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Found 487 results

  1. MGI ADVANCED MODULES Hi all, Here is an addon for mission makers. If you need to easily spawn some factions, some civilian life or just add randomized weapons loot in houses... If you want an advanced AI heal & revive, for SP or MP mission, able to heal players or bros.. ... or respawning AIs, in waves or at once.. If you want a transport support on any vehicle... A vehicle respawn system with crew, waypoints, loadouts, addActions, arsenal.... Friendly kill sanction... AI cannons able to fire HE shells on infantry... Some generators able to switch on/off a district... or adapt silencers to combat behavior... or perhaps a simple tool for reading all map object classes/display names/p3d model names... Other tools like tire puncture on barbed wires? ... And of course, MP compatible, favorite mods compatible... Here you are. MODULES on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1682280809 The summary is just here. The modules are described and explained in an updated documentation: DOCUMENTATION LINK Have fun! Pierre MGI
  2. Hi, I have made a mission and uploaded in from eden to Steam Workshop, everything fine but I got no Mission Summary Picture when I subscribe to it and then host (no dedicated server). This is my description.ext briefingName = "Codename Johan"; overviewText = "Capture the HVT codename Johan"; overviewTextLocked = "Capture the HVT codename Johan"; overviewPicture = "the_monster_within.paa"; author = "kiba3x" onLoadName = "Codename Johan"; onLoadMission = "Capture the HVT codename Johan"; loadScreen = "the_monster_within.paa"; I will be really thankful for any help. Link to the mission - > https://steamcommunity.com/sharedfiles/filedetails/?id=3253698791
  3. Hello everyone, This code below used to work back in the days (I'm about two years without login in, so perhaps some things have changed?): waitUntil {!isNull player && alive player && {vehicle player != player}}; while {alive player} do { waitUntil {vehicle player != player}; vehicle player addEventHandler ["IncomingMissile", { params ["_target", "_ammo", "_vehicle"]; [_target, "smokeLauncher"] call BIS_fnc_fire; private _newTarget = createVehicle [["laserTargetW","laserTargetE"] select (side _target getFriend WEST < 0.6),getpos _target vectorAdd [0,0,5],[],0,"can_collide"]; private _missile = (getpos _vehicle nearestObject _ammo); [_target, [0,0,0]] remoteExec ["setVehicleTIPars",0]; _missile setMissileTarget _newTarget; [_missile,_target,_newTarget] spawn { params ["_missile","_target","_newTarget"]; while {!isNull _missile && alive _target} do { if (_missile distance _target < 150) then {deleteVehicle _missile}; }; deleteVehicle _newTarget; }; [_target, "CMFlareLauncher"] remoteExec ["BIS_fnc_fire", 0]; _missile setMissileTarget _newTarget; }]; waitUntil {vehicle player == player}; vehicle player removeEventHandler ["IncomingMissile", 0]; }; When I used it single player it still works though. But when in MP server with my friends, the server crashes when he hosts, when I'm hosting, it doesn't work but it also doesn't crash. In single player mode, it works just fine. How can I make it so it would work in MP? Thanks in advnace.
