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Found 680 results

  1. Hello everyone! Welcome to the CSAT ReTexture Thread! What is this? - This is a project of mine I started working on couple of months back, but due to recent improvements, I've decided to take a next step and started uploading things onto the workshop. - It includes different camoed variants of all the vehicles located within CSAT and some objects of some importance, such as camo nets, IR masking tents and tents. About: - First started as a small project, if you can even call it a project, repainting the Tempest (KamaZ Typhoon) vehicles. The video above was the showcase I made for it. At first, they looked really good, I just kept driving around Altis, Stratis and Malden, sometimes for hours. And then it hit me in the head "Why not do it for all the vehicles?". And here we are. - What this addon does is, well, basically adds different textures to already existing CSAT vehicles and objects for different terrains. We're not just talking about one specific color on these vehicles, this is all Hexed, includes 3 different colors per each camo variant, which takes time to properly select each piece and paint, if starting from scratch. - For now, it only contains CSAT Winter, CSAT Desert and CSAT Black Ops variant. Future groups, such as CSAT Urban, CSAT Woodland and CSAT Marines will be added once I'm done with the first three groups I'm currently working on. ( Lack of time.) What now? - Currently working on vehicles and objects. I am in need of templates, so I'm making them on my own. Some templates were used from ArmA 3 Samples, but that only goes for the VTOL and most likely, future content (such as the Spetsnaz gear). - Infantry gear and weapons will be the next step after I'm done with vehicles. - Step after that? There's always a chance of combining static weaponry with these vehicles. Would be nice to have a Tempest roaming around with S-750 or Radar in the back. - Most of the templates are done (over 80%), just a couple more remaining. After that, it will be much easier to focus on the rest of the groups. ( Vehicle templates will be uploaded on Google Drive for others to use and create content of their own, once I re-organize the layers properly. Currently a mess.) It took a lot of hours to make these templates, hopefully worth it. - If there are any problems with the mod or if you do encounter something strange, please feel free to contact me either via this thread or Steam Workshop, where the mod was first uploaded. Download: Steam Workshop Armaholic Liscence: This mod is licensed under a Creative Commons Attribution-NonCommercial NoDerivatives 4.0 International License. You may not use this on monetized servers, it is forbidden. You may not reupload this mod on Steam or any other sites. Changelog Feel free to contact me on Steam or Twitter. Discord server will be created soon. Social sites: - Twitter - Steam Please do enjoy, more to come! 🙂
  2. I have setup a Mobile HQ where a trigger spawned vehicle can be interacted with via addAction and be set as an infantry spawn point. However, doing so seems to create a respawn marker on the map: Example . Is there any way to remove this from the map or make it invisible? For context, I am calling in a BIS_fnc_addRespawnPosition via a script from an addAction that looks like this: params ["_target", "_caller", "_id", "_args"]; [ side _caller, _target, "MHQ" ] call BIS_fnc_addRespawnPosition; [(_this select 0) removeaction (_this select 2)]; I don't have a clue as to how to proceed from here in hiding that respawn marker. Any help would be amazing, ty!!!
  3. Hi. Anyone know how to make these animated/clickable markers on the map..? Like in arma 2 warfare for example where you select respawn location. I don't know where to start with it Never dealt with it before
  4. Click Here to read the same information in google docs: CLICK HERE Development Status: Early Development We are currently recruiting more developers and staff if you think you have what it takes to join The Fallen team join our discord and sign up. What is fallen? Brief Game mode description Arma 3 The Fallen is a PvE / PvP game mode inspired by Tom Clancy's The Division being developed by the Arma 3 The Fallen team. It is set in a fictional city using Midtown Manhattan's city road layout, in the aftermath of a virus escaping a lab; the player, also known as an agent employed by the United States armed forces, is tasked with helping to try to fight to take back the city from enemy ai factions and combat criminal activity in its wake. The Fallen is structured with elements of role-playing games, as well as cooperative and player versus player online multiplayer, there are no cars or transport; the only way of getting around is by foot. Gameplay Arma 3 The Fallen is an action role-playing game (RPG) mode set in an open world mid-crisis city with destructible environments that can be freely explored by the players. The player's mission is to restore order by gearing up and fighting the factions trying to take over the city. The player can carry three weapons, and explosives like sticky bombs and mines and handheld throwables to fight against enemies, The game mode is played from a third-person perspective. As players progress, they earn Fallen Credits. They can use this in-game currency to buy weapons and gear, and use the Credits to learn perks. You can progress through tier levels to get better perks. The player's gear is categorized into seven levels of rarity and commonality: worn, standard, specialized, superior, high-end, gear set items or the rarer exotic items. Gear can be either bought with credits at the vendors, or found as in-game loot, or crafted from gathered blueprints. There are 3 perk tier categories these are Medical, Security, and Tech. By battling AI and players, completing tasks and objectives this grants the player credits which the player can spend to gain access to new perks and more XP meaning they can fight harder and better AI and higher perk tiered and level players easier, the higher your player level the more chance you have of getting better gear, guns and rarities.The game mode features a dynamic weather system which may bring benefits or disadvantages to players. For instance, storms and mist can hinder a player's visibility and make aiming difficult. The game