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Found 146 results

  1. I made RHS air weapons and ACE Laser Guidance compatibility mod. I don't really have experience in scripting and ArmA modding in particular, so please feel free to report bugs or/and strange missile/bomb behaviour. Have fun! https://steamcommunity.com/sharedfiles/filedetails/?id=2786904792
  2. Find here one evergreen of Gruppe Adlers TvT Missions: Breaking Contact. Well suited for groups from 20 but living to its full potential with much higher player counts. Supports up to 112 players and many maps (CUP TP and more). Very high replayability value - free spawn selection. Best played in a roughly 2:1 attacker defender ratio. Dependencies CBA, ACE3, ACEX, RHS Escalation, TFAR, optionally RDS_CIV Mission Concept Russians have to protect their radio truck from destruction from US forces. At the same time they have to deploy antennas (send radio message) a preselected total amount of time to win. When deployed the radio truck is marked on the map for US. If US manages to neutralize the truck or kill all Russians, the game is over. At their start vehicle both factions can buy a limited range and number of vehicles with a preselected amount of credits. US forces have air superiority whereas Russians can field a little bit more raw fire power. Rules no respawn, no play area restrictions, ACE spectator, no scopes, basic medical, fixed loadout, quick start Parameters Time, Weather, US Spawn Distance, Money, Deploy time to win, Time Acceleration, Ingame Replay Accuracy, JIP time, BFT toggle, Civilian Traffic Toggle (needs RDS_CIV!) Setup Info * Doesnt work locally, you need a Dedicated Server * Opfor Commander Slot is mandatory, otherwise you are stuck in a waiting loop * For testing purposes with only one player you might fill up Blufor with AI Additional info * Admin slot is Zeus to help out teleporting JIP and fight bugs * Russians might redeploy, the sum of deployed time counts for winning - makes for very dynamic gameplay * Russians might buy a mobile radio box, which takes the radio truck as a relay. Sending on its own it only has half the power (or if the distance is above >500m from radio truck). This enables more static positions if necessary (destruction of radio truck does not lead to win anymore but only destruction of mobile box, if bought). * Its highly recommended to use the predefined amount of money * For every player there is a little bonus in money * Check the mouseover in the buy menu to get info about what you will purchase (Ammo Truck/Ammo M113 comes to mind) * You can eradicate the helipad in the buy menu when you are fully equipped to hide your spawn * Mission is localized in English and German * BIS dynamic group system can be used with <U> * US Camo automatically chosen (hardcoded for every map) * NVG are to be found in the start vehicles (HMMWV/radio truck) * Arrows above heads will disappear after 5mins ingame. They hint on Teamleads and SQLs to increase start time * There might be features I forgot to mention here šŸ™‚ Known issues in this version * JIP players will spawn in strange places. Use Admin Zeus to teleport them Currently supported maps Altis, Beketov, Bornholm, Chernarus, Chernarus Summer, Clafghan, Esseker, FATA, Gorgona, Capraia, Kunduz, Namalsk, Panthera, N'Ziwasogo, United Sahrani, Stratis, Sugarlake, Takistan, Tanoa, Taviana, Thirsk, VT5, Bystrica, Zargabad Download (ZIP, rename PBO to any island suffix you need. supported suffixes in compatibleIslands.txt) https://github.com/gruppe-adler/TvT_BreakingContact.Stratis/releases/tag/2.9.0 Source https://github.com/gruppe-adler/TvT_BreakingContact.Stratis (conversion for other maps than stratis is done with build script) I will continue to tweak and balance the game mode and release stable versions when I see fit. Please report any issues or make proposals to github. Screenshots http://imgur.com/a/QNhju
  3. I'm trying to come up with a way to change the wounds inflicted by bullets in the ACE medical system. For example, if shot with a bullet, change the possible wounds from 'avulsion'/'velocity wound'/etc. to 'bruise'/'crushed tissue'. Ideally I'd like to alter the values that are passed to ACE woundsHandler function, but I'm not sure how all that is implemented. Anyone got insight on this?
