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Found 294 results

  1. Hi! Are you interested in the RP (roleplaying) scene in Armaverse? Make sure to join our active Discord server right away! Are you an RP player? follow the progress of various RP projects to stay updated with the latest news in the RP scene of Armaverse discuss directly with the project developers to give them ideas and feedback to help them develop better gamemodes find other people interested in RP to play with Are you an RP developer? follow the progress of various RP projects to stay updated with the latest news in the RP scene of Armaverse recruit talented people to your team via the dedicated recruitment channel exchange ideas with other developers and the players to make your gamemode even more awesome get a dedicated channel for your project where you can show your shiny latest features and discuss with the community about it Are you an RP framework developer? follow the progress of various RP projects to stay updated with the latest news in the RP scene of Armaverse recruit talented people to your team via the dedicated recruitment channel take part in collaborative technical discussions with experienced developers to help you deliver framework featuring the latest innovations in the scene get a dedicated channel for your framework where you can show your latest shiny features and discuss with the community about it The community has just been founded but we already have tens of members, several RP projects and we're growing every day. Most importantly, the community and the discussion are already pretty active and people are genuinely helping each other, helping everyone to have even more awesome roleplaying experience in Arma! Join us today! Join us via the link below! https://discord.gg/hBzT2v7 Regards, Ezcoo
  2. I;ve setten up a basic sector controll gamemode with 7 sectors and 3 spawn points for AI for bouth factions. Infantry, Motorized/Mechanized and armored. Problem occures when they spawn. They dont get the waypoint to attack a sector. I have everything set uip all modules down including the Spawn AI: Sector Tactics and heres the weird part. When i test it from the Eden Editor or when im hosting the game it works fine, but when i send it to my server and set it as a mission on it, it doesnt work. I've tried changing the location of the Sector tactic module, connecting it to sectors, to spawn AI modules, leaving it as it is not connected ot anything, nut nothing. Is there a server setting that could be interfeiring with the module or is it something wrong with the mission? Thanks.
  3. ***EDIT: Issue resolved, Server owner managed to fix the issue with reading my GUID being corrupted somehow litterally 30 minutes after i posted this** For several days now, When attempting to join my milsim group's server I keep getting kicked and recieving the message "Battleeye: Client not responding". I have literally tried everything to fix this problem. 1. Verifying game files 2. Joining with only required mods 3. Disabling firewall and resetiing router 4. Deleting all battleeye content from PC in Appdata and Program files and verifying to reacquire missing files 4. Twice now i have uninstalled Steam and Arma 3, unsubcribing from all mods and redownloading mods. 5. Deleting all profile data and using new ones I can join the server but after about 30 seconds to a minute i get kicked and I honestly don't know what else to do. However this may have been casued by me resetting my PC two days before I began seeing these issues So i don't know if that is the problem. Could it be a problem with the server itself not reading my batteye stuff correctly, or something similar? I am in contact with the server owner if this is this case. If anyone thinks they have a solution please help!
  4. I have been hosting non dedicated servers for me and my friends to mess around on and sometimes do coop missions since I pretty much bought the game a few years ago. Now from what they describe some people, so far only two they get past role selection and they select a spawn point then they are stuck at a loading screen. The strange thing is they can move around, aim and can hear their surroundings. This started about a week ago and I'll list the things I've already done to fix it below. - Friends restarted arma, no success. - Change their mod load order to mine, no success. - Tried to play a completely fresh mission, no success. - Ports not open, impossible if other people can join except these two, I double checked anyways I have 2302 to 2305 open. No success. My guess is it could be a mod or battle eye but I haven't changed anything or added any mods for a few months and this weird problem started happening a week ago. I would appreciate any help.
