Jump to content

Search the Community

Showing results for tags 'mission'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Arma Reforger
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Green Sea
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • CREATEANDGENERATION's Intoduction
  • CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other
  • Spartan Gamers DayZ's Baneados del Servidor
  • Warriors Waging War's Vigor
  • Tales of the Republic's Republic News
  • Operazioni Arma Italia's CHI SIAMO
  • [GER] HUSKY-GAMING.CC / Roleplay at its best!'s Starte deine Reise noch heute!
  • empire brotherhood occult +2349082603448's empire money +2349082603448
  • NET88's Twitter
  • DayZ Italia's Lista Server
  • DayZ Italia's Forum Generale

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 239 results

  1. So i've made a mission for a community public server and during the finishing stages noticed that it cannot be played unless those playing it have Blastcore Phoneix, is there any way or method to which i can remove the blastcore element so that the mission can be played. Without remaking the mission entirely?
  2. Hello everyone, I am interested in trying to create, I guess a sub community of sorts, devoted to playing PvP tactical missions, but 'open' to the public in the way of a sign up process. I have long followed and watched videos from various communities on YouTube or on the forums here, and I see a lot of people express an interest in joining such a community. But often, joining a community means certain days you have to play on, certain requirements to join and so on. I am by no means trying to remove these groups, simply trying to start something different, for the people out there wanting to do something different. Overall concept: Depending on the amount of people interested I would want a weekly game, Friday/Saturday night (totally up for debate/change) where the community would simply sign up for a role in the current mission, join on the day and work together to achieve the goal of the mission. There would be no requirement other than the willingness to play the role that you have selected, meaning if you selected a squad leader role, the rest of us are counting on you to have some form of plan/idea on how to achieve the goal of the current mission. Example: Missions briefing: - Hostage situation, 2 squads from OPFOR, 2 squads from BLUFOR and 2 hostages. Winning conditions for OPFOR: Defeat all BLUFOR, or hold out long enough for reinforcements to arrive. Failure conditions for OPFOR: No remaining OPFOR, or BLUFOR gets the hostages to an extraction point. Winning conditions for BLUFOR Extract the hostages, or eliminate all OPFOR before reinforcements arrive. Failure conditions for BLUFOR No remaining BLUFOR, or OPFOR holds out long enough for reinforcements to arrive. If hostages are killed by either side, the side that kills them loses. Before I start the process of a more detailed mission briefing and so on, I would like to know if there, in the community, is an interest for such an event/group/community that is open for everyone to freely join, as long as you show commitment and try to make the whole event a fun experience for everyone involved. If I receive enough interest in this project, I will start working on the event and hopefully have something ready for you all! Moved the thread: https://forums.bistudio.com/topic/186124-open-to-join-online-multiplayer-tactical-game-experience/
  3. Hello, Me and a small group of friends are looking to expand our mission list on one very much lacking type of missions. We have a lot of missions where we are the aggressors or escapees'. And we have tried and discarded a scary amount of 'leet special forces silencers in the dark'-missions. We have yet to find a single decent mission that revolves around defending or enduring an assault. We found some with potential (stress fortress, hill46 and embassy defence) but they appear to either get broken by our current mod-set or be so outdated they have ceased to function. Now I have done what most people do and just started working on my own mission tailored to my vision of a good, defend X, scenario. But I am not adept at mission making, so it will take time. As time is constantly in motion I figured I'd ask for suggestions for this type of missions to try out. With all the different release platform and differences in naming/description/labeling standards it can be very hard to find 'all the missions'. We are usually 4 players on a bad day and 10 on a good, so something that work with those numbers are good. I also like our missions to be hard, as I find that my co-players relishes in the tension it creates. Also while we prefer dependent free missions if a mission is good enough we will not shy away from adding mods to our collection. Thanks a bunch, Sodien
  4. Hi, everyone, We need a good skilled arma 3 scripter developer ! To finish a multiplayer mission for arma 3 ! The work is almost finished, but not everything is working like it should be ! As there is no mod like this to get inspiration or to simply use others mission framework We need to finish this by ourselves ! but that its not possible since we are not good dev's ! The dev should know how to use arma 3 scripting methods, manage msql databases (extdb2), create own functions, and know how to use arma 3 tools and 3rd party software ! We will pay for the job ! Dev should be free for the job immediately today or tonight ! thanks for contacting me in private for more info ad me as friend on the forum, or on steam look for "DoomneT"
  5. So what i wanna do is to make an ai join my group when i'm at a certain distance away from him. Problem is, it could be random where he is. I've tried the "Attatch To" script but it doesn't seem to work for me and i've also tried to use "if (_x distance <5) but that doesn't work either. I'm not very good at scripting : /. Any help with this would be appriciated.
