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Found 639 results

  1. Hello, I have an appeal to the admin. I have a big problem, I ask you to help. I'm a big Arma fan, I started with your first game: Arma Mobile Ops, Arma: Armed Assault, ARMA: Queen's Gambit, ArmA II, Arma 2: Reinforcements, Arma 3 + DLC, dayz Computer + Dayz Xbox One. I have a MAC, the game works very well, well, I have a problem that the Mod of a certain genre does not work, I tried to delete the game and download it back, well, the mods are not downloaded, as I understand it, after a new update, they should be downloaded automatically. I tried to enable mods manually using the Steam script, well, everything just does not work, I can not find a solution to the problem. Google translate.
  2. Screenshots of what is happening: https://imgur.com/gallery/Cu1YUHX I cannot figure out how to get regular units to appear in the Respawn > Loadouts tab of the Zeus menu, on community maps. They appear just fine on Bohemia's default Zeus missions, but on any Zeus mission made by myself or the community the loadout screen stays blank. This is very annoying when wanting to play scenarios in Total Conversion mods, where I'd like my players to be able to respawn as various units from the mod's available roster. (Space Marines in There Is Only War, Stormtroopers in SW: Opposition, etc). Any help would be greatly appreciated.
  3. If you are looking for a good feeling server, please don't hesitate to configure mods and join the [TCF] wasteland server on A3. Underrated gameplay with no limits and full tactics and combat freedom with missions, loot crates, a lot of vehicles and gear. Good starting server for a new players to learn and feel full potential of ArmA3 gameplay. Server made by FANS for FANS! Steam Group https://steamcommunity.com/groups/tcfwasteland Discord https://discord.gg/G6f3UHcb2F Required Mods https://steamcommunity.com/sharedfiles/filedetails/?id=2572205181 Supported Mods https://steamcommunity.com/sharedfiles/filedetails/?id=2572210741
  4. Trying to add sensors to this tank and make them available for the crew to see. In addition trying to get RCS targeting to work. Would really appreciate some help with this. Thanks class Turrets; class MainTurret; class Components; //Sensor Template classes class SensorTemplatePassiveRadar; class SensorTemplateAntiRadiation; class SensorTemplateActiveRadar; class SensorTemplateIR; class SensorTemplateVisual; class SensorTemplateMan; class SensorTemplateLaser; class SensorTemplateNV; class SensorTemplateDataLink; class VehicleSystemsTemplateLeftDriver; class VehicleSystemsTemplateRightDriver; class VehicleSystemsTemplateLeftCommander; class VehicleSystemsTemplateRightCommander; class VehicleSystemsTemplateLeftGunner; class VehicleSystemsTemplateRightGunner; class cfgvehicles { class Burnes_FV4034_01; class Burnes_FV4034_02; class Atlas_FV4040_01 : Burnes_FV4034_01 { //woodland displayName = "FV4040 Challenger 2 Mk3 (W)"; faction = "BLU_F"; idleRPM = 1300; maxSpeed = 60; peakTorque = 4126; enginePower = 910; driverCanSee = 2+8+16; gunnerCanSee = 31; commanderCanSee = 31; incomingMissileDetectionSystem = 8; class Turrets : Turrets { class MainTurret : MainTurret { magazines[] = {"UAS_140mm_XM964_10Rnd","UAS_140mm_XM964_10Rnd", "UAS_140mm_XM964_10Rnd", "UAS_140mm_DM171_10Rnd", "UAS_140mm_XM965_10Rnd", "CHAL_2000RND_762_M240", "CHAL_2000RND_762_M240", "CHAL_2000RND_762_M240", "CHAL_2000RND_762_M240"}; weapons[] = {"CHAL2_140mm", "CHAL_COAX_M240"}; }; }; class Components : Components { class DriverDisplayManagerComponentLeft : VehicleSystemsTemplateLeftDriver { componentType = "VehicleSystemsDisplayManager"; // mandatory x = (safezoneX + 0.5 * (((safezoneW / safezoneH) min 1.2) / 40)); y = (safezoneY + safezoneH - 21 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)); left = 1; class SensorsDisplay { componentType = "SensorsDisplayComponent"; range[] = {3500}; showTargetTypes = 1+2+4+8+16+32+64+128+256+512+1024; resource = "RscCustomInfoSensors"; }; }; class DriverDisplayManagerComponentRight : DriverDisplayManagerComponentLeft { forcedDisplay = "SensorsDisplay"; x = ((10 * (((safezoneW / safezoneH) min 1.2) / 40)) + 0.5 * (((safezoneW / safezoneH) min 1.2) / 40))); left = 0; right = 1; }; class GunnerDisplayManagerComponentLeft : VehicleSystemsTemplateLeftGunner { componentType = "VehicleSystemsDisplayManager"; // mandatory x = (safezoneX + 0.5 * (((safezoneW / safezoneH) min 1.2) / 40)); y = (safezoneY + safezoneH - 21 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)); left = 1; class SensorsDisplay { componentType = "SensorsDisplayComponent"; range[] = {3500}; showTargetTypes = 1+2+4+8+16+32+64+128+256+512+1024; resource = "RscCustomInfoSensors"; }; }; class GunnerDisplayManagerComponentRight : GunnerDisplayManagerComponentLeft { forcedDisplay = "SensorsDisplay"; x = ((10 * (((safezoneW / safezoneH) min 1.2) / 40)) + 0.5 * (((safezoneW / safezoneH) min 1.2) / 40))); left = 0; right = 1; }; class CommanderDisplayManagerComponentLeft : VehicleSystemsTemplateLeftCommander { componentType = "VehicleSystemsDisplayManager"; // mandatory x = (safezoneX + 0.5 * (((safezoneW / safezoneH) min 1.2) / 40)); y = (safezoneY + safezoneH - 21 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)); left = 1; class SensorsDisplay { componentType = "SensorsDisplayComponent"; range[] = {3500}; showTargetTypes = 1+2+4+8+16+32+64+128+256+512+1024; resource = "RscCustomInfoSensors"; }; }; class CommanderDisplayManagerComponentRight : CommanderDisplayManagerComponentLeft { forcedDisplay = "SensorsDisplay"; x = ((10 * (((safezoneW / safezoneH) min 1.2) / 40)) + 0.5 * (((safezoneW / safezoneH) min 1.2) / 40))); left = 0; right = 1; }; class SensorsManagerComponent { class Components { class DataLinkComponent : SensorTemplateDataLink {}; class CommanderIRSensorComponent : SensorTemplateIR { class GroundTarget { minRange = 50; maxRange = 3300; objectDistanceLimitCoef = -1; viewDistanceLimitCoef = -1; }; angleRangeHorizontal = 60; angleRangeVertical = 55; typeRecognitionDistance = 1900; animDirection = "CommanderOptics"; allowsMarking= 1 }; class GunnerIRSensorComponent : SensorTemplateIR { class GroundTarget { minRange = 50; maxRange = 3500; objectDistanceLimitCoef = -1; viewDistanceLimitCoef = -1; }; angleRangeHorizontal = 40; angleRangeVertical = 55; typeRecognitionDistance = 2100; animDirection = "MainTurret"; allowsMarking= 1 }; class VisualSensorComponent : SensorTemplateVisual { class GroundTarget { minRange = 0; maxRange = 2200; objectDistanceLimitCoef = -1; viewDistanceLimitCoef = -1; }; angleRangeHorizontal = 300; angleRangeVertical = 35; typeRecognitionDistance = 500; allowsMarking= 1 }; class NVSensorComponent : SensorTemplateNV { class GroundTarget { minRange = 0; maxRange = 1800; objectDistanceLimitCoef = -1; viewDistanceLimitCoef = -1; }; angleRangeHorizontal = 300; angleRangeVertical = 35; typeRecognitionDistance = 350; allowsMarking= 1 }; class PassiveRadarSensorComponent : SensorTemplatePassiveRadar { class GroundTarget { minRange = 0; maxRange = 2200; objectDistanceLimitCoef = -1; viewDistanceLimitCoef = -1; }; angleRangeHorizontal = 360; angleRangeVertical = 40; typeRecognitionDistance = 900; allowsMarking= 1 }; }; }; }; };
  5. I have a problem, where only in Armia 3 I had 120 hz monitor graphics card 2070 rtx The problem is that the game looks normal when I want to move suddenly the gamma jumps and there is a streak of such white something behind the characters, it can be seen in the recording than in the photos but I can't upload the video here could anyone help? I realy dont know what to do. I am also sending a photo of 2 normal soldiers where I did not move and I took the photo. Other photos 2 with these problem are down on post.
