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Found 161 results

  1. Hey everyone, I recently downloaded and installed the Esseker map, and discovered that I rather like it. Other than Exile, Wasteland, and the likes, there don't seem to be very many missions available for download (of the type that you'd just play with a couple of buddies when you have nothing else to do). So I had an idea, but I have no idea how to do it, or if can even be done, as I have very very limited experience in arma mission editing. I would like to make an escape mission for Esseker, just to play with some friends. I was wondering if it's possible to move most of the content from the already-made "Escape Altis" mission (as in moving the scripts, sounds, etc). I figure the most work will be getting the triggers, and objects like that to the "Escape Esseker" mission. Is this a feasible plan? TL;DR: I'd like to move the mission "Escape Altis" to the Esseker map, what's the best way to do this?
  2. Hi Guys, Im developing a mission that requires the use of many modules, such being modules for zeus sectors and setting their capture state etc. The issue i have is that i have run out of groups to use, modules cannot be grouped and if i attempt to group them to a unit that has no probability of presence, it removes their positioning and makes them stop functioning. Is there any resolution to this? Below is an image of the setup. What i am trying to achieve and have achieved is; A visible area on the map that changes color when captured by a faction [bLUFOR, OPFOR, INDEPENDENT] An area that becomes editable inside after capture to the capturing side. Extra points to be given to thats side after capture. The above requires very few modules/triggers etc however, it becomes large when it is setup below to allow for it to switch back and forth as it is captured and recaptured.
  3. Hi guys, I recently built my own arma 3 dedicated server on a remote server. I successfully install the Arma 3 server client without any problems. The purpose of building this server because both of my friends and I are not able to establish a server by our won due to the router. However we really would like to play missions which is based on RHS ARAF&USAF and AllInArma Terrain pack. So we downloads series of Chernarus missions and use TADST serer tools to help us configure the server correctly. After all things were set (At least I think so), I launched the server and the mission was running is "Battlezone Chernarus", then we try to join the server and test if it is working or not, while we are loading the mission, it said that: "You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. rhs_c_a2port_car" I know what does this sentence mean because I have been playing Arma 3 for a really long while but what is really wired is that I searched both the arma 3 server client folder in my remote server and my local arma 3 game folder for the file called "rhs_c_a2port_car", eventually it shows they are both there, which means I do have the missing file both in my server client and my game client. I am continuously getting these kind of problems once I load missions that based on Chernarus, it is really annoying and hopefully you guys could help me. Thanks in Advance. William
  4. I am trying to get my public server configured to use a custom ArmA III insignia my friend has made to show up for use in the virtual arsenal for everybody who either has the addon for the insignia installed or downloaded. How do people use inisignias in the virtual arsenal on multiplayer servers?
  5. Hello there soldiers! Today i decided to make the first post about this mission project i have been planning for a long time now, and i wanted to make something that i think it has been missing on the community regarding single player missions (or maybe i have not seen this kind of mission yet). Since there are plenty of multiplayer missions following the idea of survival and RPG like gameplay, i decided to focus on a simple but immersive single player mission. My goal today is to introduce to the community the general idea of this mission and to get some feedback on the features for this project, and use this feedback to plan the features this mission will have, so everybody (including myself) can enjoy the experience. Also please notice that this is my very first post on the Bis Forums and also i'm not a native english speaker, so please be patient. This is the "story" for the mission that i have written so far, so lets start with that to get the general idea shall we? Story (Probably will change in the future with the feedback from the community) "You are the team leader of a special forces unit assigned to assist in the takistan war scenario. The world has changed a lot since the third world war, Takistan is the last front-line after the peace treaty was signed by Eastern and Western leaders. Since the war, military investment was cut down by 95% all over the world, and almost no resources are available to the current