  5. Looking for a good survival server Hello all, I'm looking for a good modded Arma 3 server to play on. I've played the game before but am now getting back into it. Prefered features are: 1. Not too much loot, but not too scarce either. Lower tier loot can be somewhat common with better loot being very hard to find. 2. Roving AI that hunt you; infantry at the minimum, ground vehicles are better, boat and aircraft patrols would be great! 3. Prefer militarized, with only civilian gear, weapons, and equipment available at traders; must search and scavenge for the good stuff. Or, perhaps, military being very expensive and require high respect/xp/whatever to purchase. 4. PvPvE, but if a PvE only server is good enough I'll consider it. Maybe even have PvP at night only? 5. AI survivable, but able to take you out in numbers if you're not careful. 6. Zombies: take 'em or leave 'em, I'm not particular, as long as there are enough AI to keep me on my toes. 7. A friendly and active player base who are down for some RP rather than shoot on sight all the time. 8. Missions, with a variety of difficulty levels for different skilled players. 9. Natural disasters, such as earthquakes, rad storms, etc. 10. And of course, the most basic survival aspects: food, water, thirst, fatigue, and body temps. 11. Base building! 12. Day/night cycle with decent length nights. 13. Sneaking/stealth; ability to avoid zombies and AI if you stay low and slow. 14. Not picky about any particular map, just needs to be a big one. 15. ... Probably more stuff, but that's just off the top of my head. If you think I might like your server, please let me know. Even if it doesn't have everything on my wish list, if it's fun enough otherwise, I might just give it a go. :)
  6. Hey guys! I have a mission where players can choose to be blufor, opfor and independent. Each leader of a faction has an endtrigger synced to them that should end the mission when the unit enters it. I have the triggers and debriefing working fine in singleplayer, but in multiplayer I am not able to force the end on the clients even though I use [endMission, "END1" ] call BIS_fnc_MP; in the respective trigger for each side. What am I doing wrong? I found a lot of threads where people say to execute the functions on the clients, but I just can't seem to grasp how to do this. Cheers!
  7. My community is struggling to get all of our mods (approximately 10-15 total) to load correctly for the signature verification feature. When tested individually each mod is properly signed and working. When attempting to load all or random assortments of these mods however, one or more mods are no longer verifiable. We've tried numerous combinations of these mods but have been unsuccessful in pinpointing the cause of this issue. So my question is this: Are there any known limitations of verify signatures—such as filesize, file number, and so forth? If not a limitation, what sort of conflicts might be at play? Can anyone shed light on this strange problem or suggest further troubleshooting steps? Thanks in advance!
  8. Hey guys, a few friends and me are currently trying to get a modded Arma 3 server running. But for some reason we got a problem with loading the map. These are the mods we are using: CBA_A3, Altis Armed Forces (2017), CUP Terrains - Core, CUP Terrains - Maps, CUP Units, CUP Vehicles, CUP Weapons, RHSAFRF, RHSGREF, RHSSAF, RHSUSAF This is the parameter order: ./arma3server -config=server.cfg -mod=CBA_A3 -mod=CUP_Terrains_Core -mod=CUP_Units -mod=CUP_Vehicles -mod=CUP_Weapons -mod=CUP_Terrains_Maps -mod=rhsafrf -mod=rhsgref -mod=rhssaf -mod=rhsusaf Due to the server running on linux it might be a little different on windows, but this is the order we are currently using. You can connect to the server without any problems, you choose your role and press 'confirm'. After a short loadingscren you return to the roleassingment and get the error: "No entry 'bin\config.bin/CfgWorlds.sara_dbe1'." in chat. Even after searching half the web, we couldn't find a solution that works for us. Probably because our server is running on linux, not sure. But if anyone could help, that would be great. greetings, Presa
