Jump to content

Search the Community

Showing results for tags 'MULTIPLAYER'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Arma Reforger
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Green Sea
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • CREATEANDGENERATION's Intoduction
  • CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other
  • Spartan Gamers DayZ's Baneados del Servidor
  • Warriors Waging War's Vigor
  • Tales of the Republic's Republic News
  • Operazioni Arma Italia's CHI SIAMO
  • [GER] HUSKY-GAMING.CC / Roleplay at its best!'s Starte deine Reise noch heute!
  • empire brotherhood occult +2349082603448's empire money +2349082603448
  • NET88's Twitter
  • DayZ Italia's Lista Server
  • DayZ Italia's Forum Generale

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 484 results

  1. revendel

    [PvP 03-16] Manhunt

    Manhunt An asymmetric PvP scenario perfect for small to mid sized groups. The players are split into two separate teams: NATO troops (up to 12 players) armed with light helicopters, vehicles and drones. Their task is to find and neutralise all CSAT operatives deployed onto Stratis. Playing as BLUFOR requires the whole team to cooperate and coordinate their search & chase efforts. CSAT (up to 4 players) who are lightly armed and dropped on Stratis with the goal of evading detection and collecting intelligence. CSAT players can choose their playstyle, whether they want to stick together, or operate as lone wolves. Game ends once all CSAT players are dead or they extract with required amount of intel. The gameplay switches between two phases - first a slow paced hunt, in which NATO troops are trying to cover as much ground as possible while CSAT is trying to move quickly, and at the same time avoid detection. Once they are found, however, the game turns into a frantic chase until the operatives have been eliminated, or until they have managed to blend back into the wilderness. Since this mission depends on NATO having enough players the following team splits are recommended: 2-4 NATO, 1 CSAT 4-6 NATO, 2 CSAT 6-8 NATO, 3 CSAT 8-12 NATO, 4 CSAT Also, this is a heavily stealth based mission, it is best to disable 3rd person entirely! Available over at Steam workshop Latest PBO can be downloaded here (Version 5), archived releases will also be appearing on the Github page Source code Let me know below if you find any issues or if you've got any feedback! Gameplay https://www.youtube.com/watch?v=bhCr1J3QqeE Changelog Version 5 (31/10/2016) - Changed mission headline info to include proper information - Added info about respawns for OpFor - Ghillie loadout now carries Mk20 instead of an SMG - Flashlights added to all loadouts wherever the attachment is available - Changed the mission date to allow for better night brightness - Possibly fixed one case of the mission never ending despite all OpFor being dead - Drone markers will now try to place their center over ground if possible (unless the target is at sea) - Rebalanced slightly the timing of the drones and marker size to buff OpFor Version 4 (28/10/2016) - Initial drone delay is now a parameter, decreased from 5 minutes to 4 minutes - Readjusted speedboats position to avoid collisions - Removed speedboats thermal vision - Added information about repair action - Repair is now only available when something's actually damaged Version 3 (27/10/2016) - Increased extraction time from 4 minutes to 5 minutes - Changed the warning time before the chopper leaves from 30 seconds before extraction to 60 seconds - BlueFor units in the selection menu have been reordered to Pilots->Air Station Mike->Airfield paratroopers - Restructured the in-game guide for BluFor and OpFor Version 2 (26/10/2016) - Removed a custom spectator mode in favour of BI's - Blufor respawn time now 105s, can be changed in parameters - Updated briefing to reflect some recent changes - Fixed wrongly displayed minimum player count
  2. I have a trigger that gets activated by anything inside a 10kx10k area. This trigger has "SideScore" call BIS_fnc_endMissionServer; in the on activation, it is delayed by 930 seconds. The problem: When the mission ends, everyone has to wait 5 seconds for the new mission to start, if anyone presses ok the new mission will continue on. What can i do? Is it a server setting?
