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Found 72 results

  1. So one of the missions i'm trying to design, a covert element is moving behind enemy lines in Tanoa. Their mission is to find and rescue civilians that have been kidnapped from the local villages and sold to human traffickers, while also taking out the different camps and higher ups within the network. Now just so you are aware, ACE is being used in this mission and I was going to try to take advantage of the captive systems within the mod as much as I could. I want the guys on the ground to rescue the captives, have the captives join their team temporarily, then the team will escort the captives to an extraction helicopter to get them to safety. As soon as the captive is loaded, I want them to leave the team so the leader is no longer responsible for them.
  2. Hi we play in a group using ACE3 and ALiVE, Sometimes someone is badly hit, he is in stable conditions but still do not recover the conscience and the medic has run out of Personal Aid Kits or Saline bags to fully recover the player. We want to call a medevac (generated by ALiVE, so the chopper does not have a "name" we could use), evacuate the casualty to base, and as soon as the medevac chopper helicopter lands in the medic helipad, cure the injured running a function. in the code that is ran on the Alive Helicopter is : this setVariable ["ACE_isMedicalVehicle", 1, true]; so the injured stops bleeding. the trigger at the helipad has the following condition _x isKindOf "air" && isTouchingGround _x && player in thislist and on activation : {[_caller, _target] remoteExecCall ["ACE_medical_fnc_treatmentAdvanced_fullHealLocal", _x, false];} forEach thisList; Well, we have been unable to make it work and heal people inside the chopper. For example, changing condition to "this" allows anyone who gets out of the chopper and step on the helipad (where the trigger is) to get instantly healed. The problem is that most of the guys in the helo are usually unconscious, therefore, are unable to make any action to get out. or use an "addaction" which would solve the problem. We thought: wait a minute, if we kick them out of the chopper and fall on the helipad they will be instantly cured! so we have tried adding another trigger on top of the healing one to eject players out fo the chopper, but it does not work. We have tried with Getout: unit action ["getOut", targetVehicle] we have tried with eject: unit action ["eject", vehicle] none worked, we assume that the problem was that the players in the back of the chooper count as cargo, Please, Note that we are playing with an helicopter generated by ALiVE, so it has no name to refer to, and ACE3, so solutions such as "set damage 0" will not work. Any idea how to solve this? Either healing them when the chopper lands on the helipad or alternatively, with another trigger to kick players out of the chopper after landing so they fall on the helipad. The trigger must work in multiplayer, either on dedicated servers or on hosted server. Our programming skills are very limited, so if you post a solution that we can just copy and paste it would be greatly appreciated. Thanks in advance for your help.
  3. This mod allows you to attach and detach the RHSUSAF PVS-27 using the ACE3 self-interact menu while using the RHSUSAF M8541A optic or the TA31RCO (Desert). Please note that this only works with the desert colored RCO (ACOG) because there's only currently a model of the Tan ACOG with the PVS-27 in RHSUSAF. As soon as more optic/PVS-27 combos are available from RHS, I'll incorporate them into this mod. I've tested this in SP and on a dedicated server without issue. If there are issues in local MP, please let me know. Feel free to use any or all of this mod, and change it as you see fit. If you wind up using this in a project, I'd appreciate a nod. Thanks to the RHS and ACE3 teams for their awesome content. Special thanks to pabstmirror from the ACE3 team for help on this! Thanks to voiper for his/her writeup on the ACE Interact framework. This is my first mod released to the community - be gentle. I'll try to un@#$% any issues that are found. Thanks http://steamcommunity.com/sharedfiles/filedetails/?id=933524188 http://www.armaholic.com/page.php?id=32794 Changelog: v0.3 -Added hints when PVS-27 attached and removed -Added error handling for instances where the PVS-27+daylight scope combo is incompatible (e.g. An RHS M4 variant with the ACOG+PVS-27 combo) v0.2 -Updated to allow usage of the PVS-27 with the TA31RCO (Desert). -Fixed bug where the interaction would show up if you had a PVS-27 in inventory but an inappropriate scope to match. v0.1 - first release
  4. GoDlike_RU

    [COOP19]Breakthrough