will also feature a day-night cycle which can change the aggressiveness of the ai in the game. PVE The core gameplay of The fallen is Player vs Environment. The Agents will go against AI Factions. These Factions are split into Tier systems of how dangerous they are (1 is the easiest). Each faction has identifiable gear and items on them and different factions will give you various loot and monetary rewards for killing them. All factions will immediately be hostile towards the player upon seeing them. Some of the AI factions will require help from friends due to number or difficulty. There are 2 player hubs and 7 safe houses throughout the world, these are where you will get missions. Missions are the best way to get rewards and content and give you the highest chances of rewards as you are helping the populace The main hub is where you will respawn when you die and is considered to be the central hub of the world, often most missions will send you through or back here, the hub is a good location to talk to players and try and set up a group. Groups We have no player factions, every player is a part of the Agency, instead, players can form groups, these groups are run by their group leader and it is up to them what tasks and areas they operate in. PVP/Dark Agents In the Fallen zone agents can decide to go rogue otherwise known as going dark. This is the PvP element of the game mode. These agents are marked on the map and can be killed for a reward but also kill other players for their gear and gain the reward. Dark agents are the most extreme and dangerous ways of getting rewards and gear and are one of the hardest methods on the server for gaining gear. Fallen Zone The Fallen zone is where the virus first spread and is the most hit area, thus this area is extremely dangerous. At Fallen Zone 9 Also known as FZ-9 of the Fallen zone is the lab where the virus was created and is one of the most dangerous locations in the game. A Lot of equipment and people were left in this zone as the military tried to gain a foothold and stop the spread of the virus. This area is where a lot of high-end weapons were left behind when the military fell back beyond the quarantine wall because of the increased violence and infection rates in this area. Specialist equipment must be worn to even enter the Fallen zone... Better quality items can be found within the Fallen Zone, but are considered "contaminated"; contaminated loot can be stolen by other players and must be flown out via helicopter in order for them to be available to the player after they leave the Fallen Zone. Players can be accompanied by other friendly agents, however, anyone can turn against each other at any moment, this is called going dark. Players credits may drop if they die too often in the zone. Backstory The year is 2020 a supervirus escaped a lab when there was a massive gas leak leading to an explosion; most of the specimens were contained or were killed by the scorching heat of the flames...but this supervirus escaped the flames through survivors using their bodies as a trojan horse and incubator to ravage through the host’s body, through the flames and into the city population, this supervirus was phage and antibiotic-resistant and ravaged through the population of the city within 14 hrs of infecting patient zero of this viral epidemic, this supervirus was highly infectious and caused symptoms of coughing, sneezing, sweating, viral rash and major respiratory problems leading to lung collapsation. The supervirus was known as the Neo-Virus named after the lab called Neo Virology Laboratories that was based in the part of the city we now call the fallen zone, this virus caused widespread chaos, and the city was placed under quarantine. The U.S. Government activated sleeper agents in the population, they are tasked with restoring order in the city. They combat criminal groups, such as the Rioters, common street thugs who generally want to take advantage of the quarantine, and the Cleaners these are insane City Sanitation workers who wield flamethrowers and believe everyone is infected, You even fight blacked agents who have gone insane after witnessing the chaos and destruction caused during the breakdown of order following the initial outbreak. You also can fight an ai faction called "Darked Suppressors" (DS) that were originally the front line against the darkness that swallowed this fallen city, a blacked private military company that was abandoned by the government during the evacuation, and are now hostile to it. A Fallen Zone is a place that has been left behind and fallen into chaos. This is where the lab was and there is evidence of the damage and how badly the supervirus hit this area of the city, the government walled this part of the city off as a last-ditch effort to keep the infection contained, It’s your job to survive and help the city get back on its feet, will you be the hero or turn your back on your people.. let’s find out! Factions During the short period of this disaster, groups have formed into factions. Most factions within the zone are enemy factions but some factions are friendly or neutral to our cause and will help us during firefights or even give us supply, shelter and gear. Civilians You will have AI civilians walking around the map, some may have missions so make sure to go up to them and check as they have good rewards. Enemy Factions The following are the most prevalent enemy factions, these are the ones that are the most dangerous to us or we know where they are. Cleaners The cleaners are an enemy faction that wants to kill the virus by burning everything...but they believe everyone is infected and won't stop at anything to burn everyone and everyone to death! Darkness Suppressors ( DS ) "Darked Suppressors" (DS) that were originally the front line against the darkness that swallowed this fallen city, a blacked private military company that was abandoned by the government during the evacuation, and are now hostile to it. Looters Looters are AI that attacks people for their loot, they only care about their own survival in this world and will do anything they can to benefit themselves for a higher chance of survival. Dark Agents Dark agents are an ai faction of Agents that have gone dark and are now trying to gain power in the city. More factions to be added! Connection Information Discord