  6. [MP]SURVIVAL ZOMBIES & DEMONS 20 Players v.02 fix Needs Ryan zombies & demons. http://www.armaholic.com/page.php?id=28958 Its on workshops too as Zombies & Demons http://steamcommunity.com/workshop/filedetails/?id=501966277 SURVIVAL ZOMBIES & DEMONS 20 Players A survival mission without any objetive, only survive until there is no more undead. TEAMS: -OPFOR 10 players -BLUEFOR 10 players -ZOMBIES (AI) can reach 160 at same time with a limit of 4000 zombies. -Features -Awsome zombie & demons mod by Ryan -Jumping zombies. -Scary noises. -Spider zombies. -Super strong demons. (only 100 can spawn they are like bosses) -Respawn on base 10 secs -LOOT systems that spawns weapons/ammo and items inside the buildings. -No nightvision googles -Full Virtual Arsenal (Nightvision restricted) -Visible night (Full moon) -Autocleaning of bodies -ONE OBJETIVE, SURVIVE the 4100 zombies spawned in hordes. -BASES for gear up and planning from where you are teleported to action. -System that prevents player from exit playzone once inside. Only dead can scape. Fight on Agia Marina, Stratis to the dead, ally with the opposite team to survive or kill anyone on sight the zombies don't mind, they want you and will get you. Try to survive until all zombies die (they are like 4100 spawning in hordes). Future plans: -At this moment the playzone its small (just the city), i plan to change it to whole stratis and eventually to altis. Known issues: -Little lag when the zombies are spawned. (only at first) -Zombies may hit you from down the bridges and maybe from 1st floor to second (mod bug, waiting ryan to fix it) -Zombies, specially the fast ones usually act like ♥♥♥♥♥♥♥♥ when ssee someone on stairs or seconds floors in some houses. -Sometimes zombies get stuck on roofs when jumping. -nothing more. need feedback. DOWNLOAD steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=504554016 or Survival Zombies & Demons TvT-20 (@) v0.4f IF YOU WANT WHOLE ISLAND AND WASTELAND LIKE EXPERIENCE: - Wasteland Survival TvT-24 (@) It's my first mission of this type, so feedback its welcome :) Changelog: 0.1: Release 0.2 Fix: -Added little more zombies -Added markers 0.3: -Added Picture -Modified Zombie Health. 0.4F: -Reduced zeds health and damage. -Vehicles will spawn randomly on the city, be carefull with zombies near vehicles.. :). -Fixed zombies that don't throw any vehicle at players.