  4. ***PLEASE NOTE THIS IS A WORK IN PROGRESS*** Hello There! I am currently in the process of designing a Campaign and want feedback on my idea and eventually when I start rolling out mission's them as well. Since moving over to ACE I've loved the ballistic system as part of it. I was inspired by Igneous01 - ArmA 2 Campaign and wanted to create something similar but on the ArmA 3 Platform. However, I wanted to make something that is also co-op but was unsure if that is possible so please feel free to comment down below. I also didn't want thousands of mods I wanted to use mods that are the most popular on the Steam Workshop but like I've said if you have any suggestions please mention them below. Here's a general summary of my campaign: MODS: ACE RHS USAF RHS AFRF Apex Now I know this campaign won't be for everyone but I would appreciate any idea's that great community can provide. ***PLEASE NOTE THIS IS A WORK IN PROGRESS***
  5. Hi, I ran into a problem which is completely new for me. When i start my server and i log in as admin the configure addons option for server is greyed out. Ive never ran into this problem with any dedicated server before. So I'm quite confused i also couldn't find a solution on the internet. Can someone maybe explain this issue to me? Kind regards
  6. GaryTheNoTrashCougar

    Help - getVariable (ACE)

    Trying to make a displayCtrl for blood loss when using ace. Problem I'm having is trying to get blood level value: player getVariable "ace_medical_bloodVolume"; This works in debug console but is not recognised in my script. I'm not familiar with returning variables from mods, do I have to define something in order to pass the variable through to my script?
  7. So after downloading all the ace mods inducing the medical system, the AI keeps healing even tho they don't get a medkit. The problem with disabling Medical AI is that even if they do have a medkit, they won't heal themself. Does anyone know how to fix it so that they can only heal themselfs when they have a medkit/FAK in their inventory?
  8. 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 ā™„ā™„ā™„ā™„ 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 ā™„ā™„ā™„ā™„). 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.
  9. Hello guys... A little context, I was editing a mission using "MOD MLV PROYECTO 1982" and then I realize that units wearing mod uniforms and helmets are immortal if you shot at them (tried every weapon), this only happens when the ace mod is loaded. The point is I need to create a mod to fix this compatibility issue with the addon "MOD MLV PROYECTO 1982", is there a code template or something? Please help ACE https://steamcommunity.com/sharedfiles/filedetails/?id=463939057 MOD MLV PROYECTO 1982 https://steamcommunity.com/sharedfiles/filedetails/?id=1266670664 Mission file https://drive.google.com/file/d/1L1jxLbMwtTdyiX0fhG7xRItTXWlXlbWh/view?usp=sharing Addons preset for the mission https://drive.google.com/file/d/1dP-cbQc8G8BulpdwhVYsSvsTY1MdORgh/view?usp=sharing
  10. Good day/night. At the moment i'm trying to make a co-op S.T.A.L.K.E.R survival mission with ACE3 for my group, and there are only RPservers mods that only allows you to play in their servers and don't let you play with ACE3. So I chose to use a mod from the workshop posted by sir.ghostington (He took the mutants from a dead RPserver mod that don't let the ace work), but I have a problem, the mutants don't understand the ACE3's damage. So, what should I do to make the mutants work with ACE3 ? How can I create a patch for this mod? (I don't know so much about scripting but I have some tools)
  11. Arma Project ā€“ is a player community that was created for hosting team-based tactical games that imitate real-life armed conflicts through the use of modern technical means. The project aims to achieve interesting, tactically coordinated plays of already created missions. One life per mission, first-person only, no bots, realistic camouflage, armament and vehicles. Main event ā€“ Arma Project Games (APG) runs on Fridays and Saturdays from 21:00 Moscow time (GMT+3). Games run on their own assembly of mods for ArmA 2 Operation Arrowhead, based on Advanced Combat Environment 2 (Complicates ballistics, adds many weapons, equipment, artillery, etc.), many additional islands (Napf, Winter Cherno and Vostok, Caribou, Emita, Fallujah, Fata , Isla Duala, Franken, Zernovo, Isola Di Capraia, Lingor, Celle, Panthera, Queshkibrul, Sahrani, Thirsk, Spritzisland, etc.), many additional mods (RHS, weapons, vehicles, uniforms, various features, etc.), and also a radio exchange mod. The game on the project is very different from vanilla ArmA 2, adding realism, simulator and complicated model of ballistics / weapons / equipment. Arma Project Games (APG) There are 2-3 missions for 100-220 slots; confrontation between two sides (red and blue), which consist of 3-8 detachments with their own commanders and structures; the parties prepare in advance for the mission: they plan their actions, arrangement, tasks, etc. Each mission takes between 30 minutes and 2.5 hours. TeamSpeak: ts.armaproject.ru It was originally a Russian community, but recently we present the English version of the ArmaProject! Translated information about the project, game installation, short rules, Steam guide and community, forum interface and home page. Przewodnik dla początku gry na polskim (Polish guide) An non-Russian section of the forum has been created for communication. TeamSpeak has translators to answer questions and guide you through the game. We look forward to new players and your feedback!