  5. I do like to introduce a mod created by me to improve the performance or to use unused resources. This has been combined with the render/view distance. The Ideo behind this is: What about having constantly 60 FPS and a good render/view distance? Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1516607781 Google Drive: https://drive.google.com/open?id=14SoIsXYNSXmUt0ABsgh3-9FAUFt7NCuc Well, let's say this mod is what you are looking for because of... 1st great view distance in air, 2nd high fps in cities like Kavala, 3rd greater view distance on hills or mountains, 4th balanced object render distance, 5th easy transitions from ground to air, like get on a helicopter without changing view distance manually This mod is all about performance and efficiency !ATTENTION! Using Vsync may cause a lower render distance Server Key is included! If you like this mod pay tribute by leaving a comment and vote/rate! I would be very grateful for feedback to keep improvement high! How to use the "Normal Mode" and change settings: 1. Start Arma 3 with this mod loaded. 2. Open the Video Settings Main Menu. 3. Set View Distance as your minimum render distance. 4. Set your prefered fps into the shadow distance field (only active when in Max Performance Mode) Your render distance is: On foot = inserted value In Ground Vehicle = inserted value * 1.5 In Air = inserted value * 2 In addition to this, your altitude above sea level is taken into account. To enter Max Performance Mode: Set the Object Render Distance to 500 If your View Distance is set to 500, set View Distance to 501. Check that Object Render Distance is still at 500! What is the "Max Performance Mode"? It allows you to define a minimum view distance for phases, on Foot, in Vehicle or in Air. This mode removes the factors 1.5 for Ground vehicles and 2.0 for Air. To enter it look at "To enter Max Performance Mode". Here is a video that shows mission test with the mod running in Max Performance Mode. Note for the mission: This is a heavily ai based mission, that holds up to 64 human player slots. In this mission are 200 friendly additional units facing thousands of rebels (Opfor and Independent). In a range of 700 meters, each (1400 km in total) are 300 to 400 Units minimum. Change Log: Update 27.09.2018 13:35 CET + Added FPS Settings for Max Performance Mode (Instructions at "How to use" section in the description!) Update 19.09.2018 20:10 CET * Improved rendering + Added a Max Performance Mode + Added adjustment via Arma 3 Render Settings Menu
  6. Our clan started as a Mount and Blade Napoleonic Wars clan. For people who played it you know the stuff(linebattles etc). We decided that we should expand our clan. While we still do NW we decided to also play Arma 3 amongst other things( HOI4 War thunder Total war). I myself have a duty of recruiting so the job of recruiting for Arma 3 came on my head(because thats what happens when you are an NCO in the recruiting team). But enough with the background. We want to start our Arma 3 branch of the clan so im pretty new in the Arma 3 recruitment department so some stuff may be out of place. We currently have 12 people amongst our ranks that have Arma 3 and participate in Arma 3 events or as we call them "expeditions". Now i dont really know how many people we get per every Arma 3 event(somewhere between 5 to 10 maybe) but we obviously will start slow in Arma.(our clan has more people but obviously for Mount and Blade) In terms of clan rules we allow: -any type of language because our guys like jokes and really dont get offended -we are semi-milsim but depending on the guys attending we may step up a notch and use a realism mode(like Ace 3 etc). -we accept anyone no matter the experience or in how many clans they were before we are all learning togheter -we dont do required attendence events like other clans may do so its imposible for you to get kicked for not attending regularly -even if you joined for Arma you can always go to our other events without any formalities(enlisting again for other games by talking with a CO or NCO)- -obviously the game is much better when you have friends to play with so you can recruit any of your friends to join What do we exactly do in Arma you ask? Well we play custom missions for now but we are obviously open to experimenting on other things. We also do escape from Altis since its much harder to escape with a 8 man team then with a duo.We are thinking of doing Insurgency mode but that is a tiring mode which takes more than one event(our events usually lasting between 1 hour on paper or 2 depending if people want to extend the event period) Do I need any DLCs or other mods? We never really ask people to buy DLCs(screw you bohemia we keepin our money) but you may be asked to get some mods from the workshop like the one for our teamspeak server so you can hear people in teamspeak only when you are close(i think its called Task Force Arrowhead) but other then some few modes no. How do I join? Now that I basiclly wrote a short novel I probably should tell you how to join. Its simple with no other complications.You can join via our website https://1stgreeklightinfan.wixsite.com/1stgli (where you can see more detailed info about our ranks and games we play) or just add me https://steamcommunity.com/id/rio1stgli/ and send a message stating that you want to join our clan for Arma 3 and I will gladly guide you. Also our steam group link https://steamcommunity.com/groups/1st_GLI Best regards, 1stGLI_Sgt_Rio
  7. Hey, So I'm trying to get a custom image I made which has been converted already to a .paa I just don't know how to get the image to show on the screen like how you see in the video ( 1:19 to 1:25 ) I don't really know how to code at all so all the help would be fab because I'm so stuck and not sure what else to do, I am trying to understand but I just don't understand any of it XD Video: https://youtu.be/860NHQwYLZc?t=79