  7. Hey there! In the last couple of months/weeks, I started to became more and more interested in the content-creation part of ArmA 3. I wanted to share the results, but wasn't able to achieve a really high amount of subs yet. This leads to little to no feedback at all. That's why I present my scenario in this topic. It's a 10 players PvP map settled around the village of Girna on Stratis. A team wins if it reaches the enemy flag and holds it down for 10 seconds. It features mainly close and medium ranged engagements on a pretty small map. While most of the engagements will be infantry vs infantry, it also features a small amount of vehicles in the team spawns and the middle of the map alike. Both teams have a variety of weapons and attachments to pick from, but limited amounts punish the wasting of ressources. Other objectives, like additional weapons or ammunition in the middle of the map, the ability to capture a mortar for fire support or an armed boat can be secondary targets to get an advantage over your enemy. The main difference between this and most other missions is the decent performance of this map, caused by the scale and the overall heaviness of the scripts. I always had the feeling that this game kind of lacks maps you could just "play with a few friends", without having to deal with FPS-problems, though I'm not quite sure if this even fits into what ArmA-players want to do with this game http://steamcommunity.com/sharedfiles/filedetails/?id=476370115 If more people are interested, I'm thinking about renting a server and putting this map on it, just to see how it works out. Feedback of any kind is highly appreciated. Thank you for reading this and eventually try out the mission :)
  8. 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
  9. Yes, not the most original name ever. This is yet another variant of a mission I've been creating and recreating for personal use since the beginning of times. One team attacks, one team defends. You are a rifleman in a VDV squad, in singleplayer, or you can also choose to be a member of the resistance in multiplayer (up to 6 players each). Nothing too fancy, in any case. Just something short and simple that can be replayed every now and then for some quick fun. FEATURES Short and action packed mission (around 15 minutes) Assault the base as VDV or defend it as a member of the resistance (the latter only in multiplayer) Compatible with both single and multiplayer modes (no respawn) Spectating script on death that works both in single and multiplayer (by Kegetys and Faguss) Make it more challenging by playing in Veteran mode: skill levels are higher and fleeing chance lower for all units All WW4 EXT unit features enabled (rucksacks, tracers, bullet cracks...) except deletion of disposable launchers CAS support requested by the AI for east side Jet flybys for jets and personal menu enabled Cover script by General Barron and Random Building Position by Tophe to help the AI provide a solid static defense kInfoshare script that allows AI units share knowledge about enemy locations DTV script package to activate dynamic speech for all AI units (requires DrongosToolkitVoices.pbo and ECP_DSAI.pbo (found inside ECP)) kSuppression script package allows AI units to react to suppressing, incoming fire and grenades REQUERIMENTS WW4 v2.5 WW4 EXTENDED v0.9.3 or higher DOWNLOAD v1.2: http://ge.tt/9Y9LTWk1 There's two versions included in the linked file. The normal one includes all the features mentioned above. The "simple" one has DTV and kSuppression deactivated. Use that one if you don't want to download the required pbos and/or don't want those extra features for whatever reason. I've also provided both missions unpboed for you to take a look at how things work internally in an easy way. Or to tweak the mission to meet your own preferences or system requirements. There's quite a lot of units in a relatively small area (about two platoons for each side), so you might find it somewhat sluggish at moments, depending on your system and performance standards. On the other hand, it can be quite spectacular to watch and play through. FWATCH recommended, just in case you end up being the leader. Being able to use a key to show up the personal menu is a godsend compared with the sluggish action menu method. Also, if you have the time and will, get both pbos mentioned above so you can activate DTV properly. It really livens up the atmosphere of the mission. Have fun. CHANGELOG: v1.2 - Reduced change of BRDM platoons to be fully manned - Res reinforcements transported in cargo should now properly disembark when reaching AO - Res reinforcement squads now have one more AT unit each - Res reinforcement truck in west area placed closer to AO - Uses the new activation logic for jet flyby sounds - Updated to new version of spectating script v1.1 - Added missing picture called from overview.html - Minor corrections to how overview.html is displayed