  3. After six months of decisive yet fruitless fighting, BLUFOR has been forced to withdraw their forces in the Altis Theatre. However, the CSAT forces have made significant chase to the NATO's remaining battalions, and now hold the forces cornered in the North Eastern sector of Altis, near Molos. NATO has landed a mechanized force to repel the CSAT blockade, but an elite armored batallion with its motorized counterparts is denying any ground. On December 25th, 2016 , NATO HIGH COMMAND authorizes the mechanized batallions in conjunction with infantry forces to drive out the blockaders. Steam link: http://steamcommunity.com/sharedfiles/filedetails/?id=773687964 Features: COOP for 16 players ARSENAL STEALTH optional SYSTEMATIC OBJECTIVES ARMORED SUPPORT CINEMATIC GAMEPLAY
  4. INTEGER DEVOURER PRESENTS VERSION: 0.10 – WHAT TOOK SO LONG EDITION OVERVIEW BATTLE CARS is a 16 player Deathmatch that focuses on vehicular combat with unarmed vehicles. Players choose one of several spawn points, jump into a car and find a weapon. Weapons are randomly acquired by driving over floating orbs scattered around the playing area. Perfect for people yearning for some less than serious fun in the spirit of Twisted Metal/Interstate 76/Vigilante 8. Get it now on: STEAM WORKSHOP ARMAHOLIC FEATURES VEHICULAR COMBAT with your favorite Sport Vehicles! TURBO BOOST your way around the battlefield!*Special thanks to ProGamer: http://www.armaholic.com/page.php?id=24049*We are not responsible for any deaths caused by flying cars 11 RANDOMIZED WEAPONS of varying degrees of usefulness!Titans/Mortars will probably kill you more than your enemies. SPECIAL POWERS New power: UAV Bomber VEHICLE SPAWNER at the central spawn point!Special thanks to Tonic: http://www.armaholic.com/page.php?id=23020 PROTECTED SPAWNS to save you from dying immediately!Protected from shots/explosions, but not being run over VEHICLE HOP/FLIP ​Base flip script is in; only works on totally flipped cars. Special thanks to Iceman77: https://forums.bistudio.com/topic/157916-vehicle-flip-script-to-share/ MISSION PARAMETERS to customize your experience!WOW! BUGS, ERRORS, AND MORE! Experience the pains and struggles of a novice mission maker! COMING SOON ADJUSTABLE VEHICLE TURRETSOnce I figure out how to edit that IMPROVED VEHICLE HEALTH/ARMORSee Above VISIBLE WEAPONS ON VEHICLESee above MORE LOCATIONS!Kavala? Who knows! A HUD NON-COPYRIGHT SOUND EFFECTSPlaceholder sound effectsWeapon Pickups: Metal Slug series Invulnerability Powerup: Super Mario Brothers Nothing Powerup: Willy Wonka and The Chocolate Factory KABOOM! Powerup: The Price is Right Lightning Storm Powerup: Dragonforce - Fury of the Storm Time Freeze Powerup: Jojo's Bizarre Adventure BALANCING! PROPER SCORING SYSTEM TEAMS BETTER CLEAN UP SCRIPT MORE RAMPS CURRENTLY KNOWN BUGS/ISSUES Driving over the BONUS ORBS sometimes does not trigger the script.Depends on speed and position of vehicle. May have to extend the size of the trigger Hints show for all players Possible mismatch between sound played and item received for other players? Random inconsistent local variable errors!
  5. Hello, Task Force 1776 is proud to offer a new Tanoa Domination mission for Arma 3. We have all the new equipment & goodies plus all the great features of domination for the new Tanoa Map in Arma3. If you are not familiar with TF1776 we have been running Domination in Arma 2 since 2011 and still have pretty much the only active domination server left in Arma 2. We offer a unique twist to domination that most players have come to identify as the top version of the mission. Please visit us on the server and let your friends know about it. We also have a teamspeak, so feel free to hop on with a few of your friends and use a room to communicate. Thank you, Task Force 1776 Representative Ministry of Bureaucratic Administration and Activity Oversight Compliance Division www.TF1776.com Teamspeak: TS3.TF1776.com
  6. ------------------------ IMPORTANT this mission requires Zombies & Demons by ryandombrowsky http://www.armaholic.com/page.php?id=28958 Now too in workshop as Zombie & Demons Credits to ryandombrowsky for his zombies. Long Night CO-06 You and your team are sent to investigate the cut off in communications with Altis, just to discover a terrible reality. -7 objetives -radio chat (no voice) IMPORTANT NOTES; The leader cant die and must be a player, if he dies mission its failed. There is no respawn. Anyone who dies become a zombie even your teammates (AI, player go spectator). know issues: There is a bug that prevents much of the zombies to spawn due to the mod in MP, waiting them to fix it, sorry. (they work fine on SP btw) Dedicated servers: Loding of tasks and zombies will take a minute or more depending on player count. none at the moment waiting feedback Download: https://steamcommunity.com/linkfilter/?url=http://www.armaholic.com/page.php?id=28958 Long night Co-06 (@) UPDATED: Update: Update 4: Fixed zome zombies dont spawn. Added city zombies system like in part II. Added logistics to move ammo around in vehicles. update 4 hotfix : fixed dedicated server fail at start i hope. Download from workshop always the latest update here.