  8. So hey i create new server for me and my Friends im new to all this and stuck at some error codes mainly 3 if you can help me fix them would be awsome but pls as exact as Posssible 1. error code that appeirs Error: Bone headcutscene doesn't exist in skeleton OFP2_ManSkeleton Error: Bone slot_backpack doesn't exist in skeleton OFP2_ManSkeleton Error: Bone slot_backwpnr doesn't exist in skeleton OFP2_ManSkeleton Error: Bone slot_backwpnl doesn't exist in skeleton OFP2_ManSkeleton and about 80 more 2. Warning Message: mpmissions\__cur_mp.takistan\mission.sqm/Mission/Entities/Item258.type: Vehicle class Land_fort_bagfence_long no longer exists Warning Message: mpmissions\__cur_mp.takistan\mission.sqm/Mission/Entities/Item261.type: Vehicle class Land_fort_bagfence_long no longer exists Warning Message: mpmissions\__cur_mp.takistan\mission.sqm/Mission/Entities/Item262.type: Vehicle class Land_fort_bagfence_long no longer exists and many more 3.Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.CUP_Misc3_Config, CUP_WarfareBuildings, CUP_StandaloneTerrains_Core_Faction, CUP_Editor_A2_Roads_Config, CUP_Editor_Plants_Config
  9. Squad name:- 5thSFG, 1st Battalion Timezone/location : GMT+1 Gamemode preference (eg coop or pvp): coop Contact email: oliphil8@gmail.com Website address: https://discord.gg/HEJaQe Short description: There's a better description below, however we are just a friendly and nice group seeking more players. And we understand people wanna have fun and enjoy this game! But we are also taking it serious at the same time, there are also often Mini Operations most days, prior to the general Operations! Language: English -= Who are we? =- We are a small group, within the 5thSFG Green Berets Special Forces. We are not a lot of members at the moment, and seek more people to join in on us, we are 3 people running the group and we are all having a lot of fun and games. We have the believe, that you can't run a successful unit if you can't have some fun and jokes with each others! Our unit is located in Anizay Afghanistan and do a variety of missions, which will be explained a bit better below. We sadly currently don't have any pictures or videos, but these will be added soon! -= Training =- Official training periods will be every monday, however when we get new members if some of us has the time, we take the time to train out those recruits, so everyone can be ready for the next operation! -= Operations =- Operations are run every friday and every sunday from 8 PM GMT+1 time, to whenever the operations ends, which could take a few hours 4-5 Hours possibly. However most days we run small Mini Ops, so people has something to do and wont be bored out of not doing anything! However you are not required to join the Mini OPS if that's what you don't wish so! -= Mods =- Mods will be shown up on our discord announcements, also every time we update them. Which isn't so often. We understand that some groups keep adding mods, which requires you to constantly take more space from your computer, we understand this is an issue and annoying, therefor we are only adding when it is necessary to do so! -= Discord =- We have a discord server, currently don't run any websites, however might be happening in the near future, as it adds some professionalism into it! https://discord.gg/XVkfkDv
  10. Hey all, I found this bit of code from the forums pulled from the Eastwinds campaign used to make a designated street lamp flicker. The scrip works as intended for a single street lamp as defined by the script but I am having a heck of a time trying to adapt the code to have the same effect on multiple street lights. // Script Adapted from BIS 'EAST WIND' Campaign // Define #define ON 0 #define OFF 0.97 #define LIGHT "light_1_hitpoint" #define DUMMY "BIS_effectDummy" #define DESTROYED "BIS_lightDestroyed" #define SAMPLE "electricity_loop" #define HELIPAD "Land_HelipadEmpty_F" // Parameters private ["_position", "_type", "_timing", "_delay", "_condition"]; _position = [nearestObject getMarkerPos "Lamp_A"] call BIS_fnc_param; _type = [_this, 1, "Land_LampShabby_F", [""]] call BIS_fnc_param; _timing = [_this, 2, [0.25, 0.50], [[]]] call BIS_fnc_param; _delay = [_this, 3, [1, 2], [[]]] call BIS_fnc_param; _condition = [_this, 4, { true }, [{}]] call BIS_fnc_param; // Find Related Objects private "_object"; _object = nearestObject [_position, _type]; // Make Sure Object Found if (isNull _object) exitWith { ["Object at position (%1), of type (%2) not found", _position, _type] call BIS_fnc_error; }; // Light Starts Off _object setHit [LIGHT, OFF]; //Hit Event Handler _object addEventhandler ["Hit", { (_this select 0) setvariable [DESTROYED, true]; }]; // Effect private "_setState"; _setState = { private ["_object", "_on"]; _object = [_this, 0, objNull, [objNull]] call BIS_fnc_param; _on = [_this, 1, true, [true]] call BIS_fnc_param; // The Dummy Object private "_dummy"; _dummy = objNull; // Has the Dummy Object Been Created? if (isNil { _object getVariable DUMMY }) then { // Create Dummy Object private "_dummy"; _dummy = createVehicle [HELIPAD, position _object, [], 0, "CAN_COLLIDE"]; // Attach to Light Object _dummy attachTo [_object, [0,0,2]]; // Store _object setVariable [DUMMY, _dummy]; } else { _dummy = _object getVariable DUMMY; }; // Effect On Or Off if (_on) then { // Play Effect _dummy setDamage 0; _dummy say3D SAMPLE; _object setHit [LIGHT, ON]; } else { // Destroy Effect _dummy setDamage 1; _object setHit [LIGHT, OFF]; }; }; // Flag private "_lightOn"; _lightOn = false; // Main Loop while _condition do { // Exit If Destroyed if (!isNil { _object getvariable DESTROYED }) exitWith { // Light Off _object setHit [LIGHT, OFF]; // Log ["Light object (%1) was destroyed", _object] call BIS_fnc_log; }; // Blinking Loop for "_i" from 0 to 5 do { // Set State if (_lightOn) then { [_object, false] call _setState; _lightOn = false; } else { [_object, true] call _setState; _lightOn = true; }; // Timing sleep (_timing call BIS_fnc_randomNum); }; // Sleep sleep (_delay call BIS_fnc_randomNum); }; // Does It Exist? if (!isNil { _object getVariable DUMMY }) then { // The Dummy private "_dummy"; _dummy = _object getVariable DUMMY; // Detach And Delete detach _dummy; deleteVehicle _dummy; }; // Return true; The way the script is written, it seems the lamp needs to be defined via a marker. In order to effect multiple lamps I tried defining multiple markers via an array _lamps = [Lamp_A, Lamp_B, Lamp_C] and tried calling the position via the array but that doesn't seem to work. The only way ive gotten it to work is to run multiple versions of the script, each defining a different marker but that is terribly inefficient and is probably not great on the network load. Anyone have any ideas how this script could be tidied up to effect multiple lamps?