  9. Hello everyone! Our unit is a semi realistic milsim unit based on the real United States 4th Marines Regiment. We perform a range of different operations from stealth insersions to military patrols allowing our members to experience more than one type of warfare, something most units don't achieve. We are currently in the process of filling the third squad in our platoon which is in need of leadership/specialization positions. Roles Available Within our unit there are a range of different role our members can undertake. We will help anyone of our members to achieve their goals of what ever role they want. Below is a list of the current roles available: -Squad/Team Leaders -Pointman -Radio Telecommunication Officers -Demolitions Specialists -Combat Medics -Auto Rifleman -Marksman How do you apply? Applying is very simple all you have to do is fill out the application on our website and then one of our recruiters will get back to you with further instructions (contact info at the bottom). What training is required? We believe the best way to learn is through doing it for real which is why we only have one short basic combat training that everyone will need to complete to be able to reach the rank Private Second Class. To go above the rank of Private Second Class you will need to complete the Advanced Infantry Training which allows you to achieve any of the ranks within the unit. To gain a specialized role you may be required to complete a specialization training which with teach the basics of the role you will fill. Current specialization trainings are: -Leadership -Combat Medic -Radio Telecommunication When do we Operate? We perform Main Operations on Saturdays at 7pm GMT which are controlled by professional gamemasters which place the players first, ensuring that everyone has fun. Unit Training occurs on Saturdays at 5pm GMT, however if the players are on then it will be whenever requested. Mini-Operations occur throughout the week all of which are dependent on the amount of players on the server and whether people want a mission, however there will be at least 2 mini-operations a week. If you are interested out links are below Our Website http://4thmarinesregiment.enjin.com Teamspeak IP: 51.254.83.207 Steamgroup: http://steamcommunity.com/groups/4thMarinesRegiment#
  10. Hello guys. So my friends and I are creating a surreal milsim server together with the least knowledge of coding and scripting. Our will is pretty far serious and realistic. We have a different way of playing our military simulation. So here I am to ask you some crucial questions that matters for our server's developpement. I rent a server with 40 slots on HostHavoc. I barely know how to code so I count on the host panel to take care of most of my mods. What I want is a Realistic Milsim with grades, promotions, multiples units such as recon, infantry and mecanics, airborn and sea. What do you suggest ? I have already RHS mods, CBA and Task force radio installed, and currently have a issue with it. The command line doesn't read it. So my questions are, how can I configure properly my server ? Do I really need a scripter to handle the scripts and missions ? If yes, I hire you monthly. How can I make my mods to work and appear in the server ? If anyone can help me with that stuff I'll be very happy and grateful to you. Reply or send me a PM and we could talk on Discord. I really need someone. Thank you very much.
  11. Hello. Fairly new to Arma. Looking for a serious server, like a Milsim server or group to join. Would like to learn the game more and get involved. (Uk timezone.) Cheers Tom
  12. Hello all, I'm curious as to grab a player / unit's object from the server. I want to refrain from doing: { if(_x == player) then { //etc }; } forEach allPlayers; any good solutions to this?
  13. When I join a server (1944 KOTH mod) I am allowed to select a team, start joining until I hear people talking in side chat, then it kicks me. I have an image of the error screen. When I look up the error, I can't find anything on it. I've tried to create a new profile and tried to edit my profile a little. This is a fresh install after installing a new SSD. It was fine when it was on a mechanical drive before. I don't have any of my old settings/profiles on the new installation. My whole computer was wiped when I installed the SSD, so this is a "fresh" copy of Arma, with some steam mods that carried over my account. I hope this was enough information, but I cannot find ANYTHING on this error anyways, so how could you? EDIT -- I was able to join an Altis Life server. hmm. It may be me. Still cryptic error message.
  14. I just bought a server, and after the setup and launching Arma 3 Server all my friends could join it, but it haven't even showed up in the server list for me. I pinged the server from my PC and I had no package loss, but when i pinged my PC from the server it had 100% package loss. This issue seems like to occur only with me, would be glad if anyone here had it before and know how to solve. Thanks!