  7. Agalloch

    How to get unbanned?

    So let's say a year ago, I decided to do something that ended up getting my friend really mad. If you want more details, was playing a MFCTI mission and I accidentally blew up a plane he has been saving up for. Now we're cool, but he still has me permanently banned, because we do not know how to get the game to unban me. I tried reinstalling, and I think one of those admin commands which may have been something like "unban (User id)." Both did not work. Anyone got an idea? Edit: Oh well, it has been fixed. We deleted a ban.txt file that was outside the game folder.
  8. Doctor Who: Weeping Angel Game Mode Description: Doctor Who: Weeping Angel Game Mode is a Singleplayer, Coop and Multiplayer mode where you will face the weeping angels. The angels are a dangerous species. They can only move and attack you when you are NOT looking at them. Use your flashlight to see them. Don´t think you can hide or outsmart them. They are extremely intelligent. Keep your back and front cleared. In singleplayer this can be very hard.. YOU NEED TO USE THE FLASHLIGHT. The angels can still move and attack if you don´t use your flashlight! How it works: The are a couple of game areas that will be randomly choosen when the game starts. The area is marked with big airport lampost with red light. If you go outside of them you will die. In multiplayer, If an angel get´s you will have to spectate it till someone get to the tardis or all players have been taken. After a certain time the tardis will arrives and the player that enter it first will "win". Features: -Singleplayer = Yes -Multiplayer = Yes, with parameters to customize your gameplay -Dedicated = No idea, If someone tries it please give feedback. -You play as survivors who need to hold out in an area til the tardis arrives -WEEPING ANGELS! Video: Version: 1.0 Instalation:(Size: 478kb) GitHub: https://github.com/MrbombasticIamfantastic/Arma-3-Weeping-Angels-Mod/releases/download/1.0/mission.pbo Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=738683093 Requirements: There are no mods or addons required. There are no Weeping angels or tardis 3d models. Only the virtual reality men and a colored toiletbox. However i think i can guarantee that this will be enough to keep your heart rate up.
  9. AIR CAV VIETNAM HAS MOVED TO TANOA STEAM GROUP IS HERE join to get alerts on Public Operations Mod list all on Steam workshop ACV MOD COLLECTION Server Name: =7Cav=Official Air Cav Vietnam Server IP: 149.56.28.101 Port: 2330 TeamSpeak 3: ts3.7cav.us Port:9987 Pass:7thCavalry PUBLIC SERVER IS RUNNING SEEK AND DESTROY MISSION 24/7 WHITELIST 7CAV PLAYERS CREATE MISSIONS DAILY USING ZUES Join the Steam group to get alerts when missions start.
  10. Hello, I've been trying to create a shoothouse for my community but I've run into a very strange problem. Attached below is the mission file. I've made a collection of scripts to create a CQB enviroment with randomized entry point and random target placement. Works fine in SP (so logic is a-ok) but I've tried to test it in a non-dedicated server and alas not only the doors are not inmediately moved, but the targets are sometimes not moved at all; actually, the targets are moved in the host machine just fine, but the other player only sees the target in the new position once the host has shot it or after some random delay. Currently the scripts are triggered via addAction, which executes via execVM, scripts that change the position and direction of the objects syncronized. As I said, the logic works as intended in SP, and for whoever is Server when in coop, but the other players experience the aforementioned delay in object movement. As far I've understood it, effects of setPos are global and broadcasted so if my script only makes use of that command (and setDir), why is it experiencing this delay? You can download the mission here. Any help would be appreciated. And, thanks for reading! These scripts may be used in part or completely only when due credit is given.