    About mission: Breakthrough is a COOP mission best played with 8-19 players. This is 3rd mission in my Takistan missions series and surely not the last one! It's April 2017 in Takistan. We made huge progress past year in destroying ISIS and we hope to crush them by the end of the year. Campaign is a success for us, both in politics and war terms. We are getting more and more feared in other countries, our plan seems to work well. The one and only problem in our campaign is (as always) the USA. They started their operation in Takistan after our numerous successes. They want to rule global politics once again but we won't let them. We need to strike fast and gain control of majority of Takistan before they do. We still have initial advantage, let's not lose it. Mission description: Finally this day came. We are at the Jilavur military base on the frontline. Thanks to our specnaz units we can now assault the town with full force. Enemy dug in at the Feruz Abad town. They prepared two defense lines. We need to break through them. You need to split to two teams. One should head to north of the town and the other one with tank to south. DO NOT assault the defense lines alone. When you are ready call 0-0-1 for the friendly forces to attack from our base. We prepared armored vehicles to support you. Be aware that this will trigger all enemy units from town to defense their positions so expect heavy resistance. In the north there's enemy checkpoint north of the town. We also have information about enemy rocket artillery units in Falar city. Don't enter the town until you dealt with them or they'll toast you. Remember that you can always kill enemy artillery crew and use it to support our attack on the defense lines. After you deal with the artillery you can attack enemy HQ from the north together with south team. Ambush enemy tanks heading to first defense line and then support our attack at the second line and town. You've been supplied with a lot of Anti-tank weapons if your tank gets destroyed but try not to lose it. Try to eliminate their AA guns so our chopper can support you in every fight, it's guided rockets are deadly for both infantry and vehicles. Features: Vehicles and air support - Show your skill Replayability - Randomization Two teams layout - Two different set of tasks Freedom - It's up to you how to deal with most of objectives I tested this mission extensively with my friends and I can't find any bugs. Please contact me by steam or in comments if you see any bug or have a feature request! I will be happy to help. Join in progress is NOT supported but im not disabling it to allow in-game unit switching! Requirements: CUP RHS ACE3 (if you do not want to use it, just install it and disable all its functionality) Task Force Radio (if you do not want to use it, just install it and disable all its functionality) Known issues: - Crash when unconscious and trying to respawn THIS IS NOT MISSION BUG. I can't fix it. This is ARMA 3 or ACE3 bug. Workaround: respawn after you died, not while you are unconscious Download: Steam - http://steamcommunity.com/sharedfiles/filedetails/?id=933826356 Github - https://github.com/GodlikeRU/GoDlike-ARMA-3-missions Screenshots: Best viewed on steam workshop page. How to avoid problems: I did my best to ensure that mission will work as it should but here are some tips to make playthrough errorless: Please don't use Join-In-Progress. Start the mission only when all players are loaded in briefing screen. Don't use saves. Why so many mods?: There are just two big mods here (CUP,RHS) and small ACE,CBA, TFR so 5 mods in overall. Why there are so many mods in the list? There are minimods from ACE that ensures compatibility between RHS, CUP and ACE but they're very small. Not all mods may be mandatory. For example CUP CWA may not be needed same as RHS GREF and mission may work without them but for best experience I recommend to have them all anyway. Source Code: Available here - https://github.com/GodlikeRU/GoDlike-ARMA-3-missions
  5. About mission: Russian Roulette is a COOP mission best played with 4-9 players. It's April 2017 in Takistan. We made huge progress past year in destroying ISIS and we hope to crush them by the end of the year. Campaign is a success for us, both in politics and war terms. We are getting more and more feared in other countries, our plan seems to work well. The one and only problem in our campaign is (as always) the USA. They started their operation in Takistan after our numerous successes. They want to rule global politics once again but we won't let them. We need to strike fast and gain control of majority of Takistan before they do. We still have initial advantage, let's not lose it. Features: Bomb defusal - Loud or stealth, two different ways to defuse Replayability - Randomization Tactical stealth action Convoy ambush I tested this mission extensively with my friends and I can't find any bugs. Please contact me by steam or in comments if you see any bug or have a feature request! I will be happy to help. This mission is technically advanced in terms of scripts so there may still be bugs. Please report them to me :) Join in progress is NOT