  12. I made this little thing so that enemies will actually surrender sometimes and you're not forced to genocide them all. It was originally something that I saw Larrow use to make people sit in chairs until they detected an enemy, but I changed it to serve its current function. _h = this spawn { waitUntil {morale _this <= -0.5 && _this call BIS_fnc_enemyDetected}; _this action ["Eject", vehicle _this]; ["ace_captives_setSurrendered",[_this,true]] call CBA_fnc_globalEvent; }; You put it in any unit's init line. If they can see an enemy and their morale goes below -0.5 they will surrender. If they're in a vehicle they should also get out before doing so, but it might not work as expected. You can change the morale level check to to be whatever you want, but be warned: Arma's morale levels are really weird. You also cannot set a unit's morale or change it in any way except through indirect means. All you can do is check its value. Morale can fluctuate between -1.0 and 1.0. Everyone's morale seems to start at 0.8 no matter what their courage or stats are. Courage does, however, affect the rate at which morale recovers after a traumatic event. Courageous units will shake off suppression more quickly than cowardly units, but they will both be suppressed the same amount. If you shoot 30 rounds full auto all around a guy from a few feet away but don't hit him his morale will always drop to exactly 0.198438, at least when I tested it in virtual reality. Once it hits this number it doesn't seem to go any lower unless they get hurt or something else happens at which point it will start to go into the negatives i.e. -0.158. It may also go into the negatives if nearby friends are also suppressed. I don't know exactly what affects morale, but I assume the following: Helps morale: - Being healed - Healing someone else - Killing an enemy - Shooting at an enemy/suppressing an enemy - Nearby friendlies, especially heavy equipment - Large number of units in squad - Outnumbering the enemy and knowing it Hurts morale: - Friendlies dying or being hurt - Killing civilians - Being shot at/suppressed - Strong/powerful enemy units nearby such as tanks or airplanes - Being outnumbered by the enemy and knowing it - Enemies in extremely close proximity or in multiple directions (flanks) You should really edit it based on the units you're using with it. For a WW2 mission with battle-hardened soldiers I chose -0.75. They won't give up easily, but if you kill a lot of people in their squad, spray them with bullets for a long time or flank them really bad and cut them off from everyone else they'll give up. If you wanted something more like Saddam Hussein's army during the coalition invasion then maybe set it for -0.25 or -0.15. You have to experiment a little to find the sweet spot. This way, if you wanted to, you could end a battle without killing a single person just by having overwhelming superiority and firepower. I thought someone might find it useful so I'm posting it here. Obviously, you need ACE, but you can edit this little script to make the enemy surrender in another way that doesn't require ACE if you want to. It is possible that this can cause a weird form of script lag in missions with a large amount of units. This manifests itself as S.T.A.L.K.E.R.: Shadow Of Chernobyl-style microstutter. I believe this is because the engine will check every second for their morale levels until they either surrender or die which can overload the engine. This can seemingly be mitigated to an extent by using the NO LOGS parameter in the Arma 3 launcher.