  6. Hi all, Some may remember a thread I created last year announcing a tool I created called the Arma Preset Creator, this thread has since been deleted as I thought to re-announce the latest updates and changes. The application was originally hosted in Azure, which I decided to migrate away from several weeks back, and I took this as an opportunity to recreate the application with Angular as a learning experience, with a backend API. Description This aims to bridge the gap between Steam Workshop Items and the Arma 3 Launcher whereby any Steam Workshop items with dependencies require a preset to be created manually for these to be loaded in-game. The application solves this problem by generating the preset HTML file for you, which can then be imported into the Arma 3 Launcher. To use it you simply have to retrieve the URL or ID of the Steam Workshop item and paste that into the site, then hit "Create" and it should download a HTML file which can be imported. Alternatively you could share a link to embed on your website or in your Teamspeak, Discord or Steam communities. This allows people to instantly download a preset without having to retrieve the URL or ID. Sharing a link will generate the preset every time that it is clicked. This means that the preset will always be up to date with the collection or item. Capabilities Generate Arma 3 Launcher Presets based on the following Steam Workshop items Collections Missions with mod dependencies Mods with dependencies Generate embeddable/shareable links to embed on your website or community channel which allows people to download Presets in a single click. Usage Generating Preset Enter the URL or ID for a Steam Workshop item Click Create Import the downloaded HTML file into your Arma 3 launcher. Sharing Preset Retrieve a Workshop item ID and enter it on the website Click "Share" and then "Copy", or manually copy if you prefer Share the link via Steam chat or embed in any platform that your community uses to communicate/share mod info. URLs: Arma Preset Creator - GitHub Privacy Notice: The API will log the Steam workshop item IDs used to generate presets, this is only to track usage statistics and also see the diversity between the types of workshop items which this application is used for. No personally identifiable information is, nor will ever be logged with this application, no cookies are used, and no ads will ever run on the website. Changelog: [14/07/2021]: I am no longer affiliated with this domain name as it has been handed over to a different team who will look after it going forward. Some time back I parted ways with Arma and this became less of a hobby for me. The code remains open source under the MIT license on GitHub. [08/12/2020]: Allow users to paste a URL linking directly to a Steam Workshop Item, as well as pasting an ID. Having seen some errors from somebody trying to generate a preset for an item with no mods or dependencies, I have added some more descriptive error messages to say why a preset with no items won't be generated. [30/11/2020]: Switched it back on with a new host, having been asked by several people. [27/11/2020]: Ended support for this and have instead uploaded the server side source code to github. [02/02/2019]: Added HTTPS [12/12/2018]: Added support for workshop items whose dependencies contain dependencies. Gracefully, duplicates will be filtered at request time so only unique items will be pulled back which is results in lighter load on the Steam Web API Added integration tests (non client facing) to ensure quality and consistency with the API response when refactoring any of the underlying code. Tests added for the scenarios where a workshop item has No dependencies Top level dependencies Nested dependencies (The request resource has a dependency who also has dependencies) Nested dependencies with duplicates (The request resource has a dependency who also has dependencies, some of which are duplicated in the parent resource) [11/12/2018]: Added some error handling around workshop items which have no children dependencies, this will be rejected as there is no need for this utility to create a preset for a single mod without dependencies. Mods with dependencies will now generate correct presets, whereas previously the parent mod was not included in the final preset file. API reference has updated with a breaking change removing the ArmaPresetRequest and instead passing the SteamWorkshopItem object back into the Arma Generate Preset operation. I will add semantic versioning in the future to protect developers against breaking changes. [10/12/2018]: Presets can now be generated from missions and other workshop item types which have dependencies Workshop item dependencies which no longer exist on the Steam Workshop will be ignored/excluded from the generated preset, and also will not return from the '/api/steam/workshop/publisheditems/{publishedItemId}' operation As this application has been released, I have obsoleted (rather than removed) the '/api/steam/collections/{collectionId}' operation, developers should now use '/api/steam/workshop/publisheditems/{publishedItemId}'
  7. AveryTheKitty

    Arma 3 Aegis

    Developed in partnership with the 2035: Russian Armed Forces mod. Check them out here! Art by Mr.Mustache Steam Workshop Discord Patreon Made possible thanks to the support of my wonderful patrons. ❤️ Heliotrope, Bran Flakes, Renegade_Jonesy, Slav_Man_Shae, GeneralKong David - Mustache, CommanderCharms, Andrew Dietz, Scott Reijnders Ezzy, Florian Noé, Spess Mehreen, Pheasant-One, Krijn Lakeman, YonV Ravenholme, Buttista, Takaostar, Schuyler P Jarrett, Krytera, coolscout09 Corvid, Itsme M, Elliot Taylor
  8. Vertexmacht will use this thread to provide information about the future updates to the Creator DLC: Global Mobilization - Cold War Germany. Discussions about the updates are welcome in the relevant forum thread: If you have any questions about Global Mobilization make sure you visit our FAQ page.