  11. Hello everyone, I have a dedicated server with mods and when I try to load a mission I have made, it kicks me back to the default headhunters co-op mission. I have read through the RPT file and cannot seem to find the issue, if anyone can help me, I would appreciate it! http://uppit.com/lvvecv53naskthat is the server RPT link, i can copy then entire rpt here if requested.
  12. Beta-testers and cannon fodder are needed for a new Team vs.Team Sector Control scenario that is currently being developed for APEX Tanoa! Currently, we are stable with 5 Island Sectors, but wish to expand this to 7, 9, and 11 Sectors provided we have enough players to test the flow and ebb of the gameplay. Upon the stable release of APEX, we will be hosting Island Hopping on a dedicated server at http://themedicstation.net/ If you like tactical military gameplay please help us get this scenario finished by playing it through for us so we can make the appropriate edits. http://steamcommunity.com/sharedfiles/filedetails/?id=720699276
  13. As the title says, official multiplayer servers need either admins or team killing needs to be disabled. Why? If you have ever tried playing Zeus Game Master in multiplayer you know it's total cancer due to team killing noobs and trolls. The worst thing about this that there is no way to keep this from happening. You can start a vote kick but people rarely vote and it doesn't keep trolls from reconnecting. In End Game the problem isn't that bad because there is a solid objective and it's easier to ignore trolls. In Zeus however trolls can ruin everything by destroying friendly vehicles and team killing. Possible solutions: - Community admins who know their stuff and have rights to kick and ban people. Obviously this would take a lot of effort. - Give game masters rights to kick people. Easier solution but obviously chance for abuse would be higher. - Disable team killing. This solution would be the easiest one but it has drawbacks like realism would suffer. Please tell your thoughts. Also I'm sorry if this is not the right place to post this.
  14. Greetings all, Mudspike.com is hosting its inaugural Arma 3 event July 2nd (1700 UTC)! We will be hosting a massively coordinated coop mission on Altis. All the info you need can be found at: https://forums.mudspike.com/t/arma-3-weekend-july-2-3/2269 We welcome players of all skill levels and experience. Even if this is your first Arma outing we have a spot for you. Please sign up for a spot prior to July 1st. More spots may be made available if needed. Any questions about the event can be addressed here or at mudspike.com Hope to see you all in the field! Tyco
  15. Greetings. I have problem with spectator view in new ArmA 3 version (1.60). Before this patch every player witch died in MP became spectator. After this patch every player which die have camera looking to the ground and have no option to became spectator. Is there any option how to enable spectator in the missions?
  16. For about more than a year I just couldn't connect the multiply games with my friends on Steam, and as someone invited me from steam, it would be shown as "no response from the server". There is no problem in our internet service, and we can connect to the servers found in the server browser. We are both using development branch. Is direct connect still functional?
  17. Hello all, first post! :D :D I need help with the "End Game" spectator that was added in a few patches ago, I got it to work on some missions I made about two months ago but now it just doesn't work at all when it should. As you can see here in this screenshot it is set work but when a player dies they basically see this endlessly I am running the game vanilla no mods so it cant be that. I did many google searches and forum searches but I literally came up with NOTHING on this issue and made a post myself to /r/Armadev but got no answers so far. This is especially weird because it worked fine before by just checking that 1 "Spectator" box...what gives? It should also be noted that I tried turning it on manually in description.ext but that didn't work either. Can someone help me with this problem please? It would be much appreciated.
  18. Loving 'End game' at the moment, but here is one major issue that I think needs addressing; when the map changes from a 32 slot map to a 16 slot map there are usually more than 16 players on the server so some players have no choice but to disconnect. It's very annoying and happens every time I play. Could player count be the same for every map? I understand that smaller maps have been designed for 16 players, but players still want to play after a 32 player map and if they are forced to disconnect too often they might not come back. You may not have noticed but the official servers have been getting regular players over the past month. It would be nice to have a sub forum for End game for players to leave suggestions/feedback.