  13. We have a mission with no ACE modules but the server has ACE on it. This lets players with a vanilla setup join and means we are using the ACE Basic Medical system. I would like to create and automatic heal system triggered by the player entering an area to fully heal any player who enters. There appears to be a function to do this for the Advanced Medical system but I don't see how to do it for the Basic Medical system. All help gratefully received. S
  14. Marshall's Tandem Mod for a few months, I've been working on a tandem skydiving mod and today I'm proud to announce that ill be releasing this mod to steam workshop in the next few weeks I am working on the final touches to make this mod be able to move from the Alpha build to open it up for a public Beta. below is some media showcasing the mod and after that is a list of current and future features. Media: Current Features: ACE Compatibility from launch BackpackOnChest by DerZade Compatibility from launch Compatibility with most base and modded parachutes (primarily tested with base game steerable parachute) Compatibility with both walking to deploy (I.e C-130 or C-17) but also from seated air vehicles (I.e Helicopters) Item required to establish a tandem mode Fully Multiplayer Compatible Planed Features: Clipping in and out sound effect Custom animations for the actual fall Custom animations for in-vehicle (Long Term) Below I may or may not have put a small trailer that i quickly made as a showcase i do plan on doing a proper cinematic trailer for the mod in the future How to use the mod on the release: go to an arsenal and get a tandem harness and parachute From land: 2. find a tandem buddy and use ace interact with them and attach them 3. then jump off an edge :)))) From a Vehicle: 2. Jump in a passenger seat in an air vehicle both you and your tandem buddy need to be in a cargo seat 3. use ace interact on the buddy you want to jump with and select jump with tandem (or something like that) Required Mods: ACE BackpackOnChest CBA_A3
  15. Good evening everyone, I was making a mission but i'm kinda stuck at some point of the code. Would really appreciate some help ^^. Idea of the code: - Create an addAction on a vehicle instantly healing the crew (or just the injured soldier inside the vehicle), - addAction should only be visible (or activated) by medics who should be inside the vehicle to activate (that last part works with a 2m radius for the addAction), - Code for a multiplayer mission. Current code (in the init of the vehicle, vehicle name : "healing_vec_2") : this addAction [ "Heal", { {[objNull, player] call ace_medical_treatment_fnc_fullHeal} forEach crew healing_vec_2; }, nil, 1.5, true, true, "", "true", 2, false, "", "" ]; Current issues: - I have absolutly no idea how to condition on being a medic in order to see the action, - (Only tested it on an IA inside the vehicle), apparently it only works on the player activating the action, the AI still had the legs injured. Any idea how i could rewrite this code to make it work? Thks for the help everyone!
  16. Hi everyone, I've been playing with ace for a few months and at first with when I took my pulse or checked my blood pressure, I came up with numbers, example: Blood pressure is 51/54. Shortly after, it started to come out in a simpler way, but for me it was better, example: The pulse is normal. The problem is that at times it comes out with the first example and sometimes with the second, but I want it to be the 2nd format at all times since for me it is more comfortable. Does anyone know how I could do it? Thanks, greetings and sorry for my English as a translator.
  17. Welcome to The Graveyard Shift! About us: We are a casual ARMA 3 community made up of some friendly people from around the UK and Europe. Our group originates from the days of ARMA 2 and have close friendships at our core, but are looking to expand our community. We are not a mil-sim group, so there are no ranks, forced roles, or entry requirements. We aim to have a regular session every Tuesday and Saturday but often play throughout the week. Discord: Join us on our discord server: The Graveyard Shift https://discord.gg/WCe7VGg ARMA 3 Unit: Our ARMA 3 unit profile can be found at: https://units.arma3.com/unit/graveyardshift Steam Group: You can find our steam group here: https://steamcommunity.com/groups/The_Graveyard_Shift Game Server: We have our own dedicated server, hosted in the UK, running a moderate selection of cherry-picked mods such as ACE, ACRE & RHS, etc. Search for [TheGraveyardShift] in the server browser. or direct connect with the IP address; 5.62.127.136:22000 See discord for full mods lists.