war scenario in Takistan. UN Forces are still present in the region but with very little control over the situation, they also suffer from lack of supplies to carry on their mission. You will need to survive to carry out your mission objectives, in order to survive you will need to suply your base and your units with food, water, medicine and fuel, of course you will also have to look for weapons and ammunition from time to time, the US has made available some supplies for your unit but dont get too excited, some toolboxes with spare vehicle parts also may come in handy when your convoy gets damaged (if you are able to get some vehicles to form a convoy of course). There are rumors of civilian scavengers throughout Takistan that are willing to help you with supplies, for a price of course. Your main objective is to fight off the Takistany insurgents throughout the region and help stabilish order." END OF STORY "So what are you planning to do?" Great question! I have a pretty solid idea of what the mission will look like, but i still dont know if the gameplay mechanics will work out well, so that's why i need your feedback! ;) Instead of laying down a list of features, i will describe in text what i want to do and what will happen in the mission, so here we go: Gameplay "You start off in a plane with your special forces team consisting of 15 members of varying roles, due to heavy enemy presence in the region you will need to perform a HALO insertion in order to garantee your team safety and not atract too much attention. After you and your team hits the dirt you will need to find a suitable location to deploy your initial base of operations, consisting of a barrack and the supply depot to storage your food, water (not sure if survival will be included in the gameplay mechanics), fuel and military suplies such as weapons and ammunition. Now that you have a place to call home, is time to get your hands on some supplies like weapons and vehicles, since we wont be hearing from HQ anytime soon, we should be one step ahead if we encounter heavy resistance. Some intel is provided from HQ that we should search for nearby towns for supplies from small enemy groups and civilian scavengers. You head off on foot with your team to the nearest town to find out that there was an enemy truck by the road you could use as transport, you get in and find it is still in working condition but with half fuel, no problem, you get in the truck with your team and head off to the next town. In the next town you find an enemy patrol guarding what it seems like a weapons cache, you attack their position and fill the truck with the ammo crates they were protecting and go back to your base to fill your depot with the loot. On your way home you see the UN fighting off a insurgent group, you choose to ignore and quickly pass by the conflict. Once you arrive your base you load off the truck with the supplies you gathered and decide to keep the vehicle for further use. When the night arrives you decide to set up a camp fire and plan your next actions based on the current situation, you tell your units to assume defensive positions and commence the patrol, you go to sleep, or you can choose to carry out a night patrol into enemy territory to get the upper hand and find some supplies. The next day you encounter a group of civilian scavengers and decided to buy a crate full of ammo, since they liked doing business with you, you can call them next time you need supplies and they will take their trading truck to your base in order to carry out further transactions with you. And the mission goes on and on without end..." END OF GAMEPLAY DESCRIPTION So, this is my idea, sure there are a lots of stuff i could include, but for now its enough, i will lay out a detailed features list after i have done some more thinking and have received some input from you guys. Currently i am the only one developing this mission, so if anyone (modders, addon creators, programmers, etc) wants to join me, please feel free to post on this thread and let me know you would like to contribute, and i will gladly set up a repo or something so we can work together! Also any input and idea will be more than welcome and very valuable, so if you have an idea, dont keep it to yourself, even if you find it useless or silly, just let me know and i will gladly take into consideration. ;) Basically this mission will not use any third party addons, you red it right, no addons and no custom 3d models or any other sort of external requirements, because of 2 reasons: First, my skills are limited only to programming, im not a 3d artist. Secondly, i want to make this mission as simple as possible, in regards of technical requirements. The only requirements are Arma 2 OA, thats it! I will also make the code for this mission publicly available and well commented so the community can benefit from my efforts. "So what have you done until now?" Awesome question! Right now i am still figuring out how i am going to be doing the software engineering part (array manipulation libraries, procedures and functions skeletons, coding guidelines for the project, garbage collection, the mission loop, etc), i have some test scenarios to help me figure out the best way to do things in the game engine, but after this week or the other i will probably have this part sorted out. So that's it guys, i will post some screenshots when i have something solid to show to you. Criticism is welcome, but please lets keep it respectful ok guys? Sorry for the uggly english mistakes. See you in the next post!!! :D