  4. C O I N | Counter Insurgency Operations Current version: 0.92 (beta) Filename: CO45_COIN_092.MapName ABOUT COIN is a CO-45 multiplayer mission featuring USMC recon marines tasked with seizing and securing various AOs occupied by Opfor insurgents and Takistan Armed Forces. FEATURES COOP: 44 player slots + 1 optional headless client Mod Support: Compatible with RHS and CUP mods Multiple AOs: Challenging opponents and immersive gameplay in a lively Middle Eastern setting Side Missions: Variety of additional missions Replayability: Extensive randomized operations Support Options: Various support options for the CO Join in Progress (JIP): Supported Respawn and Teleport: Respawn at the FOB and teleport to the team leader using the flagpole Server Optimization: Optimized for dedicated server play with headless client support GAME PLAY COIN's COOP missions are designed for at least 10 players, with a headless client recommended. Small AOs typically consist of 35-55 Opfor, while larger AOs can have up to 255 Opfor. Some AOs include a base populated by Takistan Armed Forces. ALL-IN-ONE PACKAGE The AIO package includes all missions, media, and templates for forum postings: Direct download: https://mega.nz/file/JVxiHaSK#uHyIXcCDBts3wmTmAaZVDQuTMnqk2ZaxtMwKbgPKPIY Steam collection (missions only): https://steamcommunity.com/sharedfiles/filedetails/?id=2077447852 SUPPORTED MAPS Aliabad Region, Takistan (MCN_ALIABAD); Al-Rayak, Takistan (G.O.S Al-Rayak/PJA310); Al-Salman, Iraq (swu_public_salman_map); Anizay district, Takistan (Tem Anizay); Chongo, Republic of Angola (Chongo); Dariyah Region, Sudan (G.O.S Dariyah/PJA307); Dingor, Republic of Lingor (dingor); Diyala district, Iraq (DYA);Diyala, Iraq (DYA); Farkhar Valley, Afghanistan (ARC Farkhar Valley); Federally Administered Tribal Areas (FATA); Feruz Abad district, Takistan (Takistan); Kujari Region, Sudan, (Tem Kujari); Kunar Province, Afghanistan (CLAfghan); Lythium, Afghanistan (Lythium); Reshmaan Province (Reshmaan); South-Sahrani, Sahrani (Saralite); Tora Bora Region, Afghanistan (Tora Bora); Zargabad, Takistan (Zargabad). New maps will be added in future releases. MOD REQUIREMENTS The missions are designed to use either the RHS or CUP mod packs. It is recommended to use one set, not both simultaneously: Community Based Addons ARMA 3 (CBA_A3); CUP Terrains Core; CUP Terrains Maps; The map of choice and it's required add-ons; RHS Mods: USAF; AFRF; GREF; 3CB Factions (Project Opfor is also supported). CUP Mods: CUP Weapons; CUP Vehicles; CUP Units; Community Factions Projects. MOD Steam Collections: RHS mod set: https://steamcommunity.com/sharedfiles/filedetails/?id=2057020307 CUP mod set: https://steamcommunity.com/sharedfiles/filedetails/?id=2174257521 CHANGELOG version 0.92 Added: CUP Units/Weapons/Vehicles compatibility. Requires Community Factions Project; Added: New maps: Chongo, Al-Rayak, Dingor, Farkhar; Added: Localization (CN, CZ, FR, DE, IT, JP, KO, PO, PT, RU, ES, TR); Added: Intel function. Intel provides clues, opfor location information etc; Added: Side missions (can be enabled/disabled in mission params); Added: IED's and VBED's (can be enabled/disabled in mission params); Fixed: Airlift support when the airframe was KIA.; Fixed: RPT spamming; Fixed: Invunerable turret gunners (fixed for real this time); Updated: Ambient civilians can be enabled/disabled in mission params; Updated: Ambient air traffic can be enabled/disabled in mission params; Updated: Clear map AO's and/or Side Missions, enable/disable in mission params; Updated: Advanced flight models set to 'player option'; Updated: Applied ADF 2.26. KNOWN ISSUES None UPCOMING / FUTURE RELEASE(S) Additional maps (suggestions welcome); Session Saving. SUPPORT / BUGS / SUGGESTIONS / ETC Please leave comments/feedback/bug reports in this thread. SCREENSHOTS The All-In-One archive includes a folder with media for forum posts. Latest screenshots can be found on the Steam collection page. Screenshots from the different maps: https://imgur.com/a/Xu10Gef.
  5. Hello, I am trying to get a simple hostage script to work on a dedicated multiplayer server, but it does not seem to work properly. I can see the "Free Hostage" option on the "hostage" AI, but the AI does not do anything after I select the option. While testing in the editor, the hostage is able to go to his next waypoint, but on the dedicated server, he is still stuck in place as if the script did not execute. The code I have to setup the hostage in "hostageSetup.sqf": hostage disableAI "move"; hostage setcaptive true; removeallweapons hostage; removebackpack hostage; removeGoggles hostage; removeHeadgear hostage; hostage unassignitem "nvgoggles"; hostage removeitem "nvgoggles"; removeVest hostage; hostage setunitpos "middle"; The code in "hostageAction.sqf": hostage setcaptive false; hostage setunitpos "auto"; hostage enableAI "Move"; And then finally the code in "init.sqf": execVM "hostageSetup.sqf"; hostage addaction ["Free Hostage",{ execVM "hostageAction.sqf" },nil,6,true,true,"","true",2,false,"",""]; Is there something I should add?
  6. Hello folks, i have a very stupid problem and maybe I am missing something here: Is there an option to not show the statistics screen when a Player logs out of a Multiplayer match? I know I can hide the Score Table but I want the other screen to be deactivated as well. Any hint would be great.