  11. I've tired so hard to get this to work, I keep running into a prompt "description.ext, line 13: '/CfgWLRequisitionPresets/MSNT8AssetList/WEST/Infantry/CUP_B_US_Soldier.':'{' encountered instead of '=' Heres my work: class CfgWLRequisitionPresets { class MSTN8AssetList // --- class name used in the Init module { class WEST // --- assets available for BLUFOR { class Infantry { class CUP_B_US_Soldier // --- must be asset class name { cost = 100; // --- Command Points required requirements[] = {}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbor)) }; }; class Vehicles { class B_Quadbike_01_F { cost = 50; requirements[] = {}; }; }; class Aircraft { class B_Plane_CAS_01_F { cost = 7500; requirements[] = { "A" }; }; }; class Naval { class O_Boat_Armed_01_hmg_F { cost = 500; requirements[] = { "W" }; }; }; class Gear { class Box_NATO_Ammo_F { cost = 200; requirements[] = {}; }; }; class Defences { class B_HMG_01_F { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; }; }; class EAST // --- assets available for OPFOR { class Infantry { class CUP_O_TK_INS_Soldier // --- must be asset class name { cost = 100; // --- Command Points required requirements[] = {}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbor)) }; }; class Vehicles { class B_Quadbike_01_F { cost = 50; requirements[] = {}; }; }; class Aircraft { class B_Plane_CAS_01_F { cost = 7500; requirements[] = { "A" }; }; }; class Naval { class O_Boat_Armed_01_hmg_F { cost = 500; requirements[] = { "W" }; }; }; class Gear { class Box_NATO_Ammo_F { cost = 200; requirements[] = {}; }; }; class Defences { class B_HMG_01_F { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) // --- rest of input }; }; }; class CfgWLFactionAssets class WEST { class InfantryGroups { groups[] = :] "'West' >> 'CUP_B_US_Army' >> 'Infantry' >> 'CUP_B_US_Army_RifleSquad'", "'West' >> 'CUP_B_US_Army' >> 'Infantry' >> 'CUP_B_US_Army_Team'", "'West' >> 'CUP_B_US_Army' >> 'Infantry' >> 'CUP_B_US_Army_TeamAT'", "'West' >> 'CUP_B_US_Army' >> 'Infantry' >> 'CUP_B_US_Army_TeamMG'", "'West' >> 'CUP_B_US_Army' >> 'Infantry' >> 'CUP_B_US_Army_TeamSupport'", "'West' >> 'CUP_B_US_Army' >> 'Infantry' >> 'CUP_B_US_Army_WeaponsSquad'", "'West' >> 'CUP_B_US_Army' >> 'Infantry' >> 'CUP_B_US_Army_HeavyATTeam'", "'West' >> 'CUP_B_US_Army' >> 'Infantry' >> 'CUP_B_US_Army_SniperTeam'", "'West' >> 'CUP_B_US_Army' >> 'Infantry' >> 'CUP_B_US_Army_DeltaForceTeam'" {; {; class MotorizedGroups { groups[] = {}; "'West' >> 'CUP_B_US_Army' >> 'Motorized' >> 'CUP_B_US_Army_MotorizedSection'", "'West' >> 'CUP_B_US_Army' >> 'Motorized' >> 'CUP_B_US_Army_MotorizedSectionAT'", "'West' >> 'CUP_B_US_Army' >> 'Motorized' >> 'CUP_B_US_Army_DeltaPatrolHMMWV'" {; {; class MechanizedGroups { groups[] = {}; "'West' >> 'CUP_B_US_Army' >> 'Mechanized' >> 'CUP_B_US_Army_MechanizedInfantrySquadICVM2'", "'West' >> 'CUP_B_US_Army' >> 'Mechanized' >> 'CUP_B_US_Army_MechanizedInfantrySquadICVMK19'", "'West' >> 'CUP_B_US_Army' >> 'Mechanized' >> 'CUP_B_US_Army_MechanizedReconSection'" {; {; class ArmoredGroups { groups[] = {}; "'West' >> 'CUP_B_US_Army' >> 'Armored' >> 'CUP_B_US_Army_M1A1Platoon'", "'West' >> 'CUP_B_US_Army' >> 'Armored' >> 'CUP_B_US_Army_M1A2Platoon'", "'West' >> 'CUP_B_US_Army' >> 'Armored' >> 'CUP_B_US_Army_M1A2Section'", "'West' >> 'CUP_B_US_Army' >> 'Armored' >> 