  6. Hey everyone! Before anything else, I'm going to say that I wasn't sure where I should post this, here or the Zeus-Editing Sub-forum, but both seem to match what we were looking for. Me and 2 other guys have started working on an Age Of Empires-Styled RTS gamemode, it will/should include features such as constructing almost any building in the game, both civilian and military buildings. Civilians that you can spawn to gather resources that you can spend on buildings and units, and so on. We need a few guys to come help us out. We are pretty experienced with the editor, we have made large scenarios such as: http://forums.bistudio.com/showthread.php?185375-COOP-The-Dark-Ones-Open-World-RolePlay-Quests-Monsters-And-Creatures-And-More/ AND THIS: https://forums.bistudio.com/topic/181576-spcampaignrhs-the-east-wind-rhs-remake/ AND THIS: http://steamcommunity.com/sharedfiles/filedetails/?id=180420482&searchtext= So if you guys are interested on helping us out with this, add me on Steam. My Steam: http://steamcommunity.com/id/crusher4536 Regards, MrCrazyDude115
  7. Hi. I've encountered a problem when using tanks. As a commander, I usually assign targets by looking at them and right clicking, then to deassign just look at something that can't be targeted and right clicking. Now, right clicking changes my view to third person... I can't find that keybind to disable it, can anybody help?
  8. Hello everyone! This is the new sub-forum specifically for discussing anything related to editing Take On Mars. With the addition of Steam Workshop and the release of our editing tools, there isn't a better time. The game currently support Addons, which means additional content that is plugged into the game. Addons can contain custom vehicles, scenarios, locations, and their required models, textures, sounds, and so on. Custom vehicles and scnearios also support their own custom GUI, scripts and the like. As time progresses, we will be releasing step-by-step instructions on how to make your own addons. Later on, we plan to add support for Mods, which means changing content that exists in the game at present. This means creators will be able to overhaul things such as the Mission Control room, the Map, the Lab, and even the Main Menu. Anything will be possible to edit. Lastly, we plan on implementing support for Total Conversions, these are similar to mods, but are much more extensive. These mean completely replacing the game with something else! A lot to look forward to in the coming weeks, enjoy! Martin Melicharek, Project Lead - Take On Mars
  9. Hi All, I have Arma2 and Arma2 OA installed as Combined Ops already and patched to 1.60. But today I just decided to purchase the Reinforcements DVD so I can get the nicer textures for BAF and PMC content. My question is: Once I install the BAF & PMC content from the Reinforcements DVD over to my CO 1.60 installation, do I then have to re-run the base 1.60 patch for Arma2 again? I guess it would depend upon what version of BAF & PMC are on the DVD but Im assuming the DVD doesnt come with the latest patched versions. I'd like to avoid having to do a complete uninstall and reinstall of the game.
  10. We’ve entered Round 4 to answer some of your questions on modding and editing! 1. Will the game support options for modding? (MadDogX & Resistance-Rat) 2. Are there any plans to include a mission/map editor? (jibemorel & Resistance-Rat) 3. Will it be possible to crossover data from Arma or Take On Helicopters to Carrier Command? (zGuba) 4. If there will be any future add-ons, will it include more islands and terrains? (BFCrusader) 5. Will there be a public Beta? (RemyLion) If you have any other questions, please feel free to let us know via Facebook, Twitter, the special Community in Command forum thread, or in the comments on our website!
  11. Dearest community, We are finally able to provide a nice little package for those of you out there looking at creating their own helicopters for TKOH. It contains: Livery templates for the light, medium and heavy helicopters Unpacked model and configuration sources for the medium helicopter Packed version of the sample model as a working in-game expansion Find detailed information, as well as the download link on the Community Wiki We will endeavor to keep updating this page with more documentation, links and in future possibly more samples. License :icon_exclaim::
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