  18. Hello Arma Forums! My tiny group just got a dedicated server and I am setting it up. I was able to verify vanilla Arma and modded Arma (CBA_A3, ace, ACE 3 Extension (Placeables), ACE 3 Extension (Animations and Actions), Unsung) all works with no issues. However, trying to add ACE Vehicle Medical mod will give my client a key mismatch with MIRA_Vehicle_Medical.pbo. Looking at the server logs shows that the server does successfully start up, with no obvious mention of issues. It even shows the Vehicle Medical mod has initialized. Here is what I have done to troubleshoot/fix the issue: - Used FTP server to upload mod to server - Used provider's Workshop Mod Download script to install the mod - Uploading my own keys to the server (and the other way around) - Reinstalled the mod on my own side - Changed server from 64-bit to 32-bit (changed it back to x64 after) - Renamed folder mod is located in - Downloaded the .bisign file from server to compare client and server .bisign. They were both the same. - Checked for BE bans or any other BE issue - Verify I have loaded all the dependencies for Ace Medical Vehicle (which are ACE and CBA) - Switch around the load order for Ace Medical Vehicle (Always kept CBA first and ACE second in the load order) I did notice the Ace Vehicle Medical folder does not have a Keys folder with it, both on client and server side. I looked through the Keys folder in the Arma root, and couldn't find anything there for both client and server. I read on a forum post that .bikey files are used to check if the keys are matching, but Ace Vehicle Medical doesn't seem to come with one. This is where I think my issue may lie, but I am not too sure. This is my first time administrating an Arma server, so I could just be missing something. The most current log from the server is in the spoiler. Please let me know if I can provide any other information or some screenshots! Thank you.
  19. COMBAT REALISM SCRIPTS DESCRIPTION: Combat Realism Scripts is a totally addon-free set of light weight scripts for Arma 3 which enhance the gameplay in your mission. Features are SP, MP, and Dedicated compatible. Script will deactivate itself if it detects ACE running. VIDEO: SCREENSHOTS: N/A FEATURES: Features listed in italic font are not yet developed Backblast - Knocks down & severely injures those in your backblast radius Cookoff Deafness Disposable Launchers - Single-use disposable launchers Flashbang - RGN Grenade acts as a flashbang; also blinds AI Flashlight - Simply plays a sound when you toggle your flashlight/laser Fragmentation Grenade - RGO Grenades spew shrapnel upon detonation Hand Flares Holster Weapon - You can holster your sidearm/sling rifle on your back Interact Medical System STFU CARL - Mutes your character's voice Shoulder Tap Surrender - You can surrender. You are released when a friendly is <3m away Tactical Hand Gestures - Perform tactical hand gestures Tactical Point - Player points at what he's Tactical Pinging Tear Gas Weapons Animations - Appropriate animations when mounting/dismounting attachments Weapon Jamming - Rare chance for weapon to jam while firing Weapon Safety - Switch weapon to safe, to help prevent negligent discharges Wire Cutters More features may get added to the list. All features can be easily configured / disabled by the mission designer. TO DO LIST: Improve/rewrite current features (They're mostly proof of concept and need to be expanded upon) Add the features listed in italic font KNOWN BUGS: Post-process effects do not reset after being backblasted Weapon attachment animations play when moving attachment into/out of container CREDITS: Phronk: Script Creator Bohemia Interactive: Sounds, models, textures, animations TESTERS: Chaser (ATCAG) KingCarter (ATCAG) Phoenix (ATCAG) PRYMSUSPEC (22.NOV.2017) Version: 0.1 Size: 22 KB DOWNLOAD LINK - (Google Drive) DOWNLOAD LINK - (Steam Workshop - Unavailable) DOWNLOAD LINK - (Armaholic) CHANGE-LOG: (22.NOV.2017) - v0.1 Initial release
  20. I've recently setup a dedicated server and installed Ace on to the mission. Problem is even logged on as admin I cannot seem to make the server override the client settings. So I figured the next option is to force the override via the cba_setting.sqf but I don't exactly know what to put in that file. I took a look in CBA setting github page, do I just enter 'On Server 2 Force: Server > All' into the sqf?