  15. seelenlos Zeus This mod allows the whitelisted players to use Zeus in every mission. You just need to press the Zeus Button (Default: Z). We use the mod to play missions in different ways, "unstuck" broken mission flows or add mod weapons to vanilla missions. That means, you get the ability to play a mission again with different loadouts, vehicles and enemies without the effort to change it with scripts or the editor (unpacking, changing, testing, packing, uploading). The use of the ARES-mod is strongly recommended. Features: - server side only mod - only the whitelisted players can use it - does not interfere with any existing Zeus in the mission - add objects to Zeus (optional) - share created objects between mod Zeus (optional) Add Objects to Zeus In the slz_settings.sqf, you can define a array of objects which will be added to zeus. More infos in the slz_settings.sqf. Add all addons to zeus In the slz_settings.sqf, you can set slz_addAllAddons to true (default) to activate all available addons. Changelog v.1.7 CHANGES - slz_addAllAddons variable added - if it's set to true (default) all available addons will be added to the mod curators v.1.6 CHANGES - slz_sharedObjects variable added - if it's set to true all objects which are created by slz curators are editable for every slz curator FIXED - possible fix for exile server v.1.5 CHANGES - neutral Zeus removed - SLZ_editPlayerUnits variable removed FIXED - zeus remotecontrol caused diconnect from curator module - some other bugs v.1.4.1 FIXED -userconfig path capitalization changed to lowercase (issue with case sensitve file system) v.1.4 REWORKED CODE - complete rewrite CHANGES - no admin zeus anymore (i think there is no need anymore) - SLZ_whitelist variable added - in the userconfig there is a array where you can add uid's (it is the number in the steam-profile link) - if your uid is in this array you have zeus abilities - SLZ_neutralZeus variable removed - if you press zeus key you get the control of the virtualCurator which is always neutral - your playerunit become hidden and invulnerable - SLZ_editPlayerUnits variable added - all playerunits can be edited if these players are in curatormode - if it is set to false these units can also add to the curator editable object list by other scripts or mods like ares KNOWN ISSUES - Don't mix up to many zeus login methods (native use, too) - if you use #adminLogged Game Master Modules and virtualCurator entities or player controled curators don't login as admin if you are in a other curator slot - the native curator itself has a bug: if you are in the mission, go back to loginscreen and join again, you have to die before you can use the curator again (expect the #adminLogged method) v.1.3 FIXED - bug in the per frame eventHandler v.1.2 REWORKED CODE - remove while do loops ---> replaced with a per frame eventHandler FIXED - known issues from 1.1 v.1.1 ADDED - neutral zeus - this option change the playerside if you enter the zeus to logic because only a neutral zeus can set all attributes: for example the sector control module - copy the userconfig folder to your arma 3 folder and change the value in the SLZ_settings.sqf to true. (default = false) FIXED - if the admin logout the other players can't be the zeus. KNOWN ISSUES - if you are logged in as admin and you go into lobby and return to the game you have to logout and login to use the zeus again v.1.0 - first release Credits: Fry & Chucky from seelenlos-Team http://arma.seelenlos.eu License: GPLv3 Known Issues: - none Download Links: - Steam Workshop - Dropbox - Armaholic (outdated) Recommended Mods: Ares: - Steam Workshop - BI Forum - Armaholic
  16. hi all guys ! i just wish to inform the whole community that after many months of test, i can finally declare the official opening of two servers: a TDM server with a gameplay inspired to insurgency, still way more realistic, but fast paced, round based, with arsenal ecc. a DOMINATION server, with a dynamic domination mission, with AI of 3 factions, civilians and so on. can be played coop or TvT or TvTvT ! you can find the servers filtering the name " DWAR " or at the IP: dolfrang.ddns.net on port 2312 the domination and port 2302 the TDM both run vanilla arma3 for maximum compatibility, plus a set of scripts that add a lot more deep to vanilla gameplay (like drag soldiers and some objects, attach explosives on objects/vehicles, dual primary on back, and much more..) to not bore you all, i place more infos about missions running on server in the following spoiler, anyway for more infos contact is : ddelfino@hotmail.com
  17. Rogue_Doctor

    Private session?

    Is it possible to have a password required for servers? Or integrate with steam friends list for invite-only sessions? I found the link to download the server files to run on my pc after not finding any already running but from what I can tell it is always publicly accessible.