  19. Here a preview of what the PRA3 team has been up to the last couple of months. First close playtest being held today. More footage and updates coming soon. Join the discussion! https://github.com/drakelinglabs/projectrealityarma3 https://twitter.com/RealityArmA http://discord.me/pra3
  20. Hello lads! I'm currently making / modifying a coop mission in ArmA 3, most stuff works so far, managed to find most stuff i needed in the Forums already. Now i have a little problem, it has been explained a few times already, but i just can't seem to understand it somehow :P How can i manage to make stuff sync between all connected users ? e.g. i have some "addaction" stuff used in my mission, but some of these actions are only executed on the local client side, and not globally for all of the players. As far as i know, i will have to somehow send information (for ex. briefcase collected, which would be a addaction) to the server in which i set a server variable (for ex. briefcase_collected) to a specific value, in this case 1 / true. Then the server would share this information with all collected clients, and by changing the value of the variable, the clients would know that this task has been completed, and it would show the next. I just have no idea how i do this in arma, i am trying for quite some hours now but just can seem to get it right. I thank all of those that give me some hints in advance! B) - PsychOrange
  21. The famous Battlefield bad company 2 RUSH mod for Arma 3 FIA side needs to destroy AAF mcom's to win. Feel free to use to make your own RUSH game mission on Altis or Stratis This mission is inspired from the famous map Valparaiso of battlefield bad company 2 This mod was created after i could not find a similar mod like Battlefield bad company 2 rush game mod in the community of Arma 3. I decided to begin to create this mod back in 2015, but it was only finished in march 2016. This mod is for Multiplayer Dedicated server only with 60 player slots. No addons required. Latest Version: v4.6 (June 4th) Thanks to: Bohemia Interactive Forums Members for their help. All the beta testers for their feedback and bug reports. All third party community scripts (gear select, zlt fastrope, jts squad, jwc casfs, btc) And especially thank you Barbolani for some of the functions. Download from Github
  22. I-M3 is a EU based gaming community looking to expand our player base. We are going to be hosting some sessions, using the small version of our modpack. The next event is on Saturday 28th at 7PM (BST/GMT+1). While anyone*(see Joining) can join, we would ask you let us know you would like to play, as we will only have a certain number of slots. If you are interested in this, there is some additional information below about us, or hop onto our ts3 server and speak to an admin. If you do want to play with us, please ensure you know how to play Arma 3 and can use the mod’s ACE 3 (in particular the advanced medical system) and TaskForceRadio, before the mission. If you are completely new to it, you can pop on at sometime before the mission and we can go through it with you ABOUT US: We are a small gaming community based in Europe (we co-ordinate on UK time) consisting of several friends, we are currently quite small in numbers, but we are hoping to expand our player-base and community. We play a variety of genres including FPS’s and RTS’s. Milsim games such as Arma 3 and DCS are the main games that we all play and bring us together. We communicate by way of a Teamspeak server (ts.i-m3.info) and on Steam. MILSIM/ARMA: We aim to undertake a Arma 3 mission once a week, where we play PvE missions on our own server. We have our own modpack, which is very large in size, but it does have a large amount of content. We do have a light version for certain events. To get the modpack we would like that you come on our Ts and just introduce yourself to an admin. Our play style is relaxed, with the emphasis being on fun, rather than hardcore milsim, we have no persistent ranks, assigning squad leaders and roles on a mission by mission basis. No ranks, no sirs, no pseudo-military BS. In addition to this, occasionally we also play DCS world. Using a variety of aircraft, varying on mission and personal preference. JOINING: We have no recruitment criteria other than being able to speak English somewhat fluently, we do also ask that you be over 18. If you do want to join it’s simply a case of coming on our Teamspeak server, no signing up on any forums. Come and go as you please. ADDITIONAL INFORMATION: If you have questions, just pop on our Teamspeak 3 Server, ts.i-m3.info and speak to one of our admins. We also have a website with some information i-m3.info, however, the website is still missing alot of information. Summary of Links Teamspeak: ts.i-m3.info Website i-m3.info Steam Group: http://steamcommunity.com/groups/i-m3