  7. Hi Folks. My goal is set in my mp training scenario a kind of randomized CQB "killhouse" generator, and I was lucky to find between my old files a scenario folder that have it. It works perfectly in SP but in MP have a problem, and is when my buddys join in scenario walls and targets are not synchronized between the server and the players. I must clarify that I don't know anything about scripting. I understand that the function of the script is to hide the walls and targets randomly to give a dynamic impression to the killhouse. It works with ACE mod menu. Below I leave the details: In a transfer switch init (Land_TransferSwitch_01_F) named "training_tools": _killhousecategory = ["KILLHOUSE", "KILLHOUSE", "", {}, {true}] call ace_interact_menu_fnc_createAction; _targetcategory = ["TARGETS", "TARGETS", "", {}, {true}] call ace_interact_menu_fnc_createAction; _rankillhouse = ["KILLHOUSE_RAN", "RANDOMIZE", "", { private["_w", "_walls"]; _walls = []; _w = 0; for "_count" from 0 to 45 do { _w = _w + 1; _walls set [_count, format["w%1", _w]]; if (_w == 45) then { _w = 0; { targetObj = missionNamespace getVariable [_x, objNull]; targetObj hideObject false; targetObj setDamage 0; } forEach _walls; for "_count2" from 0 to 45 do { ranval = selectRandom _walls; target = missionNamespace getVariable [ranval, objNull]; target hideObject true; }; }; }; }, {true}] call ace_interact_menu_fnc_createAction; _rantargets = ["OPFOR", "[TAR] OPFOR", "", { private["_t", "_targets"]; _targets = []; _t = 0; for "_count" from 0 to 51 do { _t = _t + 1; _targets set [_count, format["t%1", _t]]; if (_t == 51) then { _t = 0; { targetObj = missionNamespace getVariable [_x, objNull]; targetObj hideObject false; targetObj setDamage 0.8; } forEach _targets; for "_count2" from 0 to 51 do { ranval = selectRandom _targets; target = missionNamespace getVariable [ranval, objNull]; target hideObject true; }; }; }; }, {true}] call ace_interact_menu_fnc_createAction; _ranciv = ["CIV", "[TAR] CIV", "", { private["_civ", "_civilians"]; _civilians = []; _civ = 0; for "_count" from 0 to 33 do { _civ = _civ + 1; _civilians set [_count, format["civ%1", _civ]]; if (_civ == 33) then { _civ = 0; { targetObj = missionNamespace getVariable [_x, objNull]; targetObj hideObject false; targetObj setDamage 0.99; } forEach _civilians; for "_count2" from 0 to 43 do { ranval = selectRandom _civilians; target = missionNamespace getVariable [ranval, objNull]; target hideObject true; }; }; }; }, {true}] call ace_interact_menu_fnc_createAction; _cleartargets = ["CLEAR", "[TAR] CLEAR", "", { private["_num", "_targets", "_civilians"]; _targets = []; _civilians = []; _num = 0; for "_count" from 0 to 51 do { _num = _num + 1; _targets set [_count, format["t%1", _num]]; _civilians set [_count, format["civ%1", _num]]; }; { targetObj = missionNamespace getVariable [_x, objNull]; targetObj hideObject true; } forEach _targets; { targetObj = missionNamespace getVariable [_x, objNull]; targetObj hideObject true; } forEach _civilians; }, {true}] call ace_interact_menu_fnc_createAction; [training_tools, 0, ["ACE_MainActions"], _targetcategory] call ace_interact_menu_fnc_addActionToObject; [training_tools, 0, ["ACE_MainActions"], _killhousecategory] call ace_interact_menu_fnc_addActionToObject; [training_tools, 0, ["ACE_MainActions", "KILLHOUSE"], _rankillhouse] call ace_interact_menu_fnc_addActionToObject; [training_tools, 0, ["ACE_MainActions", "TARGETS"], _cleartargets] call ace_interact_menu_fnc_addActionToObject; [training_tools, 0, ["ACE_MainActions", "TARGETS"], _rantargets] call ace_interact_menu_fnc_addActionToObject; [training_tools, 0, ["ACE_MainActions", "TARGETS"], _ranciv] call ace_interact_menu_fnc_addActionToObject; There are a total of 45 internal walls named consecutively (w1, w2,......w45). There are a total of 51 opfor targets named consecutively (t1, t2,......t51). There are a total of 33 civilian targets named consecutively (civ1, civ2,......civ33) Sorry, my english sucks. Greetings and thanks
  8. First of all, I'm a non-English speaking player, so I'm relying on a translator since my English skills are terrible. (Translating using Naver’s Papago.) I'm trying to help famous Korean streamers enjoy Arma 3. In Korea, Arma 3 had a lot of difficulty accessing various information as the number of people active in it decreased significantly due to the DDoS incident that lasted about two years. (I feel infinite envy for those whose native language is English.) This streamer continues to enjoy Arma 3 with his fans and other streamers. In 2022, about 80 people gathered to enjoy the simplified King of the Hill, and in 2023 and at the end of March this year, about 80 people gathered in Altis and Tanoa to enjoy the marathon. Before enjoying content focused on war and combat, research is needed on server problems and optimization, but it is difficult to get help from the Korean community because such a large server has never been serviced in Korea. Our goal is to have 100+ people in one session playing PvP, and I was wondering if I could get some help. Q1. Would using TFAR or ACRE rather than Arma 3's VON reduce the burden on the server? Q2. I saw a topic saying that increasing server bandwidth can reduce desynchronization. Is this still valid? And what is the maximum? Q3. How much will the frame rate drop when 100+ players battle across the area? Please understand that I have too many questions. I hope you have a nice day. 🙂 Add, I think I picked the wrong topic. This is my mistake as I am not familiar with the forum.