  9. Hello I have a dedicated server for arma 3 running on my home server. So far it works great. Until I need skins for my savegame. The skins are all available and correctly written and in the folder in which the missions.sqm is also. So in the pbo file. Nevertheless, the server tells me the skins are missing, what do I do?
  10. I have just created a pretty large airbase, I started placing grass cutters and it's lowering frames by 5-10, can I remove these and still keep the grass removed? Thanks.
  11. After ArmA 2 and Since 2013 for ArmA 3, we have released for the community many addons bringing the French Army into ArmA : R3F French Weapons Pack with the emblematic french FAMAS, LGI the individual grenade launcher, Missile launcher as M.M.P. ... R3F Units with Uniforms inspired by french "treillis", R3F Objects as DAGR GPS item, We open now a new chapter with R3F VEHICULES. We have decided to complete the release of one vehicle after another instead of beta versions of many. The first one is the P.V.P. , "Petit Véhicule Protégé" : "Small Protected vehicle" a light, general-purpose armoured 4-wheel drive vehicle used by the French Army, made by Panhard." to quote Wikipedia. The second one is the "Griffon" or VBMR 'Vehicule Blindé Multi Role" : "Multi purpose Armor vehicle". With unarmed version and teleoperated M2 12.7 ou Grenade launcher 40mm. It has alos powerful optronic and cooperativ abilities. Since Version 1.2 the R3F MMP is now included : it is a 5th generation missile launcher with "man in the loop" function. A 81mm mortar used in french army forces is added. Version 1.2 : - R3F VBMR heavy armored version and anti-RPG SLAT - R3F PVP : added in virtual arsenal - added R3F MMP version 1.2 (previously in R3F Weapons Pack) - added R3F Mo 81mm (previously in R3F Weapons Pack) Version 1.1 : added : - R3F PVP FN - R3F PVP UN - R3F PVP Gendarmerie - customisation in virtual garage - R3F VBMR - R3F VBMR TOP 12.7 - R3F VBMR LG40mm - FN MAG static fixed : - default open hatch - dampers settings - water passing ability - various details Version 1.0 : - R3F PVP CE : unarmed PVP with 5 places - R3F PVP CE TOP : PVP armed with FN MAG 7.62 Teleoperated Turret - R3F PVP CE TOP COMMANDEMENT : PVP armed with FN MAG 7.62 Teleoperated Turret with radiocommunication analysis system on our R3F OPEX H24 mission. - R3F PVP CE TOP EOD : PVP armed with FN MAG 7.62 Teleoperated Turret with IED detection system on our R3F OPEX H24 mission. It is a 1.0 version witch means that it is complete and fonctionnal vehicle after many MP test by our team. As a 1.0 version it is due to progress and open the way to more content. Our goal is to follow the French army "Programme SCORPION". So en Avant ! DOWNLOAD here : 122 Mo http://forum.team-r3f.org/downloads https://steamcommunity.com/sharedfiles/filedetails/?id=2020968835 INSTALLATION: Same as always, unzip and use modfolder. Read the guide: http://forums.bistudio.com/Beginners-guide-How-do-i-install-mods-addons REQUIREMENTS: -Arma 3 STABLE BRANCH USING IT: A Documentation (PDF) is provided, with classnames
  12. Hello, recently, I updated my windows 7, as it had been out of date for some time, and I noticed that after the update my Arma 3 launcher refuses to work. Note, I have noticed a few strange error messages on other programs, like, D3DComplier_47.dll is missing and so on, since I updated my windows so maybe that has something to do with this. This is the error message I get when I attempt to launch the launcher: https://imgur.com/a/JzSlP Note, I can launch Arma 3 through the .exe but not through steam or the launcher.exe. Here is what I have tried so far to resolve the issue: 1) I have searched other BI forum posts and FeedbackTracker tickets to see if anyone has resolved the issue. So far, none of them have worked, and it appears that the issue I am having seems to always have a unique fix. 2) I have downloaded the D3DComplier_47.dll file and I have placed it in the main Arma 3 folder and System32 folder. 3) I have downloaded a couple of registry error fix programs. 4) I have verified my game cache and reinstalled Arma 3. 5) I have deleted various files inside the \Launcher folder in the main Arma 3 directory and verified the cache to reinstall the files; no luck. 6) I have attempted to install various versions of Microsoft Net Framework, however, everytime I try to install them them, they fail or cannot be updated. 7) I have checked and updated my graphics drivers. 8) I have checked and updated my CPU drivers. 9) I have checked my computer for an update file known as KB307... something along those lines, and I don't have it on my computer. 10) I have tried using Windows Checker System via the CMD window as suggested by BIS_Wizard on another forum post, so far, no luck. Here is the official error .txt file that is placed on my desktop everytime the launcher crashes Any help, suggestions, or input, is greatly appreciated. I'd defininetly like to get back to playing Arma 3. Thanks!