'CUP_B_US_Army_MGSPlatoon'" {; {; class AirGroups { groups [] = {}; "'West' >> 'CUP_B_US_Army' >> 'Air' >> 'CUP_B_US_Army_AH64DFlight'", "'West' >> 'CUP_B_US_Army' >> 'Air' >> 'CUP_B_US_Army_A10Flight'" {; {; class EAST { class InfantryGroups { groups[] = {}; "'East' >> 'CUP_O_TK_MILITIA' >> 'Infantry' >> 'CUP_O_TK_MILITIA_Patrol'", "'East' >> 'CUP_O_TK_MILITIA' >> 'Infantry' >> 'CUP_O_TK_MILITIA_Group'", "'East' >> 'CUP_O_TK_MILITIA' >> 'Infantry' >> 'CUP_O_TK_MILITIA_Demosquad'", "'East' >> 'CUP_O_TK_MILITIA' >> 'Infantry' >> 'CUP_O_TK_MILITIA_ATTeam'", "'East' >> 'CUP_O_TK_MILITIA' >> 'Infantry' >> 'CUP_O_TK_MILITIA_AATeam'" {; {; class MotorizedGroups { groups[] = {}; "'East' >> 'CUP_O_TK_MILITIA' >> 'Motorized' >> 'CUP_O_TK_MILITIA_MotorizedGroup'", "'East' >> 'CUP_O_TK_MILITIA' >> 'Motorized' >> 'CUP_O_TK_MILITIA_Technicals'", "'East' >> 'CUP_O_TK_MILITIA' >> 'Motorized' >> 'CUP_O_TK_MILITIA_MotorizedPatrolBTR40'" {; {; class IND { class InfantryGroups { groups[] = {}; "'Indep' >> 'CUP_I_TK_GUE' >> 'Infantry' >> 'CUP_I_TK_GUE_Patrol'", "'Indep' >> 'CUP_I_TK_GUE' >> 'Infantry' >> 'CUP_I_TK_GUE_GroupWeapons'", "'Indep' >> 'CUP_I_TK_GUE' >> 'Infantry' >> 'CUP_I_TK_GUE_Group'", "'Indep' >> 'CUP_I_TK_GUE' >> 'Infantry' >> 'CUP_I_TK_GUE_Demosquad'", "'Indep' >> 'CUP_I_TK_GUE' >> 'Infantry' >> 'CUP_I_TK_GUE_SniperTeam'", "'Indep' >> 'CUP_I_TK_GUE' >> 'Infantry' >> 'CUP_I_TK_GUE_ATTeam'", "'Indep' >> 'CUP_I_TK_GUE' >> 'Infantry' >> 'CUP_I_TK_GUE_AATeam'" {; {; class MotorizedGroups { groups[] = {}; "'Indep' >> 'CUP_I_TK_GUE' >> 'Motorized' >> 'CUP_I_TK_GUE_MotorizedPatrol'" {; {; {; {; {; Any help is appreciated!!! Thanks!
  12. playityourway

    [A3]Altis JSOC

    Execute Handcrafted SpecOps & AirOps with others and your friends on our custom Framework. Server Info 80+ slots. Public 24/7 Server. 100+ Handcrafted missions. 7 x 8 man SpecOps squads. 9 different Pilot Slots. 8 Opfor Slots for an element of pvp in each mission. Attach Player Driven Support whenever you need it. Custom Map/GPS UI and Operating System. Whitelisted Addons for immersion. No Required Addons for the server. Loads of grief prevention scripts to ensure you have a good time free from griefers. Advanced AI so they really fight back. Watch our Trailer to get a taste of what to expect Basic Info *https://discord.gg/vxkKY9E * Server Location: Germany * All are welcome! * Our website with everything you need to know. http://arma.playityourway.net/ Milsim Players We have designed this server with experienced players in mind, meaning you. One of our goals is to create a place where we can enjoy milsim styled gameplay with immersion and is free from griefing admins/leaders. New Players From in-game and our discord you can find our guides and also join our “Learn how to Arma” voice channel to talk to other players. These players may even join you in- game and help you learn how to do things. http://arma.playityourway.net/learn_how_to_arma/
  13. I've recently setup a dedicated server and installed Ace on to the mission. Problem is even logged on as admin I cannot seem to make the server override the client settings. So I figured the next option is to force the override via the cba_setting.sqf but I don't exactly know what to put in that file. I took a look in CBA setting github page, do I just enter 'On Server 2 Force: Server > All' into the sqf?