  9. Hello there! I've recently set up a dedicated server to play Reforger with my group in a private setting. The server runs and seemingly operates as it should, (no unusual errors in server logs) and everyone can connect and play on the server without issues, except for myself. When I set "gameHostRegisterBindAddress" to my public IP, it prevents me from not only connecting to my server, but seeing any other Reforger servers available in the server browser. Leaving this form blank, (defaulting to 0.0.0.0) allows me to connect and play no issues, but for everyone else trying to connect, the server displays a ping of 999+ and rejects their connections. I wouldn't consider myself an expert of hosting/managing servers, especially dedicated ones like this, but am I missing something to enable connections both locally and externally, or is this just not possible with Reforger's current state? If anyone has any recommendations, I would be grateful for any and all of them! If I can provide any additional information which could help solve my issue, I would be happy to provide it! Reforger is a fantastic platform so far and I'm just really excited to play the next generation of Arma as soon as possible :P
  10. Hi! We have a semi-Public Antistasi Server and some of the people think, shooting through the bottom of an APC or Tank is fun to capture it. We have rules but there isn't everytime someone around to check if they "legally" obtained it or not. I also searched for some scripts or mods that help with this problem but I couldn't find a single one that would prevent this (how is that not a problem someone already fixed?) I now wanted to create a serverside mod that adds an EventHandler to all players, because I can't edit the mission itself (and don't want to because of updates etc). My initial code looks like this: _firedHandler = { _player = _x; _position = eyePos _player; _positionAbove = _position + [0, 0, 1]; _objects = lineIntersectsWith [_position, _positionAbove]; { if ((_x isKindOf "APC" || _x isKindOf "Tank")) then { _player setPos (_position + [1, 0, 0]); }; } forEach _objects; }; if(isPlayer _x) then {_x addEventHandler ["Fired", _firedHandler];} forEach allPlayers; but I can't figure out how this can work on a dedicated server. I have almost zero knowledge in coding and just googled the most of it and used the wiki. Other solutions or directions how this could be archived are welcome It would be very helpful if someone could help me out. I can't understand how to make this work :(
  11. Hello, Consider this key in the stringtable : <Key ID="STR_CID_FREE_CITY_TASK_DESCRIPTION"> <English>Clear %1 of ennemies</English> <!-- more languages --> </Key> Using a local context, I can easily do : private _localizedDescription = format [ localize "STR_CID_FREE_CITY_TASK_DESCRIPTION", _cityName ]; However, I'm wondering if it's possible to use such strings with BIS_fnc_taskCreate I could do [ _side, _taskID, [ format [ localize "STR_CID_FREE_CITY_TASK_DESCRIPTION", _cityName ], "some title", // could be localized too "" ] ] call BIS_fnc_taskCreate; But this will be evaluated server-side and the clients may receive strings in a language that doesn't match theirs I could remotely send the tasks creation on each clients with [ [ _side, _taskID, _cityName ], { [ /* same parameters than previous code */ ] call BIS_fnc_taskCreate; } ] remoteExec [ "spawn", 0, true ]; This may work, but will require extra work to sync the tasks between the clients and the server, update the JIP queue when a task has changed and probably more stuff And in my opinion, this will goes against the purpose of using the Task Framework, which already handle all of this and can send static localized strings to clients So far, the only clean solution I found was changing the description to a generic "Clear the zone of ennemies" and as title the _cityName. This is acceptable, but I was wondering if using formatted localized strings was possible using the Task Framework Thanks
  12. I have recorded a unitplay on a car, the car is driven by an IA and the AI (variable name = pilot) will drive the players around. I do know that engineOn only works "where the unit is local" (I'm still a little bit confused about what this means exactly). The engineOn command does work but the engine stops itself after a while, i have tried this: if (local vehicle pilot) then {dummycar engineon true;}; to no avail. How would you go about it? On a side note: how would you go about to have the car's wheels rolling when playing the unitplay (they are still at the moment). I have tested the above mentioned both on my team's server and on my computer.
