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Found 286 results

  1. Not so long patrol mission for cDLC Prairie Fire. Playable as SP or COOP for up 10 players. Your unit have a simple task with expected problems. In the jungle. https://steamcommunity.com/sharedfiles/filedetails/?id=2901877046
  2. After releasing my original mission in 2014, I have since been working tirelessly on this scenario privately. There are probably close to 500 hours worth of SQF code in this 1mb mission file. Your task force stationed in Anizay is assigned dynamic and complex objectives in a 5km x 5km open world. Operators will need to work tightly with their team as the majority of tasks have complex conditions such as hostage executions or explosive timers. The supported player counts are from 1-24 however 5-15 is optimal. Discord, TFR or ACRE are not required, but I very much doubt you will succeed at many objectives without a suitable method of communication. DOWNLOADS/CREDITS/TUTORIAL https://sites.google.com/view/dicemod/ includes all the information you will need to get started. I have tried to keep the mod list as short as absolutely possible whilst maintaining an authentic feel. (Current version: 2.0 - October 6, 2019) SPECIFICATIONS MISSION DOSSIER MEDIA / SCREENS CHANGELOG
  3. Hey, how's it going? Our group, the Cobalt Brotherhood, is a casual Arma 3 group that does cooperative / Zeus operations almost every day at 7pm EST. We host many different types of ops, including different time periods and IPs. Our group culture is very "Hanging with the boys" esque, we use our group both to play Arma and to socialize. We have a (mostly) free arsenal before our ops, so you can bring whatever you like to a mission within reason. We also use ACE3, TFAR, 3CB Factions, RHS, and other mods. As of right now, we usually get 4-7 people every op. Your presence would be a delight! We are currently looking for: Zeus's, Mission makers, squad leaders, and Active people more than anything. However, we accept almost anybody. Want to be a rifleman and nothing else? No problem. If you do not have any experience in Arma 3, we can teach you the game! We've done it before, and we have no problem doing it many times again. If you'd like to join and participate, first of all, welcome and thanks for wanting to join us! Contact InfinitY#3902 via Discord, or join our server directly via: https://discord.gg/qV9h5uKeBU Please mention where you were invited from, just for the record. Expect a 5-minute "getting to know you" interview.
  4. Hello everyone! I´ve tried to research for a solution, opened dozens of pbo files and watched hrs and hrs of youtube videos, but i simply need help!!! I like to create small coop missions for our dedicated server. Among a few other problems, I cant figure out, how to make sure, that all clients get their task updates and mission endings at the same time. From what I understand, I have to define global Variables in the init on mission start up. (<- Here is the first problem for me, not sure how to do it right!) Like this? if (!isServer) exitWith {}; missionNameSpace setVariable ["myfirsttask", 0]; publicVariable "myfirsttask"; sleep 1; Ok, found a nice video on youtube on how to get tasks updated within a mission. How EXACTLY to get a trigger on firing the publicVariable "myfirsttask" to achieved? inside trigger on activation: missionNameSpace setVariable ["myfirsttask", 1]; <--- like this ??? Ok, so now how to i trigger the endmission for everyone at the same time? I know I have to use following: "end1" call BIS_fnc_endMission; but how exactly? Do I set up another trigger with publicVariable "myfirsttask" as condition ??? In that regard, I have another issue! I like the endtrigger to fire ONLY when all alive players are within the trigger area AND "myfirsttask" is done! Is that even possible, while revive is enabled? ({ alive _x } count thislist) == 0; <-- This should be part of the trigger?!?? Or do i simply go into editor and sync the whole player group with the last trigger? Last but not least, even though revival is enabled, how to I end the missions, once all players are down at the same time??? I´ve seen many videos and tutorials to most of above topics, but most if not all of them, dont account for the mission being run a dedicated server!!! Do I need and initserver.sqf? If yes, does it mean I also need a initplayerlocal.sqf and an init.sqf? I really really hope to find some help here, thanks for taking the time to read this!!!