  14. How to Access Arma 3 Characters Voices in the Game Directory, I Mean if there is a PBO file compress Characters Voice audio Files in Arma 3 Directory, and if No, How to find them?, Need Help Please Big Arma Fan. I was Extracting, Trimming, Cutting, Converting to ogg Vorbis formats yesterday, I downloaded a Miller, James, Kerry and Commander Stavrou Radio and Direct Voice Lines from Youtube, and i cut it into Pieces, but some lines still Missing. Appreciate the Assistance in favor. thanks by the way, big Fan of the Grumpy Old man, i doubt this guy that he is the Creator of Arma 3 haha.
  15. [COOP] Soldiers of fortune Malden Created by Terrafox Greetings to all! I present to you a scenario for a joint game in the vastness of Malden. In your task, as a unit of the "Soldiers of Fortune" corporation, find out the location of the boss of the hostile group "Terracorp", Sturmbannfuehrer Terrafox, and eliminate him. He moves around the map in any direction in his personal transport. The type of transport is chosen randomly. When Terrafox passes a large settlement, the headquarters informs the players about it by radio. This makes it easier to find, but it is naive to believe that the car will only go on the roads. Oh yes, I almost forgot ... The island is occupied by troops loyal to the Terracorp. Patrols, roadblocks, vehicles - everything that we love so much in Escape - mode. Complete the task, soldier! There will be no reward for failure. =================== This scenario is at the alpha testing stage. Request all questions, comments, suggestions to reflect in this topic, or send to e-mail: fylantrop08@gmail.com. No modifications required. The map is launched on the server [RU] Dimancho Sodliers of fortune. IP: 77.244.78.171 port: 2335 discord: https://discord.gg/6yGYdG
  16. Hello. For the past hour or so I've tried to link an addaction to another addaction in the init field of a data terminal. Here's my notes for that init section and the script. //Add an action to a data terminal to open it //When that action is activated by a player, it will add another action //When that second action is activated, it will run an .sqf file that //consists of the nopop variable this addAction ["Startup Terminal", {[KillhouseControl,1] call BIS_fnc_dataTerminalAnimate; this addAction ["Start Killhouse", targetup.sqf}]]; this addAction ["Shutdown Terminal", {[KillhouseControl,0] call BIS_fnc_dataTerminalAnimate;}]; //To-do: Remove action First of all, is there anything I'm doing wrong? Second of all, is there a way to do this?
  17. Script Example (which I use in my mission): [ Truck, "<t color='#58D68D'>Enganchar UH60</t>", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "(_this distance _target < 3) && (Truck_Bar distance Heli_1 < 10)", "(_Caller distance _target < 3) && (Truck_Bar distance Heli_1 < 10)", {}, {}, { null = ["Scripts\Interacciones\Remolcador\Soltar_Heli_1.sqf","BIS_fnc_execVM",false,false] spawn BIS_fnc_MP; [Truck,_actionId] call BIS_fnc_holdActionRemove; }, {}, [], 5, 6, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, Truck]; ____________________________________________________________________________________________________________________ When I put this Script in my Init.sqf file, one appears every time a player joins my dedicated server. Is there a way to fix that? the problem is where do I put my script? or is it a typical Arma 3 problem?
  18. Squad name:- 61st Cavalry Regiment Timezone/Location : EST Gamemode preference: coop PVP, Zeus Sandbox Website address:http://www.61st-regiment.com/ Short description: The 61st Cavalry Regiment is devoted to recreating how the United States Army operates. We are laid back outside of operations; However, in operations, you are expected to act with respect. We have found a great balance of Realism and Relaxed gaming style in our gameplay and offer it to anyone who may be interested. I have attached the requirements in order to be recruited below for those who are interested. A) Must be the age of 16 or older to join. B) Have at least 20 hours of Arma Gaming time in steam. C) Must Emulate utter professionalism at all times. D) Always understand this is a Video game and to have fun at all times. E) Obey the orders and directive of those in the Chain of Command. (COC) If you have any questions, feel free to join our discord and ask your questions in our New Comers chat. The discord and TS link are on our website. Be sure to watch our Recruitment Video: In game pictures: https://gyazo.com/d122ac61489af266ca6d52722e1dfd18 https://gyazo.com/b2b81112959eb72d60a2247959dff010 https://gyazo.com/50e91638e62022e823e65d31cb8bf005 https://gyazo.com/54587db45598ed106296b0df6753c469 https://gyazo.com/07d86381a08c1bcc9a1be46c0a9d31bf https://gyazo.com/bae86827eb9f9f0401aa720db172048f https://gyazo.com/2833edb80aeadeef3cf19e494736af75 https://gyazo.com/240e0f32f5303eb891dc9104ee4d3640 https://gyazo.com/b2aae903e48138fc8d7c04ba61551278
  19. York215

    Respawn Trouble

    So i set up a respawn position logic device and titled the variable name repawn_west, set my multiplayer options to have respawn at custom positon and we are playing as blufor. All of my testing i do in the editor and trying the scenario in SP/MP work perfectly fine. I respawn on the token like i should. As soon as i opened up the server and tested it with a friend he wasn't spawning on the marker, he was spawning on position of death despite me making no changes to the scenario. I can't seem to figure out the problem Edit: it doesn't spawn them on their current death location but at their first death location