  13. Eskabahh

    [SP/CO4] Witch Hunt

    A terrible curse has fallen on the small island. Those that survived have been evacuated. You've been sent to find the source, and if possible, end the horror. The last plane off the island just left, you're the last hope anyone has. Steam Page A short single-player/COOP mission designed to be an atmospheric survival horror experience. Combat isn't an option this time, although your gun is the only thing protecting you from sudden death. Explore the island, solve its mysteries, and banish the demons before it's too late. No mod or DLC requirements. Thank you so much for playing. As I'm new to mission making, I ask that you leave any bugs, feedback, or suggestions that come across your mind. Many of the content in this mission comes from feedback on Steam or from playtesting friends. I hope this mission will provide a unique and different experience than is expected from an Arma 3 scenario. Thanks again for your time. Trailer: Official Trailer https://youtu.be/VEq4yn7jprA Corporal Gray's full playthrough: Full Playthrough https://youtu.be/MxRvWkoQQT4
  14. What do the modules do that were added in the Old Man DLC and how to use them? How do you make malaria-infected civvies?
  15. I am trying to make a repeating script that spawns a cargo box randomly on the map (within my trigger area). The cargo box spawns with an "holdAction" attached and a map marker to show the location the cargo box has spawned at. Once the "holdAction" has been completed, the cargo box is removed, "CuratorPoints" are added to the side that secured the box and the map marker is also removed. My current script can spawn the cargo box, with the map marker, at the start of the game. However, I am unsure how to repeat the trigger, or have the cargo box removed once the "holdAction" has been completed. Later on, I would like it to be like a proper airdrop, but currently, I'd just like it just to actually appear on the map. Please help!
  16. In my Zeus vs Guerilla Zeus game, there are three BLUFOR Curators vs one Independent Curator. The Independent Curator wins when all of the BLUFOR Curators have died. However, the games can last quite a long time, and it can be quite boring for the dead BLUFOR Curators to sit out for the rest of the game. What I have decided is that once a BLUFOR Curator is killed, he respawns and is forced to play just in Curator mode. He is now unable to spawn more units and is only able to command BLUFOR units already on the map or control said units. I have written a short "onPlayerRespawn.sqf" script to do this (however, it is untested because I am currently at work). Wondering if anyone has any advice on a better way of doing this! Also, I have a problem now with ending the game due to the BLUFOR Curators respawning. Before, I had it so that the game ended and Independent won when all BLUFOR players were dead, which obviously won't work now! Edit: Ok, so I just got back from work and tested my script. It does work, provided that in my "description.ext" I have specified "respawnOnStart = -1;". What I am wondering is how I would then make Independent win when all BLUFOR Curators have died (now that they can respawn). Before, I had a trigger: Obviously, this will no longer work ^^
  17. Currently attempting to make a multiplayer friendly Zeus zone restrictions script. Basically, around my map, I need a kill zone that kills all units, players, or units editable by the curator, that leave the playable map area (enter the kill zone) after a ten second delay. I also need it so that if a player unit leaves the zone, they get a warning message too. I am using the "ModuleCoverMap" to show the playable area. Around the edges of the playable map area I have four triggers that start the kill script for the player/Curator editable AI. Above is a very basic (semi) working zone restriction script. Currently, if a single unit enters the trigger, the script starts running, the problem is, if another unit enters two seconds later, they only have eight seconds to leave the restriction zone, rather than the ten seconds they are supposed to have (they should be killed later than the first unit, but the two units die at the same time). Also, I am unsure how the titleText function works for clients. It says on Biki that the titleText is a local effect, however, I am wondering if there is a better function for showing a warning message.