supported but im not disabling it to allow in-game unit switching! Requirements: CUP RHS ACE3 (if you do not want to use it, just install it and disable all its functionality) Task Force Radio (if you do not want to use it, just install it and disable all its functionality) Why so many mods?: There are just two big mods here (CUP,RHS) and small ACE,CBA, TFR so 5 mods in overall. Why there are so many mods in the list? There are minimods from ACE that ensures compatibility between RHS, CUP and ACE but they're very small. Not all mods may be mandatory. For example CUP CWA may not be needed same as RHS GREF and mission may work without them but for best experience I recommend to have them all anyway. Known issues: - Nothing for now Download: Steam - http://steamcommunity.com/sharedfiles/filedetails/?id=911029319 Github - https://github.com/GodlikeRU/GoDlike-ARMA-3-missions Screenshots: Best viewed on steam workshop page. Feedback/Bug Reports: Please tell me if you enjoyed my mission (or not). You can contact me here or on steam. I tested this mission with my friends and I can't find any bugs now. Tell me about any bugs you may encounter. I'll try to fix them ASAP. I did my best to correct any mistakes in text but im not a native english speaker, please tell me if you find any. If I see that You enjoyed my mission I will make next parts in future. Regards
  6. Hello guys! I would like to show You my latest creation. Feels best when played with 8-19 players. About mission: It's March 2017. USA can't simply stand aside and watch how Russia is being called 'Hero' in mass media because they're the only one to support Takistan's government in their fight. We will strike today to show everyone that USA is still monitoring the situation. Your main objective will be to kill the regional ISIS leader Abdul Ak-Sahrim who is hiding inside a big town in far east. Feels easy huh? Well it is not because enemy has a lot of outposts between our forces and their leader. Not even counting armored support. Their vehicles and weaponry are mostly outdated but still deadly, you should know that best. We need to regain respect on the world and when you succeed we will commence another operation, this time on a big scale. Don't dissapoint us son. Requirements: RHS CUP ACE3 (if you do not want to use ACE, just install it and disable all its functionality) ACE3 compatibility plugins (optional but you should have them anyway) Task Force Radio now Download: Steam - http://steamcommunity.com/sharedfiles/filedetails/?id=886207077 Github - https://github.com/GodlikeRU/GoDlike-ARMA-3-missions Screenshots: Best viewed on steam workshop page. Feedback/Bug Reports: Please tell me if you enjoyed my mission (or not). You can contact me here or on steam. I tested this mission with my friends and I can't find any bugs now. Tell me about any bugs you may encounter. I'll try to fix them ASAP. I did my best to correct any mistakes in text but im not a native english speaker, please tell me if you find any. If I see that You enjoyed my mission I will make next parts in future. Regards
  7. 64bit dll for TFAR and ACE3 TFAR dll work confirmd. ACE3 dll not confirmed. USE AT YOUR OWN RISK TFAR Official Dll https://github.com/michail-nikolaev/task-force-arma-3-radio/releases/tag/0.9.12 Experimental, compiled from 1.0 Branch https://github.com/michail-nikolaev/task-force-arma-3-radio/releases/tag/1.0-PreRelease https://macchky.net/dl/task_force_radio_pipe_x64.dll 2017/3/17 Update TFAR Dll
  8. Heya there guys, i've found this script on youtube which is originally made by "Acoward gaming" and i am now trying to implement this into my training missies for me and my friends .. however i've hit a snag and it is not working .. anyone got an idea as too why ? {if ((typeOf _x == 'b_survivor_F') && (!isPlayer _x)) then {deleteVehicle _x}} forEach allUnits; [MedicalData,3] call BIS_fnc_dataTerminalAnimate; sleep 5; _group1=createGroup west; 'b_survivor_F' createUnit [getmarkerPos 'Med_train1', _group1,'pat1=this; dostop pat1']; [pat1, 0.2, "leg_r", selectrandom ["grenade","stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, 0.2, "leg_l", selectrandom ["grenade","stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, 0.5, "body", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, 0.1, "head", selectrandom ["grenade","stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, 0.2, "hand_r", selectrandom ["grenade","stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, 0.3, "hand_l", selectrandom ["grenade","stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1] call ace_medical_fnc_handleDamage_advancedSetDamage; [MedicalData,0] call BIS_fnc_dataTerminalAnimate; hint 'Your patient is ready'; i hope to hear a solution from you guys soon . Greetings, Schuurmans.T
  9. Title says it all. I have a medical helicopter, I want to set a trigger to when X body bags have been put in. I cant seem to figure out the ace calls and how they work.
