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Posts posted by celoush
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Not tradition mission about navigation and codes. Inspired by traditional games for kids at summer camps. Playable in singleplayer or coop up to eight players.
Steam Workshop - https://steamcommunity.com/sharedfiles/filedetails/?id=2725165877
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Wulfenstein is back. And it is not second level, its completely different and larger experience.
Your main task is simple: find DEVICE and turn it off.Mission is series of long CQB sessions combined with inventory management. It is using experimental armor system, when every hit to player is going to equipment and player is losing gear in specific order.
You need to be fast in moving, shooting and looting. Good luck.
Subscribe on STEAM WORKSHOP: https://steamcommunity.com/sharedfiles/filedetails/?id=2377972753
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New SP scenario in wild west style.
SUBSCRIBE ON STEAM: https://steamcommunity.com/sharedfiles/filedetails/?id=1861313899
TRAILER
HISTORY
First part was created for Operation Flashpoint (2005). Second part was created for Arma 2 (2010) but never full released.
Required mods:
NONE, only Contact DLC (Livonia)- 5
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DLC: Contact
Addon: Czech Air Force JAS 39 Gripen- 13
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From the other side, I dont see much difference between this DLC and something like Iron Front: Liberation 1944.
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ADDONS USED: NONE- 16
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I am not sure with solution in Rookie, but look at BIS_fnc_playVideo.
Sarge contact:
youtube: https://www.youtube.com/channel/UCp2q8ZALabIPRymGqKCKOAA
twitter: https://twitter.com/SgS_Sarge
web: http://sarge-studio.wz.cz
ICQ: 297005838
Email is on page: http://www.sarge-studio.wz.cz/web/?act=memb
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Some bugs fixed in version 1.04
Do you understand the background story of mission?
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a little ;)Is there by a chance any spell casting involved? :) -
Fight for your soul. Your power is your enemy. Free yourself.
Openworld style singleplayer mission, where you will fight against not classic enemies. You have big power, but you must use it … carefully.
Experimental enemy fear system.
Make Arma Not War support: http://makearmanotwar.com/entry/ePm0hZM7IK
Teaser:
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profileNamespace ...
https://community.bistudio.com/wiki/Arma_3_CfgFunctions - look at "A3_Bootcamp" functions
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A recent script command let's you open a YouTube video directly in the Steam overlay (if enabled). openYoutubeVideo gives quite a bit of control over the various options, since you don't just provide the video ID, but other playback parameters as well. For security reasons we have restricted its use to outside scenarios only (e.g. in the game's UI or a mod's UI). We'll be using it ourselves to link & play the Community Guide series from within the game in Bootcamp Update.
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so http://community.bistudio.com/wiki/Arma_3_Respawn#Respawn_Types :)
I think that you want (in description.ext)
respawn = "GROUP";
or
respawn = "SIDE";
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// you are unit1 addSwitchableUnit unit2; selectPlayer unit2; removeSwitchableUnit unit1;
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Hi, I created my alarm system for OFP many years ago - https://github.com/celoush/Alarm/tree/master/celo_alarm (description is in czech)
How to:
1.) If soldier died, create an object (I used Grave in OFP) and move it under dead body (You cant set knowsabout on dead body, but you can do it on object under surface... problem with water in Arma 3)
2.) create script(s) which permanently checks knowsabout value between guard and "grave".
3.) If body is buried (checking z-index position) stop script(s).
Something like that:
script = { _guard = _this select 0; // guard man _dead = _this select 1; // dead man _pos = getpos _dead; _grave = createVehicle ["Grave",[_pos select 0,_pos select 1,-1],[], 0, "CAN_COLLIDE"]; waitUntil { sleep 0.5; if {!alive _guard} exitWith{}; if {getpos _dead select 2 < -0.3} exitWith{}; if {alarm} exitWith{}; _guard knowsabout _grave> 1.5; }; alarm = true; true; }
You can call it on all dead bodies and guards. Just find "Grave" equivalent for Arma 3.
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It´s original track or custom made (from description.ext)? If you use cfgMusic, try set your track db+10 or db+0
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Try escape from enemy base - maze
DOWNLOAD
http://steamcommunity.com/sharedfiles/filedetails/?id=175005158
OR
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And no machine guns :)
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You can try use call compile format. I am not sure about possible performance problems.
{call compile format["[%1] joinSilent (group player)",_x]} forEach ["Ondrej","Jay","Marek","Ivan"];
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use http://community.bistudio.com/wiki/onPlayerConnected
What is not synchronized at JIP
- Markers (The markers themselves and their updated properties, e.g positions (if any))
- you can use the onPlayerConnected function to setMarkerPos the markers you wish to have updated to JIP players, this way when the player joins, the markers and their properties are transferred to the player
viz http://community.bistudio.com/wiki/6thSense.eu:EG#Join_in_Progress
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Nice job...
I have two proposal for update.
- more activity for AI near cache, like patrolling (they are only waiting for contact) - my impression
- add three or four default preset of equipment (can be named like recon, light, heavy, antiarmor).
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[SP/CO-10] When The Jungle is Silent
in ARMA 3 - USER MISSIONS
Posted
Not so long patrol mission for cDLC Prairie Fire. Playable as SP or COOP for up 10 players.
Your unit have a simple task with expected problems. In the jungle.
https://steamcommunity.com/sharedfiles/filedetails/?id=2901877046