  5. This is modification of famous KP Liberation mission from GREUH and Wyqer which I make for my dedicated (server is private, but if you Russian-speaking, feel free to contact me to access. I am not against non Russian-speakers, but obviously, this game is about communication 🙂 Goal is to make this mission more like Squad and give some little more realistic aspects: No factories Vehicles and resources available on main base Player respawn decreases resources amount at nearest FOB Some small adds and changes Added fake target to empty vehicles (need to improve) Added KP Crate Filler (need to improve) Added set camonet to respawn truck (ACE action) Disabled vanilla radio VON channels (use TFAR/ACRE, you will never back 🙂 Added some classames to config Added some items to special vehicles inventory Removed player inventory cleaning at respawn Custom preset used for Russian preset Added tatoo (skip time to morning) at FOB Custom squads disabled Some addition to GREUH's view-distance correction system (in ACE self interaction) Disabled GREUH's sound correction Don't need recycle building for recycle Some FOB repackage changes Unflip disabled (use ACE instead) Reduced minimal distance from sector to build FOB (use at own risk, but I have no errors) Resources amount at redeploy manager Logistics disabled Fog fix changed some more... Future plans: Make building system closer to Squad - commander set building point, units build it (lack of knowledge, can't make by now); More maps (weferlingen_summer only at now) later... Requirements (looks like not necessary, but you will loose some units, vehicles, functionality, never tried) : ACE, CUP, RHS, https://steamcommunity.com/sharedfiles/filedetails/?id=2172276194 (for Russian preset), also see original mission tips (link at top). I am welcome any help, changes, suggestions, etc. I prefer you will push your commits to GIThub, it saves time a lot, but any other method will be accepted 🙂
  6. VERSION INFORMATION Version : 1.74 Release date : 10 SEP 2022 Arma3 Version : 2.10 Vol 1 can be found here CHANGELOG Note: Both the Wolfpack website and Github repo are NO LONGER maintained. Please use this thread, Steam or Armaholic as your source for updates and information. In the archive you’ll find a 'Wolfpack_readMe.pdf' document with mission information, client/server information, training information, etc. It is recommended to disable all AI enhancement functionality (Vcom AI, ASR AI, bCombat, etc) on both the server and the clients. Version 1.74 General: Various issues and optimizations. Updated: Insignia and texture issues finally fixed with ArmA3 2.10 Updated: Applied ADF 2.28 framework. DOWNLOAD INFORMATION Download Wolfpack Vol. 2 via Mega: https://mega.nz/file/4VRwXQzJ#yAK45EofU1I7O7UXN_XUQlSyQ_mSPiGywrkXgmk0ei4 [v 1.74] Download Wolfpack ALL-IN-ONE via Mega: https://mega.nz/file/ZI4myIKY#ZkOqL1TIfxZTjS6ElRhmHnLomFoOhP6IG7OLC1KJsqU [v 1.74] Steam Workshop: http://steamcommunity.com/id/whiztler/myworkshopfiles/ [v 1.74] REQUIRED ADD-ONS None OPTIONAL/RECOMMENDED ADD-ONS Community Based Addons A3 (CBA A3) Advanced Combat Radio Environment (ACRE 2) Taskforce Arrowhead Radio (TFAR) Commanders Tablet (cTab). Advanced Combat Environment 3 (ACE3) OPTIONAL SUPPORTED ADD-ONS RHS / Project Opfor RHS / 3CB Factions Community Factions Project CUP NIArms ABOUT WOLFPACK Wolfpack is a multiplayer (14 slots) special operations campaign consisting of ten challenging assault, demolition and reconnaissance missions, three bootcamp training missions and a warmup mission. Features: 10 Special Operations/Recon Missions 3 Bootcamp training missions; 1 Warm-up Mission for warming-up, mod line testing and general training (11 tasks/side-missions); Challenging and Immersive gameplay in a lively area of operations; Detailed Special Operations style briefings (in-game and PDF/TXT for forum briefings); Optimized for dedicated server play. Headless client fully supported; Support for (optional) mods such as NIArms / RHS / Project Opfor / 3CB Factions / CUP / Community Factions Project; Challenging opponents; Automatic detection of ACRE2, TFAR, cTab and ACE3 add-ons. STORYLINE June 2034, Altis is in turmoil. The island has been cut off from the outside world due to economical and physical blockades. The local populous has grown impatient with the government and the AFF in particular. Several demonstrations have resulted in the deaths of tens of civilians. The government was losing control rapidly and called in the help of CSAT. A mistake that would cost them dearly. CSAT saw a golden opportunity to get a much needed foothold in the Mediterranean area. The AAF requested a single battalion of CSAT Infantry. Instead CSAT send the entire 2nd brigade and soon CSAT outnumbers AAF by 11:1. Altis government realized that they lost control completely and stepped down. CSAT General Tehrani has since been in power and controls all of Altis and Stratis. CSAT is now proven a serious threat to the European region. As