  21. Before I start yes I have read the ACE documentation. The problem is that I find either the documentation or my ability to read it lacking. So why even use config and not scripts as there are many examples of those? Well I think that if the config option would work it would be an easier way to include actions within certain categories and with custom icons etc (adding my own parent categories like the equipment and gesture ones that are already in will be a problem for the next phase). Anyway does anyone know how one is to actually use an action defined in a config (I assume description.ext would suffice, if not the a dedicated file)? Not only is the one given example broken there is no mention how you are to add the action to an object/class or am I missing something obvious here?
  22. Hello everyone! I have been diving into the ACE Advanced Ballistics recently, as our unit decided to try and add a dedicated Sniper team to our roster. After a few weeks of testing and reading guide/watching tutorials (none of which seem to know everything, had to figure out stuff by researching real life ballistics and dive into the config files), I think I have a decent grasp of the mechanics, and our first Sniper team trials work prefectly. Right now, we are using a modded Sniper Weapon System (SWS) with a G1 ballistic coefficient, which pairs well with the C1 model used by the AtragMX ballistic calculator, so all is good. That being said, we might want to expand in the future to allow the team to field a variety of SWS, so I have been scouting other modded weapons. The community has made some awesome models and weapons in general, but I noticed many of those are coded with the G7 drag model (in their config files, I mean). Now, I know G7 is better suited for long-range shooting, as it is made for a boat-tailed bullet, whereas the G1 model is for flat-based bullets, so I'd be all for using G7. The issue is that the AtragMX only computes with C1 (which is pretty close to G1), and not with G7, and this won't change anytime soon (I specifically asked one of the ACE modders). My question would be: how would you use a G7-coded weapon with the AtragMX? So far, here's the solutions I've gathered: I know one can calibrate the drag model with the Truing Tool, but that would give a new C1 value. Would that work? Would it be better to tweak the config of the weapon with a G1 BC? I found a Ballistic coefficient converter online, would converting to C1 and then truing the BC work? Someone suggested using real-life calculators, like Applied ballistics, but we'd rather keep it in-game as much as possible, and we can't really ask all of our snipers to buy a 30 dollars app. If anyone has a good suggestion, I'd be grateful and all ears! šŸ˜„
  23. Good day, I am currently at a dead end of the MP mission I am trying to create for my unit, solely with ALiVE modules, I don't really use any MCC features but just wanted to leave it loaded in case I need to create a scenario while the mission is running. I wanted to add specific vehicle cargo (custom loadout) in a medevac vehicle(RHS Asset), such as ace medical items. So our medics can replenish their inventory from the vehicle. I did this by adding this in the vehicle's init field: In addition I also added scripts on some vehicles and units init field to assign as ALiVE Combat Support so that ALiVE would work with VCOM accordingly, I followed this steps from ALiVE's FAQ site. I followed what's in the red box: But when I start the mission, the mission loads twice and respawns the vehicles rendering all the scripts I've put useless. I can't figure out how to stop the vehicles from respawning when the mission loads the second time or to have the script run at a specific time so it would execute once the mission finishes loading "Completely". Here's a 5 min. video to show what I am trying to do. https://youtu.be/3nxOfavKnBY TIA! PS: I don't know how to title this since I'm not exactly sure what's happening to name it properly. So my apologies if it's misleading.