  13. Eman-227554645821b8d3

    Group tasks in multiplayer

    Greetings all! Long time lurker first time poster. I am currently working on an MP mission in Prairie Fire and I am trying to accomplish having each of my 3 groups (All BLUFOR) have separate tasks that they have to accomplish throughout the mission. I tried at first to do it with the modules but as you can imagine the triggers where not firing correctly (Probably my fault) and the insane amount of sync lines in the mission made me want to move to a script based solution. Which is where I am currently stuck and would love to have some guidance. Here is my current setup. 3 groups (All BLUFOR) Group names = RT, CV, and SR (Have not even bothered with SR because I can't get the first two to work correctly) initServer.sqf if (isServer) then { [RT, "RTbrief", ["Chief SOG has mission brief for RT Alabama.", "Go to the OPS brief", ""], chief, "ASSIGNED", 99, true, "whiteboard", true] call BIS_fnc_taskCreate; [CV, "CvyBrief", ["Chief SOG needs you at the OPS brief with RT Alabama.", "Go to the OPS brief", ""], chief, "ASSIGNED", 99, true, "whiteboard", true] call BIS_fnc_taskCreate; }; RT1 trigger "RtTasks\RT1-brief.sqf" remoteExec ["BIS_fnc_execVM","RT",true]; RT1-brief.sqf ["RTbrief", "succeeded"] call BIS_fnc_taskSetState, sleep 3; [RT, "S4", ["Go see the Quatermaster at S4 to draw weapons and gear for your mission.", "Draw weapons and gear", ""], [9418.15,6592.3,2.84225], "ASSIGNED", 98, true, "RIFLE", true] call BIS_fnc_taskCreate; CVY1 Trigger "CvyTasks\CVY1-brief.sqf" remoteExec ["BIS_fnc_execVM","cv",true]; CVY1-brief.sqf ["Cvybrief", "succeeded"] call BIS_fnc_taskSetState, sleep 3; [CV, "GetInAC", ["Head to the airfield and get in the AC-119K", "Get in AC-119K", ""], [9629.8,6631.44,6.89819], "ASSIGNED", 98, true, "GETIN", true] call BIS_fnc_taskCreate; I originally had this setup in the triggers but thought the problem had something to do with the use of "execvm" and tried the code in the blocks above. if (isServer) then { [[], "CvyTasks\CVY1-brief.sqf"] remoteExec ["execvm", 2]; }; Okay so as you can tell I have been calling an SQF file for each of the tasks so they fired in sequence instead of being able to see all the tasks from the start of the mission (There is probably a much better way to do this😅). Task(initServer)>Trigger call>run SQF. One for each task (RT has 9 tasks, CV has 5 tasks, and SR has 6). I'm sure there is a much more eloquent/efficient/better way to write this script and would love to see it. This solution worked fine in the editor but once I put the mission on my dedicated server the first person to hit their groups respective trigger would disable the other groups trigger (If RT hit their trigger and then CV tried to hit theirs it would not fire or vice versa). There was a time period where it would just assign the group who hit their trigger first task to the other group but that seems to have stopped happening. As you can tell I am super new to scripting and failing to grasp using these functions properly let alone how this needs to be done to support MP play. Let me know if you need more details. I am very grateful for any advice/help you can provide me and I am eager to learn. Thanks in advance!