diplomatic efforts have not lead to the anticipated result, NATO decided to send a rapid task force to free both islands from CSAT oppression. DEVGRU has been ordered by J.S.O.C. to take out several high value threads on Altis before the NATO campaign commences. Wolf has been tasked with executing 10 missions over a period of 3-4 weeks. Your first mission commences 11 June. CREDITS & ACKNOWLEDGEMENTS Concept & Development: whiztler (http://steamcommunity.com/id/whiztler/myworkshopfiles/) This MP campaign was carefully put together with the assistance, support and scripts from the following individuals/groups: Nopryl Community (www.nopryl.no), CIA community (ciahome.net), Project Milsim (reddit.com/r/ProjectMilSim/) VOL 1 MISSIONS DAY 06 - RIGA HILL - Intel shows a large AA-emplacement at a base west of Zoros Bay (codename 'Istanbul'). which gets its intel from a radar site a little north east (codename 'Barcelona'). Your orders are to insert west of Zoros Bay and take out the radar installation at Barcelona and the AA-emplacements at Istanbul. DAY 07 - U-12 - Our man on the ground, Nikos got captured by CSAT Intelligence Services. Nikos knows too much about the upcoming campaign. We need to break him out before they fly him back to the CSAT capital. Nikos is currently being held in a secret prison codenamed 'U-12'. It is located in Thelos Bay on the east coast of Altis. Wolf is to secure and retrieve Nikos Fotopoulos. DAY 08 - ICE TIGER - The last two weeks, SatNav has been tracking a heavy armored squadron consisting of 6 T140 MBT's, 1 x Tigris and supporting units. SatNav lost Ice Tiger due to severe overcast weather. According to Nikkos, Ice Tiger should be in the North Western part of Altis. We need confirmation on its exact location. Your orders are to locate Ice Tiger. DAY 09 - DRAGONFLY - Two days ago the 127 Republican Wing Squadron, an elite squadron of TO-199 bombers touched down at Stratis Airbase. The 13th MEU is scheduled to assault Stratis in three days. This can only happen when those TO-199's have been disposed off. We'll advise objectives and targets when you're on the ground. DAY 10 - DOBERMAN - Your last mission is a high risk mission in Kavala. We are still gathering intel. We'll brief you when you're oscar mike.
  7. mathiasstahle

    Fast Attack: Burning Hot

    Torch all Viet Cong ammo caches hidden in one of the villages outside Saigon prior to the Tet offensive in 1968. This is a search and destroy mission in the true meaning of the word. Burning Hot is based on the Fast Attack framework and may be enjoyed in single player or as a multi player coop scenario for up to 10 players. FA02: Burning Hot - https://steamcommunity.com/sharedfiles/filedetails/?id=2858471285
  8. Climate change has brought famine and disease to Altis. The island republic stands on the brink of a devastating civil war, and NATO carrier group Freedom is deployed in the Mediterranean Sea to protect aid workers operating in the area. Your special forces team codenamed Alpha, stationed on the destroyer USS Liberty, must locate and apprehend an insurgent leader known as 'The Spartan'. G.R.U.N.T.S Mission Pack is a plot-driven cooperative multiplayer campaign for 1-4 players with a story that stretches over 8+ separate missions. All missions are designed to be used in hosted multiplayer without JIP. Finished (and playtested) missions: G.R.U.N.T.S 00: SITREP G.R.U.N.T.S 01: Casus Belli G.R.U.N.T.S 02: Si Vis Pacem G.R.U.N.T.S 03: Et Tu Brute G.R.U.N.T.S 04: Mare Nostrum To be continued ...
  9. I understand we’re limited being on console but I feel like this shouldn't be hard to implement. We don’t have to ability to create missions so at least give us the option to play the scenarios from the workshop with our friends. Let us do our “little” milsims and be happy please. If anyone knows something I don’t please share!
  10. UnfinishedBusiness is a dynamic and random survival multiplayer mission with PvP elements for 1-20 players. Well, wat? Let me explain 🙂 You are starting as one coop group and will try to accomplish the mission. This group will be the main story line for the entire mission. If the group will be eliminated, the mission will end immediately. Players who will end up being killed however are not just supposed to watch and wait. They will be assigned to a different fractions and will be helping or resisting the main group. The more players are involved in the mission -- the more fun you will get. Fractions (Sides) West: 4th Marine Regiment (4th MR): The Group is conducting peacekeeping operation. It is also has to scout AOC positions and keep eye on its military forces. This group is the main story line for this mission. The mission will ends as soon as the last member of this group will be killed. Rescue Squad: Rescue Squad will try to help main group if it will be forced to leave the island. It's primary mission to find and rescue any military survivors. Spec Ops: The Group is conducting seek and destroy mission. East: Army Corps of Cahri (AOC): Pro Russian military group from the Cahri islands. Is lead by odious leader named Puhlo Pu. They are trying to expand their military presence over the region. Despite to "peaceful measures" they are extremely invading the island with military force. To save it's influence West needs to stop or restrict AOC operations over the region. Independent: Pulau National Guard (PNG): The former leader of the Pulau islands had formed Pulau National Guard to defend and control the territory. After his death different military officers pronounced themselves as the leaders on Pulau Nation. Unfortunately this turns out into civil war. According to the latest reports NPG has been disbanded and turned into several bandit groups. Most noticed are lead by Marcio Moraz, Gonsales Capito and Solomon Maru. We do have information that some of this leaders are supported by AOC. Currently they are fighting over the island for the dominance. Note: As for now, Players will join other fraction in a random fashion after respawn only. Teaser Download Steam workshop: BREZBLOCK: UnfinishedBusiness Pulau 20 CooP Briefing Following the death of the former dictator, the Pulau National Guard (PNG) has broken up into several gangs, which are conducting situational battles over the cities and villages. Under the guise of a "peacekeeping operation", the Army of Sahri (AOC), led by General Puhlo Pu, started an military invasion. A ceasefire decision is currently in effect. West Special Task Force should ensure the security of civilians and to facilitate a peaceful resolution of the conflict. Getting started Following MODs are required: * Pulau Following Game play MODs are optional: * CBA_A3 * ACE * ACEX Following Fractions MODs are optional: * CUP Units * CUP Vehicles * CUP Weapons * CUP ACE3 Compatibility Addon - Weapons * CUP ACE3 Compatibility Addon - Vehicles Following Radio MODs are optional: (choose only one) * ACRE2 * task_force_radio Steam Collection (full pack): BrezBlock: UnfinishedBusiness (full pack) Contributing You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. We are always welcoming new pull requests containing bug fixes, refactors and new features. We have a list of tasks and bugs on our issue tracker on Github. Please comment on issues if you want to contribute with, to avoid duplicating effort. Source code location: https://github.com/brezerk/a3_missions/tree/master/mpmissions/UnfinishedBusiness.pulau
  11. Official thread of Patrol Operations for Arma 3 A mission Game mode developed for the RV engine, Patrol Operations is a dynamic, random mission generator that is great for both mass public play and clan tactical gaming. Missions are randomly dynamic, with enemy force strength scaled to match the number of players connected so as to challenge players appropriately. Version 3.1 03/2014 Download: roy86.com.au Supported Languages: Czech, German, English, French, Polish, Portuguese, Spanish Patrol Ops 3 is covered under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Version 4.0 Nov 2017 Status: Beta Supported Languages: English Credits & Special thanks: Online Combat Battalion Australia (OCB.net.au), their support and testing has been vital to the success. Australian & New Zealand Tactical Community (ANZTAC.com Bohemia Interactive Studios for the Arma Series, code and functions BON_Inf for Code and Inspiration from his missions and scripts KillZoneKid for Code and Inspiration from his tutorials Shuko for Code and Inspiration from his awesome Task System and Position Scripts Kegety for his spectator scripting XENO for Code and Inspiration from Domination and setting such a high standard R3F for Inspiration from their Arma 2 Logistics Scripts Tonic for the Virtual Ammobox System Tajin for the Helmet Camera Scripting aeroson for his detailed loadout scripts cobra4v320 for his HALO scripting Kronzky for his string function library SaMatra for help with UI Resources Dslyecxi for his Paper doll giving insight on how to detect item types. Tankbuster for his code and Inspiration from Domination [TcB]-Psycho- for his adaptation of Bon_Inf Injury System IGI_PL for his IGILoad Logistics Scripts Language translations: EvroMalarkey, Senshi, GranolaBar, Ophelian, Rydgier, Caico1983, BIG (Armaholic) Any and All ArmA community members for support, inspiration and solutions that have helped build this