  24. ADV - ACE CPR Giving you a second chance if your everyday CPR doesn't do squat. UPDATED INFO: Dear community! I spent a lot of time here on the board and writing mods for my own community and you to use. And it has always been fun for me. But I haven't played Arma in over a year now and modding without using the fruits of one owns labour would be equally selfless and tedious. So I quietly waited out the end-of-life timer of my mod, as it was only a question of time when aceĀ³ would release their medical rewrite. As of 1. January 2020 this has now happened. I therefore decided to drop my work on ADV - ACE CPR completely. My mod still works with aceĀ³ versions below 3.12.6, so there's still the option to keep using it (but I'd recommend dropping my mod to update aceĀ³ to the newest version!). Additionally you may visit my github and download all my ADV-ACE CPR data and modify, rework or base your own work, and distribute the mod as you see fit. The licence has been updated to reflect this, as with version 1.5.7 only the aceĀ³ provided GPL 2.0 licence applies. Please feel free to post links to your work in this thread, so I can include the successors of ADV - ACE CPR in this first post. Sometimes I may even still come here and take a look at questions, but please don't expect too quick an answer. I have to thank the whole community for their positivity, help and support not just for me, but for every mod creator out there. When I started I didn't think something so small and simple as a mod that simply modifies the way CPR works, would be used so widely and by so many people. I'm thankful to have had this opportunity. You guys have been lovely to work with and I hope someone will pick up the lantern and provide you with the additional medical mods you need! Have fun! Current versions that came to my attention: ///////////////// OLD TEXT: My community and I had a serious problem with the way ACE handles its CPR. If you're playing with ace_medical_enableRevive=1 you might have found out that CPR practically does nothing as long as your patient has no pulse (i.e. is in the revive state). You would need to use a Personal Aid Kit to revive your patient, setting all his health variables back to their start values - practically doing a magical heal with the magical wand called PAK. With adv_aceCPR you can finally use CPR to get someone out of the revive state without healing him completely, making gameplay much more interesting. After successfully "stabilizing" the patient, he/she will have a basic pulse of at least 30bpm. ACE-doctors have a 40% success rate and ACE-medics have a 15% success rate. Regular riflemen can resuscitate a patient, but they will have a much lower success rate. They can still keep the patient from dying due to an expired revive timer though. The success rate is lowered if the patient looses blood and is raised if the patient received Epinephrine right before CPR. The minimum rate is always 2%, unless the player starts with a success probability of 0 (look at "For mission builders" for additonal info). Depending on your settings (adv_aceCPR_maxTime, see below) you might be too late to resuscitate a player with CPR alone - in that case I have good news for you: With version 1.4.0 a new item has been added to ADV - ACE CPR: A defibrillator. The defibrillator works almost like the CPR action, but you have to have an AED in your inventory and it's much faster and the success rate is way higher. Using the defibrillator will induce pain to all units who stand too close to a patient when the defibrillator is used (except for the operator). You can only use the defibrillator if you're a medic (ace_medical_medicClass > 0). With version 1.5.4 I have added the option to use stationary AEDs. You can set the stationary AED objects via CBA settings. Default is Land_Defibrillator_F. You can place a stationary AED via editor or curator. Players can approach the item and use an ACE action to activate the stationary AED. By activating it they have 12 seconds to use it on any unconscious patient in a radius of five meters. After 12 seconds the stationary AED will deactivate again. I recommend using ADV - ACE Splint additionally to ADV - ACE CPR - not just because I'm the modest author, but because these two mods offer the things I felt missing in the current version of ACEĀ³. Download: The most current version (1.5.7) can be downloaded here: https://github.com/Pergor/ADV_Medical/releases/download/1.5.7/@adv_aceCPR.zip Or get it at armaholic (thanks to foxhound!): ADV - ACE CPR v1.5.5 For now I uploaded ADV-ACE CPR to Steam Workshop as well: http://steamcommunity.com/sharedfiles/filedetails/?id=1104460924 Advanced Combat Environment 3 (ACE 3) Community Base addons A3 The Addon is signed and has a bikey. And of course ACEĀ³ is needed - adv_aceCPR works with at least version 3.12.6 For mission builders: You can set the probabilities for successful resuscitation individually depending on the value for ace_medical_medicClass a player's unit has, or the time to be added to the revive timer or the duration during which CPR can still be applied successfully. The easiest way to do this is via CBA Settings ( https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System ). Alternatively you can use the following variables in your mission: adv_aceCPR_probabilities = [40,15,5,85]; //the first entry is for ace_medical_medicClass == 2, the second for == 1, the third for regular units with ace_medical_medicClass == 0 and the fourth one for the defibrillator. So if you want to disable CPR for any player with less than ace_medical_medicClass below 2 just use something like this: adv_aceCPR_probabilities = [40,0,0,85]; The time to be added to the revive timer (+/-3 seconds) can additionally be set with this variable (default is 30, maximum is 40, minimum is 15 - if set to anything below 18 there's a chance you spend more time on CPR than you gain): adv_aceCPR_addTime = 30; To set the duration during which CPR can still be applied successfully, you can set adv_aceCPR_maxTime. (Eg. if your ace_medical_maxReviveTime is 600 seconds and you want players to only be able to resuscitate patients for 300 seconds, set it to 300. If the value is higher than ace_medical_maxReviveTime, it will revert to ace_medical_maxReviveTime). After this time you have to use AED or PAK to resuscitate a player (default is 1200). In other words: after adv_aceCPR_maxTime each CPR only adds time to the revive timer, it won't bring your buddies back: adv_aceCPR_maxTime = 300; The classname for the defribrillator item is "adv_aceCPR_AED" I highly recommend to adjust the values for adv_aceCPR_probabilities when handing out the AED. Current issues: - Unknown Special thanks: - LeWarz and the whole Spezialeinheit Luchs for playtesting - Markus from Boom Tools Filmton for his support and the AED sound! - T.Fork - NorX Aengell - DeliciousJaffa - GodofMonkeys - veteran29 - corp-0 Changelog: 1.5.7: Updated: licence And of course, the licence: This addon - as a whole - is allowed to be copied, distributed or modified as per the GPL-2.0 licence. Additional terms apply for the usage of this addon: You may not use this addon or parts or derivatives of it for any commercial purposes, including monetized game servers. This addon or parts or derivatives of it may not be used in any derivative of Life gamemode. Different licences may apply to parts of this addon if it's not copied or distributed as a whole.
  25. Task Force Sentinel Task Force Sentinel is designed for players seeking a fun, professional, and challenging (milsim) experience. Our unit focuses on Combined Arms Operations modeled after the 1st Battalion 8th Marine Regiment (REIN) and Marine Fighter Attack Squadron 531 (REIN) in a setting of 2035. We are a community of players who love ARMA 3 and play it with a realistic mentality ā€” using teamwork, unselfish role-playing, and with mods and communication technologies to emulate a serious military experience in a fun and relaxed gaming environment. Our goal is to effectively and efficiently bring true real-world tactics to in-game operations. While we are a relaxed group of individuals, in-game operations are taken seriously. 1st Battalion 8th Marine Regiment 1st Battalion 8th Marine Regiment here is centered around light Infantry that utilizes Infantry tactics and Mechanised vehicles to accomplish operations. We play on liberation where we teach techniques that makes us capable of arriving by land, sea, and air to conduct various additional operations included to but not limited to seizing key terrain such as Beachheads & strategic facilities; Deliberate and hasty Ambushes on enemy patrols and logistics. 2nd Assault Amphibian Battalion 2nd Assault Amphibian Battalion is our Amphibious Assault unit that is attached to the 1st battalion 8th marines regiment to support our amphibious invasions and our infantry in Mechanised Warfare with the use of the new amphibious combat vehicle based on the ARMA 3 Pandur. Marine Fighter Attack Squadron 531 VMFA 531 (REIN) is the air combat arm of Task Force Sentinel sporting the CH-53E, UH-1Y, AH-1Z from RHS, and the F-35B from Firewill's aircraft collection. 1st Air Naval Gunfire Liason Company 1st ANGLICO is a US Marine Special Operations section focused on directing the devastating firepower of the Aviation and Artillery assets available, and the collection of intel to support air assault and airborne operations. Additional Info: If you are interested in learning more about us but are not quite ready to apply, we recommend you join our Teamspeak Server and talk with one of our members: 96.71.184.86:9993 or try our discord: https://discord.gg/84Epvm4fB5
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