  14. Hello guys. I've got a COOP mission for you to try out! Originally I released this mission last summer 2023, but it turned out to have lots of script errors. Yeah, this was my first true experience of creating a scripted scenario for multiplayer. Fortunately I learned a thing or two and managed to put this project into a working condition. Feel free to try out with your friends: https://steamcommunity.com/sharedfiles/filedetails/?id=2983422293 Now hear this, testing a mission from start to finish constantly is tiring as hell, but I managed to beat this with my friends anyway. It had some errors that I have now fixed. If you encounter any problems, please let me know and I'll look to them as soon as possible. Enjoy.
  15. when i try to load a saved game inside my server it loads a mission i no longer have saved. I've tried deleting all my saved games and starting from scratch but it will still load the same thing.
  16. Hello fine folks, I've got a friend who's getting kicked with the error Steam authentication failed with the following lines in the .rpt: Version 1.98.146373 Fault time: 2020/08/24 21:55:45 Fault address: 8000A90E 00:8000A90E Unknown module file: OUR_Mission (__CUR_MP) world: Malden Prev. code bytes: 00 00 48 8B 17 EB 5D 4C 8B 42 58 4D 85 C0 74 0E Fault code bytes: 49 8B 00 48 89 42 58 66 44 01 6A 74 EB 2E 4C 8B He already reinstalled steam, arma 3, launched without mods. We just checked his router settings and firewall plus his windows firewall. We have quite some guys with IT background in our clan but are running out of ideas. Have any of you encountered a similar issue? What more files can I provide to help sort this out? Thank you in advance,
  17. Dynamically Generated Horror Missions Join the Paranormal Operations Group (POG) and deal with spooks, anomalies, and paranormal disturbances across the world... NOTE - THIS IS A BETA RELEASE. BUGS MAY PERSIST. PLEASE REPORT IN REPLIES SO I CAN FIX THEM Storyline: The Paranormal Operations Group, a secret multi-national organization, has served under various names since World War 2 to keep the world safe from (and unaware of) the cosmic horrors that threaten our existence. From zombie contagion outbreaks to anomalous beings from beyond the veil, POG stands ready to deploy, contain, and destroy the weird, the paranormal, and the horrifying, no matter where they crop up. - A Horror Mission Generator by UselessFodder Features: - Completely dynamic horror missions generated across the entire map - Every mission is completely unique - Generates based on the server's loaded horror/monster mods (see below) - Variety of mission objectives (purge zone, recover artifact, destroy object, etc) - 1-4 objectives per operation - Single Player or Multiplayer coop up to 16 - Ground or helicopter insertions into the AO - Mission Difficulty and "Vibe" parameters available - Custom 'horror events' and sounds to keep the spooks up while in the AO - Zeus capability for hosts & logged in admins - Mission "Themes" (Undead, Fantasy, Sci Fi, etc) to increase immersion - Fine-tuned control of the enemy factions - Extremely Easy to Port to new Maps - [Coming Soon] Custom POG Patches created by UselessFodder Steam Collection of all Maps Available here: https://steamcommunity.com/workshop/filedetails/?id=3064136265 Supported Maps: - Malden: https://steamcommunity.com/sharedfiles/filedetails/?id=3064130063 - Altis: https://steamcommunity.com/sharedfiles/filedetails/?id=3064103977 - Stratis: https://steamcommunity.com/sharedfiles/filedetails/?id=3064149451 - Chernarus - Autumn: https://steamcommunity.com/sharedfiles/filedetails/?id=3064063985 - Takistan: https://steamcommunity.com/sharedfiles/filedetails/?id=3064683012 - Bystrica: https://steamcommunity.com/sharedfiles/filedetails/?id=3065545236 - (Soon) Livonia - (Soon) Namalsk - (Soon) Others as Suggested Supported Mods: NOTE: You MUST have at least one of the supported mods loaded or the mission will not spawn enemies! - Devourerking's Necroplague Mutants - Drongos Spooks and Anomalies - WebKnight's Zombies and Creatures - Empires of Old - Ryan's Zombies & Demons - Foes & Allies Aliens - The Corporation DVK - Ravage - Max's Alien - Max's Werewolf - Cytech Assets (WIP) - Horror Mod (WIP) - (Soon)Diwako's STALKER-like anomalies - (Soon)EpochZ Spearhead Zombies - (Soon)Atmospheric Horror & Emotional Music Pack - (Soon)BG21 Slaughter Assets - (Soon)Alias Night FX Modules - (Soon)SCP Foundation - (Soon)WH Fantasy Skeleton Faction NOTE: This persistent mission was inspired by the Dynamic Recon Ops, but diverges from that scenario in significant ways and does not utilize a single line of their code. The focus here is on the tension of clearing a dark, lamp-lit village on foot by flashlight, waiting to hear the footsteps of the infected just around the next turn... No one is coming to save your team: You are the saviors. I hope you enjoy the experience... If you encounter any bugs, please post them here, on the Steam Workshop page or in our Discord at https://discord.gg/UselessFodder . Thanks for playing! All Released DHO Collection: https://steamcommunity.com/sharedfiles/filedetails/?id=3064136265 GitHub with most up to date version: https://github.com/UselessFodder/FS-DynamicHorrorOp Credits: - Horror Mod collection: Liru the Lcpl., Icebreakr, Nillers, GameCam, John, Scarecrow1625, Hippcelt, EpochZ, JamesH97, Maddog088, Spectakil, Jones.S, lemonstone92, SMuRG_Teh_WuRGG, Sir_Potoo, robofireman - Testers: GameCam, Flame, Poly, John, Sytx, Waksu, Axagoras, Element, uty206, slugfox - Bugfixes: Drongo, Devourerking - See more in-game Highlighted by BIS in Community Spotlight #144: No kidding screenshots captured during DHO missions:
  18. Hey all, I'm relatively new to Arma 3 scripting and have run into an issue. I recently figured out that I could activate triggers synced to show/hide modules with a variable set with an add-action, essentially allowing me to control entire swaths of triggers with a button press, something I have found to be far more reliable than triggers activated by the physical presence of a unit. What I have is a set of triggers that simply have the variable and a semi-colon: StageOneActivated; And then with an add-action added with an init.sqf, I have: Controller addAction [ "Begin Phase One", {StageOneActivated = true; Controller removeAction (_this select 2); }]; Which sets the StageOneActivated to true which activates the trigger and removes the now-useless addaction from the list. Both locally and testing in local multiplayer via LAN this works flawlessly, but on the server the triggers simply don't respond. I know the init.sqf is working because the addAction's are present. And I know the addAction is working because it's removing the addaction after use. This implies the variables are whats not working correctly. I went into my init.sqf and decided to call the variables on mission start and set them, so I have the line: StageOneActivated = False; This has made no impact, neither in the locally tested version which still works, nor on the server which still fails. I've read through the documentation on global variables and I think this is probably what I need to do: to call the variables globally in the MP mission but I am struggling with the syntax. Do I just add publicVariable "StageOneActivated"; to the init.sqf after the line where I set the variable state as StageOneActivated = false; or do I need to call the public variable in the add-action as well? or is there another way to name and set these variables that I am missing entirely? Any help is appreciated. I want to start using variables more to really add some oomph into my missions and this is something that is going to come up a LOT.
  19. JAWZ2143

    Server Trouble

    so lately me and a couple mates have been playing a fun campaign that i was just hosting manually, now i ended up building and using my own server to host a dedicated server so they can play when i'm not around, the first day we had it running we were all able to connect and play no harm no foul, now the next day the server decided it wanted to only show up for my friends and not me, and its confusing me as i cannot seem to find where its disappeared to. ports are fine as my friends can see it and connect. i have sat and waited about 15 minutes to see if it appeared but nothing, it doesn't show up in lan either which it shouldn't as my server isn't connected to my home network. the firewall for the server is disabled at this stage to allow the traffic. but still i cannot see where it is.
  20. Combat Helicopter Transport Missions - Collection on steam https://steamcommunity.com/workshop/filedetails/?id=2905502852
  21. I'm part of a UKSF unit leading Induction and Recruitment while also helping with training. We're strictly 18+ so very mature group of people from all over the world. Our average age would currently be 24+ At present we have 30+ members, and that number is growing, so we all get to know each other very well. As a unit we have been operating for 4 years now and we are not stopping any time soon, so all very seasoned Arma 3 veterans. At present we are exclusive to Arma 3, no plans to move to Reforger. We are ambitious though, so we plan on transitioning to Arma 4 when that becomes available. We focus on mil-sim realism and team play with a huge emphasis on the team play and coordination. We have training at 1900hrs BST every Wednesday, with optional workshops throughout the week. And operations at 1900hrs BST every Sunday During the downtime we have a lot of other events for other games going on throughout the week. such as DayZ, HOI4 and much more. Current mods include the best that comes to Arma 3 such as: RHS, CUP, ACE, KAT Medical, 3CB and much more, with all mods being optimized for our equipment available to us at any given operation and training session. If this is something you may be interested in, you can find more details on our website, plus a join link for our discord if you wish to join us. Our Website!