  12. COMBAT OPERATIONS 2022 Version: FOXTROT Combat Operations is a process undertaken by armed forces during military campaigns, major operations, battles, and engagements to facilitate the setting of objectives. NATO vs. CSTO. The Collective Security Treaty Organization (CSTO) has attacked, and invaded the island nation of Altis. Feeling threatened by NATO expansion in eastern Europe, the CSTO has positioned itself on NATO's southern flank. NATO has dispatched a small expeditionary task force on the USS Freedom to begin operations against CSTO, and follow on forces for a bigger campaign. Combat Operations 2022 is a COOP MP game with random rotating missions.Currently installed and running @ 23.235.255.218:2302 Mission List (as of 3/2022). Mission creation is continuous improvement program. Standby for addition content to come. 1. Ambush convoy a. APC's b. Tank's c. Artillery d. Truck's 2. Deliberate Attack a. city b. military base c. village 3. Area Defense a. city b. military base c. village 4. Dismounted patrol a. Conduct a dismounted patrol of an area. 5. Conduct Raid a. SAM Site b. Supply Depot 6. Security a. Provide logistics convoy security. Clear road blocks, or any ied's. Prevent attacks against the convoy, and don't allow all the vehicles to get destroyed. 7. Hostage Rescue a. Rescue hostages from 4 different locations, and return them to the release point. Features of Combat Operations 2022 - Dynamic Group Management - Supply Drop - Custom made missions based on US Army Doctrine - Phonk's Furniture system - Virtual Vehicle Depot by Roy86 from Patrol Operations 4 - T8 Units by t800a - Dynamic Enemy Population by Fluit - Composition Spawning by Larrow - Earplugs - Name tags - USS Freedom Base with boat launch - Numerous snippets of code by many great folks on the Arma Community Forums, and Wiki. Credits annotated in code. SUBSCRIBE: COMBAT OPERATIONS 2022 on Steam
  13. Hey fellow Arma players, while customizing a unit in the virtual arsenal I was like "Man, I would really like a coop mission as gendarmerie"... So I created it. About this mission: Duration: 2-3h Features: - Base discovery with respawn system - Vehicle store - Performance boosting (the mission is quite huge. Inactive units will not be processed) - Civilian population Workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=2797269554 Feedback: I really want to create a nice and stable mission. So please send me any feedback you have. From bugs to your playthrough experience. Note: The mission contains tasks where you need to search for evidence. I intentionally did not mark their location on the map. In case you find them too hard to find, please tell me. In case you cannot find all evidence:
  14. Mission: You are tasked with contacting a civilian informant that knows more about the Insurgent activities in the Area of Operations. Features: Revive System Great Firefights Pilot Roles Teleport to Team Leaders Artillery Support If you come across any bugs then let please let me know in the Steam comments. STEAM WORKSHOP LINK
  15. Hi, i have trouble with create lobby for coop mission. I've checked my port forwarding and it's done correctly and the ports are correctly being forwarded to the correct local ip. I've checked windows firewall settings, even off him. I called my provider and checked to see if his ports are open. CSS and CS:GO servers are created without problems and people can connect to them.The problem is not in my programs (no antivirus and firewalls) and not in the system (PC and router), the problem is in the game. Arma 3 includes UPnP, but it does not help. The server is still not visible. and port forwarding screen What can I do to create a working lobby? Thanks and I apologize immediately for my bad English.
  16. ***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***
  17. Air Cavalry Patrol (ACP) is a MILSIM/Semi-MILSIM/Casual MILSIM dynamic mission generator that provides replayable objective focussed gameplay for minimal effort, ideal for communities of 5-15 players but playable with a single player! Players take the role of either a ground infantry squad or a Huey crew to fly into the jungle (walking's for chumps) to complete an objective, then fly out onto the next objective. Each objective should take around 15-20 minutes (depending on flying time and catastrophe) and the mission has parameters for 1 - 6 objectives per mission! All objectives will be able to be done with enemies still remaining, and in some cases you won't be able to fight them all off - so expect hot extracts as well as hot insertions, because hot LZs is what a Vietnam game is all about, right? Mission available for download here: https://steamcommunity.com/sharedfiles/filedetails/?id=2482465442 Introduction Video (v0.1): Version 1 now released! Current features: Clear Camp mission Recover Supplies mission Destroy Truck mission Ticketed respawn (adjustable in Parameters) End conditions for all players dead (and out of tickets) or all objectives complete and players returned to base. Optional arsenal crate Semi-dynamic briefing that changes depending on what the objectives are. ACE medical loadouts with the correct supplies A "hardcore" mode with limited maps and compasses, for that true lost in the jungle feel. Number of enemies scale to number of players Planned features: MORE missions - so many more! ACRE/TFAR compatability with spectator chat and radios US Only and All Vietnam arsenal options In addition to this I'll be making a ground-based patrol mission (for those walking chumps I mentioned) that is similar but without the requirement for a helicopter.