  10. heya there guys, posted this aswell in the config and scripting forum as i am not sure what channel is best sooted for this. but anyways lately i am getting something strange which i cannot identify , when ever i preview a mission from EDEN, TFAR will not load straight away so it reload after a minute or so. however i cannot seem to enter any vehicle or use the ace interaction, self interaction works perfectly fine but the interaction opens up and never disapears then. added here is a link to a google docs where i posted the RPT from the mission. https://docs.google.com/document/d/1yNQiaHOeNfFfJ01-B0ShU4UNgrYae23uyzyueYd1eGI/edit?usp=sharing any ideas as to why this is happening and even better how to fix this would be greatly appreciated. Greetings.
  11. =kct=blackmamba

    Boeing CH-47F V1.17

    The Boeing CH-47F Chinook. Features: Openable cargo ramp/side door, ACE3 Compatible: ACE3 cargo system, ACE3 fastrope etc, Apex: vehicle in vehicle transport, In US olive, tan and in RAF color schemes. Changelog : V1.17 Added : Small amount of weapons/ammo to CH-47F in case of emergency, Added : Vehicle in Vehicle transportation (Apex), Added : new overhead panel (cockpit), Changed : CH-47F Tan version color correction (Again..), Changed : CH-47F Additional freedom of movement in cargo during flight (switch seats), Fixed : CH-47F Advanced flight model, Updated : Some base layers, Steam V1.17 : http://steamcommunity.com/sharedfiles/filedetails/?id=634535057 Links Below TBA.
  12. Hello there, i have read on the ace3 doc that if you use ace_captivestatuschanged To listen for a unit being freed/ cuffed but i cant seem to get it working everytime i use the code its telling me its missing ; or if i use [_unit2, _state(false), _reason (“SetHandcuffed” or “SetSurrendered”)] its telling me a ] is missing and i dont know where or how. if anyone has gotten this to work please let me know :)
  13. Hi, I am actually working on a personnal script to run in singleplayer to simulate a respawn when I should die. What I do is that when I take a sufficient amount of damage, I disable damage, teleport myself to spawn, clean my damage amount and renable damage. It works fine, but the mission also use the ACE and it's basic medical system. I want to keep it that way but if I don't erase all the HandleDamage handlers before putting mine, my script still run but I die anyway when I "respawn" because of ACE. Is there any way I can tell ACE that I do not want to die when taking a certain amount of damage? I tried calling the ace_medical_fnc_treatmentAdvanced_fullHeal function in my script after setting allowDamage to false but it doesn't work. Here is my code so far : SPR_HandleDamage_EH = { private ["_unit", "_killer", "_amountOfDamage"]; _unit = _this select 0; _amountOfDamage = _this select 2; _killer = _this select 3; if (alive _unit && _amountOfDamage >= 0.9) then { hint "Respawning"; _unit allowDamage false; if (hayACE) then { [_unit, _unit] call ace_medical_fnc_treatmentAdvanced_fullHeal; } _unit setPos(getMarkerPos("respawn_west")); _unit setDamage 0; _amountOfDamage = 0; _unit allowDamage true; }; _amountOfDamage }; [] spawn { waitUntil { !isNull player }; [] spawn SPR_Player_Init; hintSilent format["SP Respawn Script Loaded"]; }; SPR_Player_Init = { //player removeAllEventHandlers "HandleDamage"; player addEventHandler ["HandleDamage", SPR_HandleDamage_EH]; }; pastebin
  14. Hi AmrA 3 community. I am pretty new to this stuff and have to apologize in advance if I post this in the wrong place. I am trying to create a mission for my friends. I have completely fallen in love with mods, but as it seems these might cause somewhat of a problem for me. This is what I am trying to accomplish: 5 units from the Norwegian Units mod with customized loadout. ---------------- My first problem is that even though I configure something like this in the backpacks, going out of loadout editor and back in just completely changes everything: 5 x 5.56 ammo 10 tourniquet (ACE3) 5 Packing Bandages (ACE3) This gets changed to not new items, but more of the already chosen ones until it is full: 16 x 5.56 ammo 20 tourniquet (ACE3) 18 Packing Bandages (ACE3) This problem I was able to fix by saving a loadout with the Norwegian Units items I wanted, then loadout to a normal NATO unit. My unit is no longer a Norwegian Unit, but this doesn't really matter to me as I have the same gear. ---------------- My second and unresolved problem though is that random items seems to appear in my loadout even though it doesn't appear in loadout editor. If I remove all items in uniform, vest and backpack (loadout editor) this is what is left: Uniform2 x Rangefinder 10 x Basic Bandage (ACE3) 10 x Tourniquet (ACE3) 5 x Morphine (ACE3) Vest1 x Rangefinder Backpack1 x Rangefinder 6 x Morphine The uniform is full even though no items is added in loadout editor. How is it possible to remove these items? I have tried this in the units init: this removeItemFromUniform "Rangefinder"; this removeItemFromUniform "ACE_fieldDressing"; this removeItemFromUniform "ACE_tourniquet"; this removeItemFromUniform "ACE_morphine"; This leaves me with this in the uniform: 22x Basic Bandage 16 x Morphine So I'm back to square. The rangefinder and tourniquet dissapeared, but ArmA somehow just added more of the other items to still utilize 100% of the space in my uniform. ---------------- I am literally pulling my hair. How can I get rid of this issue. Please please someone help me out. I'm frustrated out of my mind. I am aware there is something called random "optional no randomisitation" in the "Norwegian Units" mod folder, however this doesn't fix my problem These are the mods I am using https://dl.dropboxusercontent.com/u/28809866/mods.html
  15. This mission is not another run and gun insurgency. You will have to work to find the enemy, either by talking to the civilian population or stumbling upon them yourselves with recon tactics. There are no magical markers on the map to show you enemy locations. Civilians that are favorable toward your side will mark your map (If asked nicely) with any locations that they are aware of. All this is now done through ACE interaction. - 18 Man Co-Op + 2x Headless Clients - BLUFOR vs OPFOR FIA - Low Opfor count at start - ALiVE War Room ready. - VCOM AI Script - Loadout Transfer Script - Zeus enabled for admin - ACE modules for Basic medical - ACE Repair and Medical facilities - Designated Engineer and Medic classes - Custom HQ for controlling ALiVE features - Custom civilian interaction script integrated into ACE. < Its awesome! - Custom version of Coala OS (TFA OS) integrated into ACE > Requires wearing the BLACK TFAR backpack. - No vehicle respawn. Be careful with your vehicles! - ACE Rallypoint enabled with JIP compatability TIPS: - Civilian interaction is now done through the ACE menus. - There are no markers to show enemy locations, however talking to civilians will reveal everything they know about in a 2KM diameter. If they like you. - You must arrest a civilian to search him. - Try promising the Town Elder that you will help him and his people. It may help swing favor your way. - There are friendly AI south of grid line 03. This simulates having an actual foothold in the territory. NOTES: - Bug reports should be posted at https://gitlab.com/Blunts/TFA_Takistan_Insurgency/issues - The source files to the mission are also on GitLab. Feel free to edit the mission to your needs as long as you comply with the text found in the README.txt - The VCOM AI script included in the mission may conflict with other AI mods such as ASR_AI etc. It is not recommended to use any other AI controlling mod with this mission. Version 1.0.2 Steam Link http://steamcommunity.com/sharedfiles/filedetails/?id=756539921 Big thanks to all you modders and scripters out there that make life easy on a mission maker. Special thanks to S.Crowe for all the custom coding and the TFA players for testing. You can find us on Twitter @ThatsWhyWeGame and on Facebook https://www.facebook.com/TaskForceArma/ CHANGELOG: 1.0.1 ACS locality issue fixed and Creation Factory added to newly placed HEMTT 1.0.2 Refreshed all the ACE3 modules to ensure compatability with the new version.
  16. because of some mimimi from Redphoenix & Pufu i remove the mod from here. if someone still interested, pm me.
