after saving with PLAYER EXIT button. ------- I wish you a good game, and do not hesitate to make your impressions, criticisms, proposals. Cheers.
  3. katane

    Zombies & Demons 5.0

    After some tests, it appear that the placed object trough the editor cause my spawning problem. Every placed by player object seems to be detected as a CIVILIAN by the zombies spawner. I'm trying to find a solution.
  4. katane

    Zombies & Demons 5.0

    Hi, A new big problem appear, please, try to keep an eye on it. It's a few month i'm creating a big scenario and it's all messed up cuz of this bug. In the spawner module, in the activation field, if you select "CIVILIAN PRESENT", zombies will appear anytime and start spawning at the begging of the mission. Creating huge lag and crash. I tried playing as BLUFOR, OPFOR, INDEPENDANT, but the zombies spawner still spawn zombies all over the place. It's like the "CIVILIAN PRESENT" work as "DEFAULT ALWAYS". Any solution ? i would like to finish my mission as first as i can. It's so long i'm working on it. Thanks to all.
  5. katane

    Zombies & Demons 5.0

    Hi all, First, thanks for this awesome mod i love it so much. I was in the same situation of others, Zombies won't attack Civilian, but i found two way to make them attack again. 1) First one is a line of code to put in the init field of the civilian unit : Put in the init field : this addRating -10000; And it work well. 2) Second one will work for any spawned civilian by module or by the editor. You have to wrote the code in your mission folder, in the init.sqf : EAST setFriend [CIVILIAN, 0]; *I use OPFOR spawned zombies* OPFOR units will now attack all civilian units, and by the way, civilians are still able to wear all kind of uniforms. It is all well explain with the official relationship table from BIS : https://community.bistudio.com/wiki/Side_relations *scroll down to the friends table and the enemy table* On Arma 3 engine, we can see that basically all faction are Friendly to Civilian. And Civilian are not friend with OPFOR, that mean Civilians will run away from OPFOR but OPFOR will not attack them. Now scroll down to the enemy table. Same here, the relationship is set that Civilian will be scared about OPFOR but nobody gonna attack them. Hope this can help. Katane.
  6. Same problem : Include file x\cba\addons\ui_helper\script_dikCodes.hpp That happen to a lot of people.
  7. katane

    Heros Survive

    Hi, thank you so much for this nice addon. I encounter a little problem with the BUYSELL system. It work as intended in the demo mission, no error. But it seems to only "additem" to player, and i'm looking to "assignItem" to player. Actually if you want to buy an AK74SU you need to have a backpack big enough to carry it. Is it possible to simply assign the AK74SU directly to the player without a backpack. If i want to buy a simple backpack, i need a backpack to carry it. If i want to buy a big rifle or a BERGEN backpack, it's actually impossible cause nothing can carry it as the addon seems to "AddItem" and not "AssignItem". Am i wrong ? Is there any solutions ? Thanks for all your work. EDIT : An other issue founded, script error appear when trying to refuel a canister of DIESEL / PETROL in Gas Stations, i define all the object that can fill the canister in Her_Survive.sqf, but the error still appear.
  8. katane

    Arma3 - AGGRESSORS

    Hi, thanks for all your work ! Nice addon. I have noticed one issue in Multiplayer. The OPFOR Islamic state machingunner appear without closes : http://image.noelshack.com/fichiers/2014/52/1419449740-2014-12-24-00003.jpg (247 kB) Is it a known issue ?
  9. Hi, thanks for all your work ! Nice addon. I have noticed one issue in Multiplayer. The OPFOR Islamic state machingunner appear without closes : http://image.noelshack.com/fichiers/2014/52/1419449740-2014-12-24-00003.jpg (247 kB) Is it a known issue ?
  10. Back to TAKISTAN (with the correct skybox and lights) http://image.noelshack.com/fichiers/2014/46/1415712063-2014-11-09-00005.jpg (173 kB) http://image.noelshack.com/fichiers/2014/46/1415712063-2014-11-09-00004.jpg (145 kB) http://image.noelshack.com/fichiers/2014/46/1415712162-2014-11-09-00007.jpg (138 kB) http://image.noelshack.com/fichiers/2014/46/1415712162-2014-11-09-00008.jpg (146 kB) Bonus :
  11. Does this Eos version works good on MP guys ?
  12. This is the old version i personally use at the moment : https://mega.co.nz/#!1oln2D4K!N5YjSGwHqmK0iR8CtGHka7Hi2gqezFq0XVOZ6CGy-fU ------------------------------ Ok good to know ! Awsome work from you Bangabob ;)
  13. This version of EOS is not stable for MP. I use the old one and no error seems to appear. The game run better. More FPS. This versio seems to spawn twice the unit.
  14. Mission sent in PM. The player have to be under 100m to spawn the EOS units yep. That should work in editor too. Just spawn with an aircraft and fly Under and Over 100m to see what happen. P.S : The debug seems to be broken by the last update (2 days ago). So you can not see the debug text.
  15. Hi guys, nice to see peoples with the same problem ! http://image.noelshack.com/fichiers/2014/05/1391024854-wtf.jpg NO !!!!!!!!!!!!!!! I don't want to wait ! I'm working on a massive MP mission from month, and i don't want to wait the next update.... :mad: I love Arma like hell, but every update is a big mess...:butbut:
  16. Go in eos_core.sqf Line 16 change false to true : Then go line 33 and line 38 and choose wich heigh limit you want (mine is 100) :
  17. Ok my bad, thoses errors are caused by myself, i try to resolve them by myself. The script EOS vanilla is working fine. EDIT : No errors found in the scripts at the line.. :confused: @Banga or someone Do you know what does that mean ? EDIT # 2 It seems to be caused by my openme file. EDIT # 3 This issue is caused by too many markers on the map. It's not an Arma 3 problem. I tested the same mission with an old EOS version, and the error did not appear. This error is spawned like 50 times by second. It's an important issue. Hope that can help you Banga !
  18. This is some of the error given by EOS script in rpt files of the serveur. I hope that can help you in the future. And much more... it's generate like 50 lines by seconds !
  19. Ok thanks, that's works, but they was an error in the loadout.sqf from chondo999 Blank space : _*this I have two more questions if you have time. My goal is to remove the helmet from the soldiers, il tried like this : But it does'nt work. Do you know what i'm doing wrong ? -Second questions ? Does the architecture of EOS will change again in next updates ? Just to know, because it's a lot of work for you at every update, but for us too :p Thanks again for this script and for your help. You are the only guy i follow on Arma 3 #EDIT the scripts work for enable lasers, but the game crash when IA despawn. Laser seems to still exist.
  20. No way to get it work. I tried with your scripts and your words : I saved this in a "loadout.sqf" file. And i call the script like this : null = [_unit ] execVM "scripts\loadout.sqf"; In infantry_fnc.sqf
  21. The scripts changes in the last version. I want to remove headgear and NVgoogles on EAST units, someone know hot to do this ?
  22. Hi banga ! Glad to see you're back and your still doing awesome work ! Does the line in Openme will change again ? Cuz i'm doing a big multiplayer project with some friends from 4 months, and with the last version of EOS i had to change ALL the line from openme. So i want to know if it's gonna change again ? :butbut: We love your script. It's just exactly what Arma need.
  23. Hi Mariodu62, sorry to answer so late, i was really buisy thoses month. So i follow your orders but no way to put an init in the respawned vehicle. That's what i have now : Someone know how to put an init in the script ? Thanks so much
  24. Does someone know how to spawn empty vehicles ?
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