  18. Bren_Silent

    CO 6 Survival

    Hey guys, I created a mission which i would like to present here. In my "Survival" mission you and up to 5 friends will try to defend a compound on the small island of Porto against endless waves of enemies. This mission can be everything from some lighthearted "just shooting at stuff" down to a pretty realistic training in group combat. How does it work? You start out in the center compound of Porto with nothing but a pistol and a big Box with a basically empty Ace Arsenal. As soon as one of you leaves your starting Area the enemies will start to spawn. After you defeat a wave (or the groupleader decides to call in the next one) everybody who died during that wave will respawn and (for the first 24 waves) new equipment will be added to the Arsenal. After that it is basically more of the same. The longer the game is running the more Infantry will run into your position, and soonish after the start even vehicles will start to make an appearance. Via a Startparameter you can choose if you only want to fight on the east side of the island (recommended for up to 4 players) or on the whole island. There are 4 different spawn points in the east and 2 more in the west. On each of these the enemy groups may spawn randomly. After a few runs you will know how many enemies will be incoming but without some recon you wont know from where they will come. To get rid of the tedious task of searching that one single enemy that is lying somewhere in a bush and is preventing you from finishing a wave the last few enemies will be marked on the map. After you defeat a wave there are roughly 30 seconds until the new wave spawns in. And they might have quite a short walk to your base. Therefore causion is advised if the whole group is bunched around the arsenal to equip the latest fashion trends. Thanks to the high amount of randomness this mode provides a very high replayability aswell as quite a sharp learning curve. Dont give up if you die in the first five waves a couple of times. The first five are actually harder than the following 10 due to limited equipment and the feeling that you NEED to equip the new stuff right away. If you work together as a group you should be able to overcome this issue. Another option is to skip the first 5 waves (via parameter) to start with basic equipment already unlocked. This mission hasn´t had a big playtest yet. I tried to make sure though that there are no gamebreaking bugs anywhere to be found. I would appreciate feedback about any issues you might find. As soon as i am kinda sure it runs smooth the Beta label will be gone. Necessary mods are: CBA, ace, BWMod (+ace compat), Cup terrains core + maps Possible addition: CUP (Weapons, Units, Vehicles) + ace compats. Adding Cup will actually change the enemy waves and will double the vehiclepool from which the enemy vehicles are chosen. There will also be more content added to your own arsenal but i didnt want it to be overkill therefore it is normaly only 1 or 2 options extra per wave. I also highly recommend using TFAR for the missions if you want to play them even semi-seriously. Players who died switch into spectator mode and they shouldnt be able to tell the people alive about enemies around corners. Furthermore you have to pay more attention if the southeast guard suddenly isnt anwsering on the radio anymore. ACRE should work aswell but as i never played with it i have no idea how to set the mod up. If someone wants that in the mission and is able to assisst me i am happy to add it as long as it doesnt create a dependency for the mod. Further additional mods are also possible but they wont have any effect on the mission. But you can decide to unlock the whole arsenal at wave 25 or even at the beginning. If you got other mods loaded their weapons will also obviously appear in the arsenal. Now finally. Here is the link to the mission: https://steamcommunity.com/sharedfiles/filedetails/?id=2614670962 Have fun and if there are any bugs, feedback or feature requests feel free to reach out.
  19. Hi everyone, i share a mission that still needs a little work and polishing but it's fully playable i think: story: 2027 The migrant crisis just worsen due to the African politics of many european nations which established dictators in many african countries to insure access to raw materials. Having been reelected in 2022, the french president Micron and his prime minister Dardenain call for a summit about the construction of a wall on the south side of the Mediteranea and the display of "defensive" drones to, as they put it, protect Europe from Isis threat. Nato and Europe have totally accepted all the requisites of Morocco and Turkey to stop the migrants. Meanwhile many accidents occured in the mediterranean sea and a few independant news broadcast questioned the use of Force by Nato and the resulting deaths among migrants. Nato, fearing to face criticism hypocraticaly made a contract with some private armies to deal in their place with the migrants trying to cross the mediterranean sea. Such a private contractor is based on Stratis Island and headed by a french officer. At the same time, a new european law pushed by the pharmatical lobby ensures that all unindentified bodies on the european territory can serve for "any" medical experiments. A new legitimate business is born. Former members of MSF find hard not to be involved with the way the private army in stratis deals with refugees. credits: Instant Arma (for his key frame animation tutorial), BangaBob, JohnnyBoy, Genesis92x, Moerderhoschi, Feuerex, RueLight, White Raven, Pumpkin (jackfrench) and all persons who i forget sharing their time and passion Revive & respawn (in the ai mates) Co 04 A matter of Ethics beta 0.5 https://mega.nz/file/xQwliSiT#Zl0kHTggRS-Tc-7PgXzsXxSbqPqepQyAKeKlel-FNYg Co 04 a matter of Ethics beta V0.8 https://mega.nz/file/0N42hYbT#Nkl-xvJNwmYAkvizpsMtEv4bDcnXjhdkWnkmSiSnR9w https://steamcommunity.com/sharedfiles/filedetails/?id=2581741125