  23. Operation Honeyblade SBP Team (Slovenian Black Panthers) is organizing a CoOp event for all A3 players that would like to join: individuals or other teams are all welcome to sign up for the event. 1. What is the mission, storyline? There is a report of a virus outbreak in a remote region of Vandalla island. Our unit that specializes in a bio-warfare has been activated. There is a rumor that local rebels might be in possession of a militarized bio-weapon that got stolen out of an undercover US research facility, so they are sending in the best team consisting of 6-30 men. Vandalla is a smaller island neighbouring Isla Abramia, we will fly out of the main airport in Yolandi, Abramia. Takeoff is scheduled for Thursday 1915Z (2115 CET) so be there sharply on the hour - 15 minutes before the take off. 2. When do we play? Thursday Apr 28 at: 8:00pm UK/Portugal/Ireland | 9:00pm CET (Germany/Czech Rep/Poland/Slovenia/Croatia/Italy/Austria etc.) |10:00pm Israel/Greece/Turkey | 11:00pm Moscow |3:00pm Eastern US 3. Addons needed, requirements? - Original Arma 3 patched to 1.58 or latest stable patch + TeamSpeak3 Client for voice communication + microphone & headsets. - PWS (PlayWithSix) Repository found here: pws://77.234.143.228/A3/config.yml (use different browser if yours doesn't open the link - copypaste the link to browser URL!) or in case you don't like PWS you need these mods manually installed: [IceBreakr/IBIS] Isla Abramia @abramia IceBreakr [IceBreakr/IBIS] Isla Duala *not required* @isladuala_a3 IceBreakr [IceBreakr/IBIS] Island Panthera *not required* @panthera_a3 IceBreakr [IceBreakr/IBIS] Lingor *not required* @lingor_a3 IceBreakr A Collaborative merger between AGM, CSE, and ACE @ACE3 ACEMod Community Base Addons @CBA_A3 CBA Team CUP Terrains - Core @cup_terrains_core CUP Team CUP Terrains - Maps @cup_terrains_maps CUP Team CUP Vehicles @cup_vehicles CUP Team CUP Weapons @cup_weapons CUP Team CUP Weapons - ACE3 Compatibilty @cup_ace_compatibility CUP Team CUP Vehicles - ACE3 Compatibilty @cup_vehicles_ace_compat CUP Team FAP Units (Foes & Allies Pack) @fap_units IceBreakr ShackTac Fireteam HUD @sthud_a3 Shacktac Zombies & Demons @ryanzombies ryandombrowsky As you can notice above three of islands are not required but are in the repository itself that we use. You can have them or don't, missions will be on Isla Abramia. Mod startup line for the event is following one: -mod=@isladuala_a3;@lingor_a3;@panthera_a3;@cup_terrains_core;@cup_terrains_maps;@abramia;@fap_units;@ryanzombies;@cup_weapons;@cup_units;@cup_vehicles;@cup_ace_compatibility;@cup_vehicles_ace_compat;@ace3;@sthud_a3;@cba_a3;curator;heli;kart;mark 4. Server? Event will be hosted on SBP's dedicated server in Europe and teamspeak3 will be available. We are available for any questions in this topic. 5. How to join? 1. Put a reply in this topic stating: NICKNAME + TEAM/CLAN name X/Os and fight organizers please send only one topic with the list of all members that will be able to come to the event. We will update the player slots in this topic accordingly. You will recieve teamspeak, server data & pass to join on your private message at least few hours before the start. 6. Player Slots (Guestlist) We reserved *32* slots for this mission. In case more of you apply, we might increase that. Taken slots: 16 out of 32. [TEAM SIERRA] HQ/Support 1. IceBreakr C/O SBP Team Sierra Leader / Operation Leader 2. Diablo 3. Sahbazz 4. SmukY 5. Luka 6. Riflex 7. Amir 8. Spidi 9. [reserved for SBP members] 10. [reserved for SBP members] [TEAM ALPHA] Assault 1. Colonel Froggy 2. 4llout 3. Elsa 4. JoramD 5. TheStainlessSteelRat 6. Granis 7. [available] 8. [available] 9. [ [available] 10. [available] [TEAM ROMEO] Recon/Patrol 1. Darkfurby1 2. Bert 3. [available] 4. [available] 5. [available] 6. [available] 7. [available] 8. [available] 9. [ [available] 10. [available] Note: All leaders report to HQ (Sierra1) via Whisper option in Teamspeak. [PRESS / Embeded reporter] (for recording of the event, they must not carry any weapons and wear PRESS marking on the back at all times) 1. [available] 2. [available] Changelog of the topic: Apr 18 - info of the event is out Apr 19 - 8 ppl added. Apr 19 - only 4 people signed up, event postponed for a week. Apr 23 - added 6 players for this week Apr 26 - 14 players in total signed up