  18. I have 6 potential FIA Weapon Caches scattered around the map. (3 normal weapon caches, 3 special weapon caches). At the start of the mission, I would like all except for 1 from each weapon cache type to be deleted from the map, so I am only left with 2 weapon caches on the map. (Each weapon cache has a local map icon that shows the BLUFOR player where the weapon cache is located, which needs to be deleted as well). My current script, located in my "initServer.sqf". This doesn't seem to do anything (no error message or anything) on mission start and I am not sure why. Please help!
  19. Hi all, I have created a short piece of code that makes the Curator Editing Area follow the Curator player around the map. I have four potential Curator players (BLUFOR_Player001 to BLUFOR_Player004) who all have the exact same code linked to them except for their names and Curator Editing Area code. Each of the four BLUFOR Curator players are not created on map initialisation. Instead, I wanted the player unit to be created when a player decides to play that role. I initially had my script in the init.sqf, however, when testing, I would get errors saying that the other BLUFOR Curators did not exist (because I was only playing as BLUFOR_Player001). What I am wondering is how/where do I place my script so that it is added to every new BLUFOR player when they join the game (It must be unique to them, see below).
  20. How would I turn this short script global. Basically, I need these mines, when placed by any Curator on the map, to lose the ability to be edited by the Curator who placed it. Currently, I have this short piece of code located in my "initPlayerLocal.sqf", however, when I test my multiplayer map using the "arma3server_x64.exe", it doesn't remove the ability for me to edit the mines after they are placed. Please help!
  21. I have a trigger that adds all OPFOR units to the OPFOR Curator (basically reinforcements) when the units enter an area. However, I already have some units in the area that I don't want automatically added to the OPFOR Curator. I have them all grouped in the "MissionLayerEntities" called CampZeloran_Units, however, I am not sure how to tell the computer to check if the unit is in the "getMissionLayerEntities". Please help!
  22. I have some boxes (Weapon's Cache) scattered across my map. They can be "retrieved" by any BLUFOR player (BLUFOR player has to use the hold action), which removes the box, adds CuratorPoints to all BLUFOR Curators and removes the question mark from the map (where the box is located). They can also be "destroyed" by any Independent unit (Independent player and AI has to use the hold action), which removes the box and removes the question mark from the map (stopping the BLUFOR Curators from gaining CuratorPoints). I currently have this in the init of all the boxes scattered across the map. When used by any player, the trigger just removes the question mark from the map and nothing else. I think I need to use remoteExec for the deleteVehicle part and the addCuratorPoints, but I do not know how to use that function. Please help!
  23. "Courage, Mateship and Honour" ACOM is an ArmA 3 Military simulation unit which in its 5 years has always aimed to produce not only realistic training, deployments and atmosphere but also a welcoming and enjoyable community. While doing so, we also do our best to make sure that all members feel comfortable, safe and accounted for. If you are interested in taking up arms with your fellow larrikin Aussies, within an organised militaristic unit and also a chance to make new friends then ACOM is for you. We also accept people outside of the Oceanic region as long as you cater to our start and finish times. People under 15 who wish to sign up will be reviewed by our HQ Staff. Advanced Individual Trainings: (AIT) -------------------------Infantry------------------------- Auto Riflemen/Machine Gunner Missile Specialist Combat First Responder Combat Engineer Marksman Mortarman -------------------------Aviation------------------------- JTAC MERT (Avn Only) Pilot Weekly Schedule Scheduled Deployment Days: Friday: 6:30pm AEST* Saturday: 6:30pm AEST* Scheduled Basic Combat Trainings Days: Tuesday: 7:00pm AEST* Thursday: 7:00 PM AEST* *Time are subject to changes during daylight savings in 2nd half of the year You can even find our more information on our discord @ https://discord.gg/NZW5UkaUCw in our FAQ channel. Otherwise if you would like to get started you're more than welcome to come on our TeamSpeak 3 server (ts.acomilsim.com) and ask questions as well as get to know the current members. Some of the mods we use: Advanced Combat Environment 3 Red Hammer Studios JSRS Soundmod VSM Advanced Combat Radio Environment 2 cTab ALiVE and many more!