  22. Ankara3105

    RESPAWN REWORK

    We serious need a rework in the respawn system of the antennas. Its insane how 5 seconds after you kill a enemy while raiding a enemy base, he spawns again behind you, the same person you just killed and kill you. Theres no how you cap any major enemy base with less than 4 people playing together, i really apreciate teamwork but not every match we jump in aways has communicative teammates that are necessary to cap the bases.
  23. Vieil Homme Innocent

    hosting localy

    Hi, I can't host any game with my friends on arma reforger. In the host menu in multiplayer I can host but if they try to join : "Kick cause code: group=1 'REPLICATION', reason=3 'CONNECTION_FAILURE'
  24. 🙂 PAC is a script for ARMA 3 that provides a full solution to control the map limits for players in multiplayer (Coop, PvP, TvT), preventing players from leaving the mission area. Creation concept: to be super easy to implement and customize, compatible with any mainstream mod, and functional for all types of servers: coop missions, PvP, and TvT. How to install / Documentation: https://github.com/aldolammel/Arma-3-Playable-Area-Control-Script/blob/main/_PAC_Script_Documentation.pdf What to expect from PAC script: No dependencies from other mods or scripts; PAC functions are in server's side (run once), but the checking (looping) is on the client's side; Easy installation: the playable area is defined by one named trigger added on the Eden Editor; The editor has the option to allow or not air vehicles (including drones and parachuters) to be tolerated when outside the playable area and on air; The editor has the option to allow or not minimum speed restriction if there's air-tolerance out of the playable area; The editor has the option to allow or not to notify the player about rules if they break some; Full documentation available. Video demo (old): Check the file above on GitHub. Check this data frame. Dependencies: None 🙃 Download: From Github: https://github.com/aldolammel/Arma-3-Playable-Area-Control-Script From Steam Workshop (no respawn): https://steamcommunity.com/sharedfiles/filedetails/?id=2835758829 From Steam Workshop (with respawn): https://steamcommunity.com/sharedfiles/filedetails/?id=2835759780 Missions running it: All my missions - - - - - - - - - - - Changelog: Nov, 30th 2023, v1.7: changelog Known issues: None. Feel free to bring some.
  25. Closed for business on the 22nd of October 2023 Armaverse Nordic is hosting a 24/7 WW2 Warlords server with team vs team missions The missions are built on Arma 3's Warlords game mode and use HoverGuy's Simple Shops framework (GitHub, BIS forum thread) to provide players the freedom of choice regarding gear, vehicles etc. while still at the same time somewhat restricting the access to top-tier assets. Warlords game mode offers Sector Control / CTI hybrid style gameplay. This game mode unleashes the ultimate all-out combined arms warfare Note about the overall gameplay: the server is forcing Veteran difficulty, so 3rd person mode will not be available. About CDLCs and modifications Required DLC: Spearhead 1944 Get it from >> Steam Recommended modifications: @CBA_A3 - Community Base Addons Arma 3 (required with DUI - Squad Radar and LAMBS_Danger.fsm) Get it from >> Steam Workshop @DUI - Squad Radar - DUI - Squad Radar Get it from >> Steam Workshop @Immersion Cigs Get it from >> Steam Workshop @LAMBS_Danger.fsm - AI enhancement mod for Arma 3 Get it from >> Steam Workshop To easily download all the modifications that are listed above you can also use a Arma 3 Mod Preset file! Just download the preset HTML file to your PC and drag-and-drop the file to the Arma 3 launcher to directly start downloading all the required and recommended modifications from Steam Workshop. Arma 3 Mod Preset Armaverse Nordic @ pastebin.com You can find the raw paste data inside the spoiler below. Just copy-and-paste it for example into Notepad and save the file as HTML. Join the Armaverse Nordic Discord server (the link will redirect to https://discord.gg/X9AMAaA) On behalf of Armaverse Nordic Asmodeus
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