  24. Hey boys, i've got a real big problem (the perfect start for a scripting noob ;) ). I started creating a multiplayermission in the eden editor, and i got an AI with an addaction on it. So when all mods are synced, all the player will go to the AI and all can choose the addaction. But if one of them was clicking on it, the script should run for all players at the same time. But in my case, it is not just a script like healing or teleporting. This will be a camerascript. I tried a lot of things, and they worked for me, while testing in the editor, but they are not working in multiplayer on the server. They were running just for each player, and the helis are not flying, just standing there in spawnposition. And one more importend thing, before i post my scripts: When i add a .sqf file, i will get this error: "Preprocess failed with error - Invalid file name(empty filename)" Just when i change to .sqs the script will run in editor. Init's of my AI called Opa_1: (all examples worked in Editor, but not in MP) example 1: if (isServer) then { intro = this addAction ["Legen wir los.", {Opa_1 exec "script\opaintro.sqf";}, nil, 6, True, True, "", "(_target distance _this) < 6"];} example 2: if (isserver) then {[[Opa_1, ["Legen wir los ...","script\opaintro.sqs"]],"addAction",true,true] call BIS_fnc_MP;} example 3: {Opa_1 addAction ["Legen wir los ...","script\opaintro.sqs"];} remoteExec ["bis_fnc_call", 0]; opaintro.sqs/.sqf (i just changed the filename for example 1): ? ((paramsArray select 0) == 0) : goto "del" _camera = "camera" camcreate [0,0,0] _camera cameraeffect ["internal", "back"] showcinemaborder true; opa_1 switchmove "Acts_B_out2_briefing"; opa_1 removeaction intro; ;comment "20:01:58"; _camera camPrepareTarget [-75303.13,29256.81,5625.25]; _camera camPreparePos [23691.55,16276.09,2.44]; _camera camPrepareFOV 0.324; _camera camCommitPrepared 0 ;comment "20:02:27"; _camera camPrepareTarget [84408.05,-62884.46,-6862.32]; _camera camPreparePos [23692.37,16276.17,2.65]; _camera camPrepareFOV 0.195; _camera camCommitPrepared 10 ~10 aheli1 hideobjectglobal false; aheli1 enablesimulationglobal true; aheli2 hideobjectglobal false; aheli2 enablesimulationglobal true; aheli3 hideobjectglobal false; aheli3 enablesimulationglobal true; playmusic "introbg_1"; ;comment "20:19:05"; _camera camPrepareTarget [122550.25,31165.10,2120.64]; _camera camPreparePos [23688.01,16272.10,3.95]; _camera camPrepareFOV 0.696; _camera camCommitPrepared 0 ;comment "20:19:56"; _camera camPrepareTarget aheli2; _camera camPreparePos [23686.90,16279.11,5.23]; _camera camPrepareFOV 0.033; _camera camCommitPrepared 10 ~10 titleCut ["", "BLACK OUT", 1] ~ 4 player cameraEffect ["terminate","back"] camDestroy _camera ? ((paramsArray select 0) == 0) : goto "end" titleCut ["", "BLACK IN", 5] #end exit So the srcipt will execute for the player who hits the addaction, but not for all at the other players (but thats what i want). And the helicopters just will show up for the player which hits addaction. This opaintro-script is the short one for testing. I've got a bigger one, just with more camera positions an more switchmoves an playmusic. If needed, i am able to create a link for the missionto download, but i am using mods on this. I hope they are not important for the solution. So please tell me, it's just a simple thing. And please explain your solution. This trial an error took about 8 hour's right now, and i am going crazy on that, because it is not working on the server.
  25. Hi community, Since 3DEN, If I run any mission (coop 8 - 1player 7 playable slots) in MP, the revive option returns "ERROR: No vehicle IS REVIVING YOU" in the incapacitated chrono bar. Furthermore, if I choose another unit than player, there in one more problem: After player's respawn (I'm testing MP with 1 player), 2 units have the same name (player's name): Player and another unit. So the automatic name of the unit in the chosen slot seems to disappear. In 2D, these missions registered in MP, (backup mission.sqm), don't have these problems (reviving + lost of unit's name). So it's not linked to mods but editor behavior.
×