  18. Somewhat new player here. I am a South African player that has to play on EU servers (About 200-250 ms ping) because of the lack of official servers in South Africa. Now there is actually four servers in South Africa, but they aren't official, which gives the South African playerbase very little incentive to actually play there. So what I was wondering is if there is any possibility for one or two official servers in South Africa. Seeing as the South African community is still fairly small only one or two servers would be sufficient.
  19. I've noticed some server admins here in the past, so I'm hoping you guys can help out! I've got a virtualized Debian server running, and it worked just fine before the latest update (1.80.143869 is the issue). I've followed this medium guide, and it was fine. It worked on LAN and WAN, with and without mods. One day, it just stopped working. Now, even with a fresh VM that has access to WAN, a fresh install of arma3server, open ports for the game and Battleye, my friends and I can't connect over WAN. LAN works as expected. Over WAN, all we get is an error saying "Connection failed", and my terminal doesn't show an attempted connection. I can post my log if needed. Any tips would be greatly appreciated! Also, I'm not installing it on a Windows server. I am keeping my lab Linux only, especially since it was working previously. Incoming connections are from x64 Windows clients. Distro: debian-9.0-standard Version (server and client): 1.80.143869 Open ports: 2302-2306 UDP; 2344 TCP/UDP to 81.0.236.111; 2345 TCP to 81.0.236.111 Configs: https://pastebin.com/sC7mYsJL
  20. hey guys, i have created a gamemode for dedicated servers, but right now its not possible to continue it after the server shut down. Before we tested on a dedicated server, the mission was meant to be hosted directly from arma, so we could hit "save & exit" but that obviously didnt work. Here comes my question: what stuff needs to be stored in my database and what gets saved by arma? There are quite some scripts with many variables that need to be saved, as well as the position of vehicles on the map and their condition. Hope you guys can help me. Thanks in advance
  21. I am trying to get a mission on my server working (ubuntu server 17.10). But if i'm starting the server it shows up with: 20:08:31 Reading mission ... 20:08:31 Starting mission: 20:08:31 Mission file: sniper_training (__cur_mp) 20:08:31 Mission world: Altis 20:08:31 Mission directory: mpmissions\__cur_mp.Altis\ 20:08:31 You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.acex_sitting 20:08:31 Mission Precision Training 1st B-L read from bank. 20:08:31 Missing addons detected: 20:08:31 acex_sitting and loops it until I stop the server. Here a screenshot of the acex_sitting.pbo file location: http://prntscr.com/htx9aq start.sh: #!/bin/bash ./arma3server -config="server.cfg" -mod="mods/@ace;mods/@ACE_Compat_RHS_Armed_Forces_of_the_Russian_Federation;mods/@ACE_Compat_RHS_United_States_Armed_Forces;mods/@Advanced_Towing;mods/@Advanced_Urban_Rappelling;mods/@AdvancedSlingLoading;mods/@ASR_AI3;mods/@BackpackOnChest;mods/@CBA_A3;mods/@Enhanced_Movement;mods/@Foxhound_Siberian_Guard;mods/@RHSAFRF;mods/@RHSUSAF;mods/@Specialist_Military_Arms_SMA_Version_2.7.1;mods/@task_force_radio;mods/@TFT8_Uniforms;mods/@TRYK;mods/@Winter_2035;mods/@JSRS_SOUNDMOD;mods/@JSRS4_APEX1.2;mods/@JSRS_SOUNDMOD_RHS_USAF_Mod_Pack_Sound_Support;mods/@JSRS_SOUNDMOD_RHS_AFRF_Mod_Pack_Sound_Support;mods/@JSRS SOUNDMOD_Additional_Weapon_Handling_and_Reloading;mods/@Enhanced_Soundscape;mods/@Blastcore_Edited;mods/@JSRS_SOUNDMOD_Specialist_Military_Arms_Mod_Sound_Support;mods/@C17;mods/@ACEX;mods/@F16;mods/@FIR_AWS" -autoInit i just can't find out what the problem is please help!
