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Found 37 results

  1. The issues is a follows. With ACE 3 running on a server. When a player is shot enough they can become unconscious, when this happens I believe it is ACE that changes that players "Side" over to a civilian from in this instance Blufor. On occasion when said player dies or re-spawns they are not always changed back to the original Faction they were with. Causing AI of an opposing faction not to engage them as they are still seen as a civilian. This creates a few problems resulting a misrepresentation of balance, AI difficulty, Medical system intensity, and a broken experience for players, both those who are now "Terminators" and those who die watching our "T1000" players push onward undieing.
  2. Dying Ember Author: Undeceived Version: 1.8 (updated June 24th, 2017) Note: Please note that the following second and third chapters of the campaign won't be released anymore. Of course the first chapter with its 10 missions will stay here. If you want to play it, give it a go - if you like story based and cinematic campaigns, you could have some nice hours with it - after all it has 10 missions. I'd be happy to get feedback and I'm still up to fix (critical) bugs. But be aware that there won't be a continuation of the story/campaign, which means that many open questions won't be answered and the end might feel like a teaser that never ever will be satisfied. 😄 For those few who liked the first chapter and were waiting for the story to continue - I'm sorry, guys... 😞 The thing is that I simply can't bring up enough motivation to get on with it, even though some missions of the next chapter are already in a somewhat playable status and even though the whole plot itself is more or less set up - including some nice twist and stuff. Thanks to all who played and provided feedback. I'd appreciate it if you'd try out my other missions/campaigns. F E A T U R E S : Prequel to the official Arma 3 campaign "The East Wind" by Bohemia Interactive Story-driven SP resistance campaign Full voice acting (German) English or German subtitles (change Arma to the corresponding language in Steam) Many cutscenes, intros, outros and dialogues to absorb you into the story Multiple plots, interwoven in one overall storyline A mix of linear, straight-forward missions and wide and complex ones with many tasks Weapon pool (weapons and gear are forwarded and available in the next missions) Custom music (self-composed titles) + music from Arma 2 and Arma 3 D E S C R I P T I O N : "Dying Ember" is (or rather was) was a SP campaign-project for Arma 3. As a prequel to Bohemia Interactive's "The East Wind", its plot is embedded into the Arma 3-universe and its timeline. The project was supposed to consist of three chapters, of which the first one (this one here) was a finalist in the "Make Arma Not War" contest. This first chapter contains 10 missions. It portraits: The Kavala coup d'etat in 2026 The following establishment of a military dictatorship by the Altis Armed Forces (AAF) The beginnings of a resistance movement Pavlos, the main character, and his best friends experience the 2026 Kavala coup d'etat and fight the following totalitarian military regime, in order to get back their and Altis' freedom. They experience the fall of the democratic government and start resisting oppression and non-existent freedom of opinion, even though at first they have only themselves and almost no equipment. The second and third chapters (which were cancelled) would have been set in the Altian civil war and the time of the Jerusalem Cease Fire of 2030. C H A N G E L O G : D O W N L O A D S : Dying Ember v. 1.8 Dying Ember v. 1.8 Please note: If you like my missions and campaigns, please give feedback in form of comments and rate them! The biggest motivation comes from reading how you liked them and what I can improve.
  3. ******************************************************** Civilian UAVs ******************************************************** more info: https://steamcommunity.com/sharedfiles/filedetails/?id=374109590
  4. I am having trouble with a trigger. I have been looking in the forum for more than a couple of hours and I could not find specifically what i am looking for. I know nothing of editing, I am only a copy-paster. I want to create a zone that will delete civilians entering it. So I have a trigger activated by civilians, the problem is that I use "{deleteVehicle _x} forEach thisList;" and it deletes also empty vehicles and stuff, which is not desirable. Which would be the syntax for a trigger that would delete exclusively and only civilians entering the trigger without affecting any other element in the trigger's area?
  5. Hi, The extended map info is great for displaying friendly or enemy units. The problem comes with civilians when enemy. Then, this feature displays plenty of civilians objects instead of units/vehicles only. Place some objects like weapons, uniforms on ground. Place empty vehicles. Run any mission and make civilian enemies (run this command): side player setfriend [civilian,0] Now, you can see plenty of purple icons in your map at objects positions. Please, make extended map info for units and manned vehicles only, what the friendship could be, between civilian and side player.