  20. Hi folks The campaign trailer is here! Campaign is Live! - http://steamcommunity.com/sharedfiles/filedetails/?id=871329059 Playthrough Mission 1 by Jeza - The same mission run as coop by Comrades in Arms using ACE - Mission 2 by jeza- Mission 3 by Cubic Virtuoso - Mission 4 by Jeza- Gold Mountain Original Thread Discussion - I've had a decent break from A3 after producing the Island Thunder campaign and playing a fair bit of coop with Task Force Dingo. And now I'm ready to pick up something I was messing about with end of last year: The Original Ghost Recon campaign from 2001 based on the Russian annex of Georgia but for my campaign will be heading to Chernarus including Winter Chernarus. I already know I can't reproduce all of the missions as the original campaign moves to Russia itself and there are some missions which are just not possible to recreate. But, I have been working on several remakes including recreations of: Caves Farm Night POW Camp Castle Night Sub Pens and one or two others. Making sure my SP fans get what they need and should be some decent coop to be had too. Required Mods: CBA3 CUP Terrains - Core CUP Terrains - Maps CUP Terrains - CWA 1.3.0 RHSAFRF RHSUSAF RHSGREF
  21. Hello everybody, I wanted to share a small mission i did for the fun of it. Nothing spectacular, a coop mission for up to 4 players. story: A coalition including Russia just invaded Agia Marina surprising the blufor military presence. A Russian satellite made pictures of a blufor convoy moving to reinforce a position west of the stratis Air station. A team of four russian soldiers from the special forces are ordered to stop this convoy thanks to a blufor captured hummingbird: 1 Fly to the Air station and kill all blufor soldiers there 2 Plant bombs on the road nearby and destroy part of the convoy (the two tanks and the fuel truck) 3 Escape and extract by a waiting chopper north-east of the Air station. credits: BangaBob, JohnnyBoy, Genesis92x, Moerderhoschi, Feuerex, RueLight, White Raven, Pumpkin (jackfrench) and all persons who i forget sharing their time and passion Thanks to Flav for the music he made. (Thanks also to the armaholic site.) (Any review and advice would be helpful 😃, it's only my third mission) Revive & respawn (in the ai mates) no mod needed co04ElementOfSurprise V1 https://mega.nz/file/NRhkVKTQ#9C-T_b_IOM1pbJI7PLCUej0qcR4FcALN-Xej_DoqdIk https://steamcommunity.com/sharedfiles/filedetails/?id=2564145256
  22. Eskabahh

    [SP/CO4] Witch Hunt

    A terrible curse has fallen on the small island. Those that survived have been evacuated. You've been sent to find the source, and if possible, end the horror. The last plane off the island just left, you're the last hope anyone has. Steam Page A short single-player/COOP mission designed to be an atmospheric survival horror experience. Combat isn't an option this time, although your gun is the only thing protecting you from sudden death. Explore the island, solve its mysteries, and banish the demons before it's too late. No mod or DLC requirements. Thank you so much for playing. As I'm new to mission making, I ask that you leave any bugs, feedback, or suggestions that come across your mind. Many of the content in this mission comes from feedback on Steam or from playtesting friends. I hope this mission will provide a unique and different experience than is expected from an Arma 3 scenario. Thanks again for your time. Trailer: Official Trailer https://youtu.be/VEq4yn7jprA Corporal Gray's full playthrough: Full Playthrough https://youtu.be/MxRvWkoQQT4
  23. [COOP] Vindicta (Alpha) I'm very excited to show to Arma community the scenario we have been working on for more than a year. This all started several years ago inspired by the amazing Antistasi scenario made by @barbolani. The main goal was to make a large scale guerrilla-themed mission with main focus on simulation of all resources controlled by enemy side. For me personally it has been a great journey through topics such as AI, multiple programming languages, software architecture concepts, Arma addon creation, collaborative code development, and many others. Allright, enough for that, let's get to mission features. Main features Dynamic game world. At game start everything is relatively peaceful and not all outposts are occupied by enemy, players can travel around without opposition. Persistence of all units at all garrisons and locations (outposts, bases, roadblocks, and so on). As player activity rises in specific area, commander AI will react by deploying quick reaction forces (QRF) and patrols, occupying outposts, constructing roadblocks, and more. Players start only with handguns and slowly build up their guerrilla movement by capturing equipment and by recruiting civilians. Intel discovery: actions planned by the enemy commander AI can be discovered by players through intel items or radio interception. Players can use this advance knowledge to intercept supply convoys, patrols, and attacks. Since all enemy logistics are calculated, guerrilla tactics are the most effective way to reduce enemy forces and to deplete enemy supplies. For instance, destroying enemy transports will force enemies to either counter-attack on foot or to send support from elsewhere, until transportation is resupplied