  17. Hey, since the 1.60 update some of my addons dont work anymore, i patched the laptop for use with ace3. Cant find the failure in my config. It worked before, i hope someone has a solution or can give me a hint for fixing. Thx Phil ------- rpt: config viewer: half of the configs are missing although i patch the base config. config.cpp:
  18. Insurgency 3 is in closed alpha testing! To Insurgency lovers and newcomers, here is something the lovers awaited, and newcomers are about to experience. From the maker of Insurgency for Armed Assault Pogoman over his port of this excellent mission to Arma2 working version and across Fireball's and Kol9yn's excellent effort to keep it alive and up to date, along with ACE2 support which brought new experience to it, comes a complete, new and fresh revival ( or complete rewrite )l of this excellent mission, brought up to its feet and ready to be battle tested. I guess patience is a virtue, and eventually it pays off if you are patient enough. Thanks to Outlawz7 ( Project Reality BF2 ) and Ruthberg ( CSE, ACE3 ) mission is breathing new air, totally rewritten from ground up, although lacking some functionality which previous versions had, which will not even be possible in A3 in current state, and those being primarily ambient civilians. ( yep BI Ambient Civilians! ) We got the base code running, showing excellent results, and as such mission is qualified for some alpha testing. Anyone interested with large enough player base ( ~30 and up ) please contact me for details and files. Files are not YET public, but will be once we finish alpha testing of the core, and make sure there are no any nasty bugs or performance issues. Once that is done, mission will be hosted God damn forum ate 3/4 of my post....urghhh!!!
  19. Does anyone know of a script to use for a Paradop insertion? Either a Static line from =ATM= or a skydive one? Not using RHS. Im looking for a script that I can use that will make the plane (most likely a C17) spawn in mid-air as a static object. But with the sound effect of it flying. That way, the players can run out the back into a free fall. ACE3 supported.
  20. About Us The 2 SG (GU) is an upcoming/in the making Arma 3 MilSim unit. We represent the 2nd Battalion Scots Guards, providing an Armoured Infantry role. Using realistic tactics used by the British Army and NATO, we aspire to create a professional and well oiled gaming unit for those who are looking for a unique Arma 3 experience. Who we are looking for We've made some considerable progess filling up our first platoon, and are now open for recruitment. We have current and former members of both the US and British Armed Forces, but we are open to anyone regardless of experience or background. Roles we are offering •Rifleman •LMG Gunner •Sharpshooter •Team Medic •Warrior Crewman We are hoping to find capable mission and mod makers, and those who seek discipline and professionalism whilst having fun and enjoying the experience Joining Regulars and Reserves The main division of the unit. What We Require: •Age of 16 or Older •Own Arma 3 •Own a Microphone •Speak and understand English •Own TeamSpeak •Can attend official operations/trainings •Commitment to the Unit •Desire to work as a team Reserves have the same initial requirements, sans attendance policy. Facilities If any part of this ad has interested you, or you would just like to help out/advise/etc., please have a look at our website and forums: Website Forums TeamSpeak: 5.9.118.113 Or contact: Lt Keown Sgt Edge LSgt Wilkinson TGdsm Hanford
  21. I am working on porting ACE3 A3Wasteland to Lingor A3 which just released the beta on the 3rd of September 2015. I am in need of some assistance on some of the parts like adapting and converting missions to work on the map, Selecting the types of players to spawn, placing stores and other objects, and balancing the object spawns. The mission currently has ACE3 and RHS on it so one of the things will be to tweak the prices and mission rewards as well as the weapon crate contents. Most of the RHS action keybinds would need to be disabled in preference to ACE3 keybinds. I wanted to add an AI mod like GroupLink 5 to it but could not find enough documentation on how to implement it. I have the ALiVE mod on the back burner as an ambient AI option for when server pop is low. But am open to options like UPSMON too. I someone experienced with setting up ACRE2 or TFAR would like to help that would be appreciated. All credit is given where credit is due. I have a dedicated, Dual Xeon server with 32GB of RAM available for the mission. If a radio mod can be setup properly, I will run a Digital Ocean Teamspeak server for it. I already have most of the map markers placed and most of the ACE3 modules placed as well. Many thanks to AgentRev of A3wasteland for releasing an ACE3 port of A3Wasteland. I currently have an ACE3 A3Wasteland server running on that server and it has been up without a restart for over 170 hours now. Still going strong. Here is the Github link to my Lingor Project
  22. Moved original post and reply's to it to ace3 thread at: https://forums.bistudio.com/topic/181341-ace3-a-collaborative-merger-between-agm-cse-and-ace/page-80?p=2902848
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