  6. Hello. First off, I want to apologize if I have posted this topic in the wrong area, but I think it's right. If not, oh well. Oops. Anyway, on to my script. What I am trying to do is make a script for the civilians in my mission to make them behave in a certain way by playing some of the cowering type animations in A3. I managed to get the basic idea working by spawning the commands manually into each units initialization field but when I try to define a function and call that I get issues. inside the civ units init: init.sqf: functions.sqf; The problem I am having is I get the error message "Error: Undefined Variable in Expression: this" and the line of code it shows above that is "0 = [] spawn { |#|this playMove "ApanPknlMstpSnonWnonDnon_G01"; };" or something along those lines. I feel like the problem isn't really a problem at all, I'm just missing something obvious or I'm still just completely unfamiliar with scripting in general. I have tried several things but I just can't seem to get it working. Anyone know what is wrong? Thanks in advance for the help (if anyone actually responds lol).
  7. Hello everyone, I am formally announcing my next work in progress project: The Cirrus SR22. The model is courtesy of Helijah. Here's a link to his hangar for Flight Gear. The Cirrus SR22 is a single-engine five-seat composite aircraft built since 2001 by Cirrus Aircraft. I've been working on this the last month and a half on the side, and I've come far enough with it that I feel it's time to share it. Here are some in-game WIP screenshots of the SR22: My current to do list is as follows: -Animate instruments -Fix the flight model -Add the Shadow LOD Possible additions, not of a high priority at the moment: -Working GPS with Altis/Stratis/Tanoa maps -Ballistic Recovery System (Emergency Parachute Recovery) (WIP!) There's a few other things I'm working on, but not significant enough to list here. This aircraft is extremely similar to the Cessna TTx (The Caeser BTT as it's known in-game), therefore I would like to use sounds and hand animations, if BI ever releases the configs for APEX vehicles. If this is the case, expect APEX to be a requirement in the future. I continue to work on this when I can, along with three other projects I have going simultaneously right now. Feed back is welcome :)
  8. This version is discontinued. See my signature for current version.
  9. Black Lands >> Read a review at The Abandoned Workshops (April 27th, 2014) Version: 1.2 (beta) Author: Undeceived Required game version: Arma 2: Combined Operations (v. 1.62) Features: Story-driven resistance campaign (19 missions + cutscenes) with an enthralling plot about a group of men struggling against their enemies Custom music (including some self-composed titles) Many cutscenes, intros and outros A mix of linear, straight-forward missions and wide and complex ones with many tasks Weapon pool (weapons and gear are forwarded and available in the next missions) Squad management system (get to know the background story of your men and chose your group for the next mission) Description: After the Russian army takes control over Chernarus, Tomas Cerny and his best friend Dimitri, among other war-survivors, form up a resistance movement. At first, the group is able to cause harm to the Russian intruders, but little by little, Tomas sees the strength of the movement crumbling and deteriorating. As eventually Dimitri is killed in an Russian ambush and Tomas, all at once, loses everything he loves and cares for, the resistance fighter finds himself all alone, devitalized and a broken man. In his darkest hour, Tomas is suddenly contacted by an agent of the U.S. intelligence, who is able to light up a small flame in the young Chernarussian again. Tomas learns that there are still people who want to rise up against the Russians. He is able to find new courage, meets new friends and goes on the most difficult journey of his life. He passes through adventures and defeats, experiences friendship as well as betrayal and faces survival and death. Beta status (read!😞 Please help me with the English translation! 🙂 (I'm not a native speaker and many expressions might sound a bit strange. Please give me suggestions and corrections!) Bug reports are much appreciated Download: All required addons + installation instruction are contained in the download. Black Lands 1.2 (beta)
  10. Basically, I have this situation similar to a deathmatch (free for all), and I'd like to "addscore" to players ONLY when they kill other players, not AI's. Digging the internet, I found some scripts (meant for punishing teamkills), worked around them a little bit and got this: I must admit that I could not create such a thing, but I did some modifications and it ALMOST worked as intended. And this keeps happening like: I believe that this is happening because of the accumulated bodies of players, but I wasn't able to delete them to test it out. If any of you guys can help me, it would be appreciated! :)
  11. Basically, I have this situation similar to a deathmatch (free for all), and I'd like to "addscore" to players ONLY when they kill other players, not AI's. Digging the internet, I found some scripts (meant for punishing teamkills), worked around them a little bit and got this: I must admit that I could not create such a thing, but I did some modifications and it ALMOST worked as intended. And this keeps happening like: I believe that this is happening because of the accumulated bodies of players, but I wasn't able to delete them to test it out. If any of you guys can help me, it would be appreciated! :)
  12. Civilian interact script that allows interaction and arresting of civilians. Still WIP but should be error free and work fine on dedicated server http://steamcommunity.com/sharedfiles/filedetails/?id=641786199
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