  24. Heroic slovniacs An Arma 3 CO-OP scenario. Heroic slovniacs trailer: What's this? Takistanian milita has taken a Takistanian army airport, the Takistanian army has requested the help of the Russian army to retrieve that airport. Three soldiers and a Su-25 were sent in order to assist (or more likely do all the job by themselves) retrieving that airport, but are met with a strong resistance due to the fact that the Takistanian milita acquired a huge amount of equipment from the same airport. The mission theme is Close air support (Su-25) that is guided by the help of the three soldiers on the ground, so 4 players. Download from Steam Workshop: Normal version or ACE version. Player slots: Squad leader. Marksman\Enginner. AT soldier. Pilot. I also have an ACE version, which replaces the Marksman with a medic. Pros: I have spent 350 hours on this mission, I hope it will be great enough! Cinematics! (they suck because Arma 3 cinematics suck). Voice acting! (for the commander, it will give you PTSD). Random events (that will kill you, such as a minefield). Long mission (depends if you keep bullshiting or not). Unlock ground vehicles as you progress, making you stronger. Thanks to LAMBS mod, the AI can actually outsmart you by miles, so be careful. Multiple respawn points to save traveling times. Music player (that randomly plays music every 10 mins). The commander welcomes players who connect, and whines when a player disconnects (who the ♥♥♥♥ cares remove this point idiot). There is no acting in this mission, you play however you want and unlock vehicles (ground vehicles) as you play through the mission, as long as your play-style is not about you being a complete idiot, you will pass. At least you can feel that the world is a bit more "alive" than other missions. Cons: The Intro is quite long (7 mins) but that's because I wanted to lay out information in a better way (btw the intro is not boring). Since I wanted the performance to be good (and this mission is so large that I pushed Arma 3 to its boundaries) I had to make it so that the hosting computer (whether it's a player or a dedicated server) take the weight of the scripts and units, so only the host will suffer from a poor performance (if his PC is older than 2018) while the rest of the players will have no problems in performance :), so not a huge con really. Last part of the mission might be heavy on the hosting PC, but you can always quit, since that part makes %10 of the mission anyway. 13 mods (19 if ACE) (most are light weight) so that you can experience the full experience without AI being dumb etc etc. Other stuff: I have became a no life making these missions, and thank to all the people who helped me (even slightly) who are mentioned in the end of the mission, I hope you will give this mission a try, since it doesn't require a huge number of players (3 players are acceptable, 2 players will cause the guy on the ground to eat huge metric tons of organic ♥♥♥♥). Also, I hope Digger won't traumatize you for life. Download from Steam Workshop: Normal version or ACE version. Report any glitch in the comments (below) or I will call out targets for the pilot to annihilate.
  25. Vincent Richard

    Project France WW2

    France WW2 is a project that aims to integrate into Arma 3 French vehicles dating from the Second World War (during the Battle of France in 1940). We have almost all the 3D models made of the land vehicles from that time with the uniforms as well. We just need the integration to be done, that's why we are looking for people who know how to develop / integrate vehicles on Arma 3. In a second time, we are looking for 3D artists and historical advisors to bring their knowledge. If you are interested or you want more information, contact me in PM. France WW2 est un projet qui a pour but d'intégrer dans Arma 3 des véhicules français datant de la Seconde Guerre Mondiale (durant la Bataille de France en 1940). Nous avons quasiment tous les modèles 3D fait des véhicules terrestres datant de l'époque avec les uniformes en plus. Il nous manque juste l'intégration à faire, c'est pour cela que nous recherchons des personnes s'y connaissant en Developpement / Intégration de véhicules sur Arma 3. Dans un second temps, nous recherchons des artistes 3D et des Conseillers historique pour apporter leurs connaissances. Si vous êtes intéressé ou que vous désirez plus d'informations, contactez moi en MP.
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