from another outpost. At the start of a new campaign no enemy locations are known to players. They can be discovered by talking to civilians or by scouting. A multi-level AI system which controls AI behavior from commander level down to unit level. Undercover functionality, which calculates "suspiciousness" of players based on their behavior, clothes, stance and visibility in vehicles. Players can deploy as many camps, outposts, and roadblocks as they need if they have enough resources. The enemy can also capture those locations. Campaign customization: you can choose factions to fight against, and the initial number of enemies. The "unit virtualization system" coupled with AI of units: AI units despawn if they are too far away from enemies or players, but are still able to perform their actions "virtually". This also drastically reduces the chance of AI units getting stuck while attempting to reach the enemy. Reviews: Vindicta review by HazBo: Links The releases can be downloaded from Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1964186045 Development branch can be downloaded from Workshop too: https://steamcommunity.com/sharedfiles/filedetails/?id=2154322285 Our GitHub page: https://github.com/Sparker95/Vindicta Credits Authors: Sparker - OOP, core framework, AI. billw - OOP enhancements, Commander AI, tools. Sen - Tools, map design, addon development, several AI actions. Marvis - Design of graphics and UI appearence, undercover system, map design. Jeroen Not - Limited Arsenal, tools, civilian presence and civilian dialog UI. Sebastian - factions, custom unit loadouts. Special thanks: Barbolani, the author of Antistasi, whose work hugely inspired us to develop this. Stef from Antistasi community, for sharing lots of ideas for this and other projects. Used 3rd party SQF components: GPS by AmauryD - https://github.com/AmauryD/A3GPS Huge thanks to these developers, without whom SQF development would have lasted several times longer: Arma Debug Engine and Arma Script Profiler by Dedmen Miller (https://github.com/dedmen/), which has saved lots of time by providing proper SQF debug information in game. SQF-VM by X39 (https://github.com/SQFvm/vm), which has let us simulate a large portion of our code without running Arma. Big thanks to developers of these tools: KP Liberation builder - https://github.com/KillahPotatoes/KP-Liberation/tree/master/_tools gulp-armapbo by winseros - https://github.com/winseros/gulp-armapbo-plugin Arma3 AddOn Project template by ACE team - https://github.com/KillahPotatoes/KP-Liberation/tree/master/_tools SQDev by Krzmbrzl - https://github.com/Krzmbrzl/SQDev SQFLint by SkaceKamen - https://github.com/SkaceKamen/sqflint VSCode_SQF by Armitxes - https://github.com/Armitxes/VSCode_SQF
  24. I N S U R G E N C Y TAKISTAN [ REQUIRED ADDON: CUP:Terrains ] [ OPTIONAL ADDONS: TFAR ; CUP_Weapons ; CUP_Units ; CUP_Vehicles ; TalibanFighters ; TacticalBeard ; RHS:USF ] ACE3 Compatibility is still WIP! 'Takistan Insurgency' is a cooperative multiplayer mission/game mode for ArmA 3, influenced by the insurgency mission made in ArmA 2:OA by PogoMan and Fireball. [CO-27] FEATURES: SCREENSHOTS: VIDEOS: TO DO LIST: DOWNLOAD - 26.NOV.2017 SAMPLE SERVER SETTINGS: (OUTDATED!!!!) OFFICIAL SERVER: Hostname: ~TAKISTAN INSURGENCY~ [@CUPTerrains;@TalibanFighters;] IP: 199.188.102.218 Port: 2302 BattlEye: No FilePatching: Yes VerifySignatures: Yes TeamSpeak: ATCAG.TS.NFOServers.com Website: www.ATCAG.com
  25. Hello everyone! I haven't been active for a very long time. Now I am back and I need your help. I have downloaded a ready MP/Coop Mission - Rush Redux on Tanoa by OPTiX. Since we are a small community on a private server, I need to make this mission better playable and it needs to be agains AI soldiers, so my friends and I can fight them and still finsih the main mission by completing the objectives. This is possible by destroying the MCOM's when playing on the OPFOR side because if you spawn as a BLUFOR player, the enemies will simply show up, fire upon you and your squad mates and not attack the objective. So the gameplay would be pretty boring. That's why I am going to remove the BLUFOR playable units. I have tried using THIS example with the script in the description, including my own config lines of the enemy soldiers, but it didn't work, showing me that ")" was missing on a line in the main script: { if (_Spawntarget distance _x˃_Deletedistance) then {deleteVehicle _x;}; } forEach units _EditGroup; } foreach (allGroups select {side _x == _Spawnside && (_x getVariable ["spawned",true])}); And because it didn't work I tried with A.E.S (Ambient Enemy Spawner), but the enemy soldiers spawn around me very rare and too late, and it's always laggy as hell. I have tried different options in the main module, but I wasn't satisfied with the results. Other than that, I would like to use a simple script, may be like the first one above, in order to place down custom AI units, not only Vanilla, so I can put enemies from any mod I would like to use, and I need to make a stable version without any lagg while playing. What would you recommend me to do? May be put some units around the map and automatically spawn them on me when I start playing, but the thing is that the player always starts on a different random location and can spawn in the HQ or in a vehicle. If I want to use custom enemy units I guess I will have to use a config line to get them working. Please, give me some advices, scripts or suggestions how to accomplish this task. I want the enemies to hunt down the players. Thank you in advance!
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