  20. Hello I've come across a problem where I can't connect to server from direct connect option. Whenever I click the Join button after entering IP address and port it brings me back to the main screen. I've tried all of these solutions, none of them seems to work : - I've enabled Unpn - There is no server password - My Port forwarding is working perfectly. I've even checked if the port 2302 is open or not from Port checker websites and it shows that port is open. - No DLC is included, its just a warlords server
  21. We are USAF special operations unit "Cassowary Composite Squadron", and we're looking for both experienced and/or inexperienced players. ALSO LOOKING FOR HELO PILOTS and/or logistical support airmen.. Our play style is very laid back, however our forms of organization like ranks and structure are close to realistic. We have a very minimal mods list, so you won't be installing addons for hours. Be advised our group consists of younger ages including myself and our preferred age range is 14-18. Our group size is currently 10 people and we are a relatively new unit. A couple final notes, we do not address each other by rank because it's stupid for a game, and we honestly are just a group of friends looking to have some fun. For more details, comment or contact me at: a3cassowary@gmail.com or join our discord! -We have a dedicated server -North America (Central Daylight Time) -USAF structure -Relaxed -Minimal mods -Preferred ages 14-18
  22. Is there any way to make custom missile warheads? I'm trying to script smoke missiles into a mission I'm making.
  23. Hey, currently I am working on a small "just for fun" addon to get better knowledge about Arma´s static objects and how to create them. At the moment I am creating a mini golf course with a windmill and i want to animate (spinn) the rotor of it. My Problem is, that i want to constantly rotate the windmill like the default windturbines in Arma 3, but slower. I was looking into the default turbines configs but had problems to understand how the animations work and start at the spawn. I also tryed to trigger my animation via a UserActions in the config.cpp, wich worked but it still was/is not the final solution for me. I also found out about the "sourceAddress="loop";" option after researching but it´s still not working 😞 I hope that explained my problem pretty well. Has anyone a solution, on how to fix that? My objects Class (inherited into CfgVehicles (config.cpp)) class Pro21_Bahn_5 : Static { author = "Prodeath21"; displayName = "$STR_Pro21_Bahn_5"; scope=2; model = "\Pro21_Minigolf\Bahn_5\Bahn_5.p3d"; icon = "\Pro21_Minigolf\default\icons\minigolf.paa"; editorCategory="Pro21_Addon"; editorSubcategory="Pro21_Objects"; //picture = "\Pro21_Minigolf\default\icons\default.paa"; //vehicleClass = ""; class AnimationSources { class windrad { source = "user"; //default "user" animPeriod = 12; //Dauer einer periode (Sekunden) }; }; }; My model.cfg class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class Pro21_Bahn_5_sceleton: Default { skeletonInherit = "Default"; skeletonBones[]= { "wind","" }; }; }; class Rotation; class CfgModels { class Default { skeletonName=""; sections[]={}; sectionsInherit=""; }; class Bahn_5: Default { skeletonName="Pro21_Bahn_5_sceleton"; sections[]={""}; sectionsInherit=""; class Animations { class windrad { type = "rotation"; source = "user"; selection = "wind"; axis = "wind_axis"; sourceAddress="loop"; memory = 1; minValue = 0; maxValue = 1; animPeriod = 0; angle0 = "0"; angle1 = "rad -360"; }; }; }; }; Thank you for your help! 🙂
  24. Hi, I'm using a trigger to spawn AI (CSAT) boats and make them move to a waypoint (to chase the blufor boats) and I am getting a "generic code error" when I try to do this. The code I have so far is as follows: group_2 = creategroup east; enemy2 = group_2 createVehicle ["O_Boat_Armed_01_hmg_F ",getmarkerpos "spawn2",[],0,"form"]; enemy2 domove (getmarkerpos "waypoint2") This code is situated in the activation section of the trigger. I have a dot marker set as spawn2 and a circle marker set as waypoint 2 (as I'm spawning a load of ground units at the same time who spawn at spawn1). Any help is greatly appreciated. Thanks
  25. complacent_lizard

    SP Money System

    Hi! I'll cut to the chase! I'm creating a single player sandbox scenario where I'd like to include a "money system" which allows the player to purchase certain weapons or clothing items after either having money added or subtracted as a result of completing / failing a task. I'd like not only to offer the Arma 3 community a cool scenario, but also a script framework for a SP money system, that other players can use in the future to save time! Trouble is, my scripting ability currently sits somewhere between novice and intermediate; seeing as this is a complex project requiring knowledge of dialogs (for GUIs) as well as scripting variables, I was hoping that you could share the best tutorials, tips and pointers relating to establishing variables for a scenario as well as interactive GUI menus called through an external script! (Also, I have read a number of other threads, and tried out some other player's scripts - believe me, reaching out like this is a last resort!) Thanks for reading, and I hope you can just quickly send some advice my way, and for future readers! Cheers :)
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