  22. Version 2.0 Description: This pack adds 37 new faces to your game and also unlocks faces from campaign. Download: The mod can be found on these official release mirrors: ARMAHOLIC WITHSIX STEAM WORKSHOP GOOGLE DRIVE Gallery: Full Gallery Link Classnames Link
  23. ABOUT THE SERVER Our public Insurgency server is a Dedicated Server built to run fun ArmA 2 style Insurgency ACE & ACRE missions, but with ArmA 3 with updated and modern versions of addons such as ACE and Task Force Radio. For those who played ACE and ACRE Insurgency servers back in ArmA 2, we are trying to revive the gameplay style along with other servers doing the same to provide a fun and realism experience on a public server. This server will be up 24/7 unless updates or restarts are needed. The server may under go mission changes as we like to switch the terrain up from time to time, so don't worry about having to play the same terrain over and over again. We will keep the mission style to insurgency but some missions may have a slight difference depending on the scripting that went into the different missions. These missions are pulled from mission devs that are not part of our group, but will be modified for a better experience, such as adding ACE, Task Force Radio and CUP Terrains. HOW TO JOIN To join our server, all you need is the required addons and the latest version of ArmA 3. REQUIRED ADDON LIST ACE3 ACEX CBA A3 CUP_Terrains_Core CUP_Terrains_Maps Task Force Radio HOW TO PLAY For those of you new players that have not played these style of missions, we will describe how to play. Insurgency is a mission of clearing red grid squares that indicates towns or buildings, within those red markers are hostiles. You objective is not only to clear red squares to turn them into blue or green squares, but also retrieve intel of ammo caches in the region. Intel can be in forms of cell phones, radios, documents, pictures and even talk to civilians for intel. Once intel is acquired, red question marks with a number next to it will pop up on the map. Those question marks will give the approximate distance in meters of the cache from the marker. Once you find the cache, you are to detonate the cache. Once all 12 ammo caches are detonated around the map, the mission will end and restart or move on to the next insurgency map. If players do not want to cache hunt anymore, that is fine. There are also randomly generated side missions that generate around the map, such as, Eliminate HVT's, destroy IED factories, Destroy enemy convoy, Capture and much more. These missions will also give the players rewards such as new vehicles and equipment back at main base if the task has been a success. Being part of our server with the Task Force Radio addon requires all players to join our Teamspeak server for communication. This allows players to have a better realism experience having to use radios to communicate from one side of the map to the other. This also allows better organization in the server for multiple teams of people to communicate with out stepping over each other with default in-game communications. SERVER INFORMATION Game Server IP = 69.197.155.74 Game Server Port = 2318 Teamspeak IP = 168.235.75.20:8954 Unit Website = http://www.1strb.us
  24. QWENCH Version 0.1 Git: https://github.com/code34/qwench.altis Hello, I tried yesterday to look at how Altis Life worked and start cleaning the repository. There was so much to clean up, useless code or insane trick, db management issues, and so on I have not seen yet, that finally this morning, I throw the sponge because I think it would be much easier to create a new generic server with generic tools that I have already made available to the community under the GPL license. My goal is to provide the server-side minimum required to allow anyone who wants to create RP servers (role play) to start in minutes and develop / modder directly what interests them. Do not think that it will do the work for you. The goal is to provide more efficient orders for coding good RP Basically the common base will translate like that, finally was the first idea that I have: - a ready-to-use module that manages the database. Dev just has to install extdb3, insert his credentials into a config file, and he can immediately use the server-side database through SQL queries - a message bus module that will manage all the exchanges between the clients and the server and minimize all the code to produce to do that. Client will be able to call functions on the server as if they were local (oo_bme) - no bullshit, just the minimun to do the job If you have ideas, or even share my vision, do not hesitate to show up, we may be doing great things together. I do not do it for money, for women, or for glory. If this project does not interest anyone, I would stop to focus on other developments, there is so much to do. Thanks to the google translator for his help, I must say that the language is a real obstacle to the sharing of ideas and that it is complicated to give as much as one would like.
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