  10. Hello everyone, I am very pleased to announce the latest news for Take On Mars, the big announcement we've been wanting to let you know about for some time now - the manned mission addition to the game. Firstly to clarify, this is not an additional DLC or paid content, but is part of the already existing Take On Mars game. This means if you have already bought it, you will get it for free. The manned mission, titled "Expedition One" will be the second chapter to the Space Program, the first being the robotic phase. The content will be added progressively through the Early Access program of the game. The first update being due in a couple of weeks. Here is the full press release: Bohemia Interactive, an award-winning video games developer based in the Czech Republic, today announce their plan to launch the first ever manned mission to Mars. The project, which uses 'Expedition One' as its working title, is part of the studio’s effort to explore the red planet and – ultimately – establish a human colony on Mars. While the first space shuttle is scheduled to depart as early as April this year, Bohemia Interactive is still actively recruiting for people to join its marsonauts training program. Expedition One, a content update for Bohemia Interactive’s new sim game Take On™ Mars, enables volunteers to explore Mars from the most intimate of perspectives; through their own eyes. Participants will be tasked with performing a multitude of scientific experiments, constructing habitats spanning from shelters to entire installations, and searching for viable sources of oxygen, water, and raw materials. Due to the limited amount of supplies the space shuttle can carry, one of the most significant challenges for the marsonauts will simply be surviving the harsh Martian environment. As such, participants will have to actively manage their oxygen levels, food stocks, grow plants, and operate drilling rigs in the search for new resources. Unpressurized and pressurized manned vehicles will be at their disposal to increase their mobility across the vast alien terrain. "As a studio, we've always been obsessed with games that explore topics of human fascination", said Bohemia Interactive's CEO, Marek Spanel. "One of those is space exploration. Missions to Mars - from the past, present, and also some ambitious projects for the future - sparked our imagination about what it would be like to be the first human on Mars. We soon felt that this should be the endgame for the Take On Mars campaign." With the arrival of the Expedition One content update, the campaign in Take On Mars will be divided into two chapters. Chapter 1 focuses on the exploration of Mars via the Mars Rovers and Stationary Landers, while Chapter 2 is entirely dedicated to human exploration of the red planet. Those who would wish to embark on this exciting adventure right away will be able to skip the first chapter. However, this does mean that they will start out with fewer resources than those who completed part one of Take On Mars' Space Program campaign. Highlights of the Expedition One mission include: - Take the next giant leap for mankind and leave the first human footprints on the surface of Mars - Drive unpressurized and pressurized manned vehicles to explore the new 8x8 km Cydonia terrain - Build your own habitat spanning from shelters to entire installations via a unique construction system - Live off the land by managing and extracting resources to build your base and keep you alive - Establish the foundations of a human colony on the surface of another planet Expedition One will be made available in the second quarter of 2014. To enroll for the manned mission, people can join Take On Mars’ Early Access program on Steam for the reduced price of 13.99 EUR/ 17.99 USD/ 11.99 GBP. http://mars.takeonthegame.com/assets/img/post_images/tkom_expeditionone_screenshot_01.jpg (150 kB) http://mars.takeonthegame.com/assets/img/post_images/tkom_expeditionone_screenshot_02.jpg (378 kB) http://mars.takeonthegame.com/assets/img/post_images/tkom_expeditionone_screenshot_03.jpg (396 kB) http://mars.takeonthegame.com/assets/img/post_images/tkom_expeditionone_screenshot_04.jpg (353 kB)
  11. Hi, I just done a View/Hide Selection in O2... but now cannot get the object to show again. I have tried View/Unhide but it does nothing lol... does anyone know how to unhide objects again please..? Cheers, Marc
  12. Nice surprise I just got this morning! My Steam version of the game got updated to 1.6.0004. I'm eager to put this one to the test. :cool: The first thing that struck me, is that Walrus AI definitely seems to be better. Well, I haven't played long with it but so far, they're following pretty smoothly. As for the lighting issue, I can't tell yet, because I'm currently in the campaign, at one of those snowy islands. Thus, not very sunny... Well, good work BI. Thanks a bunch for the continuing support! :)
  13. It has been a while so we have decided to roll out new version of beta patch for CCGM: Carrier_Command_Patch_1.06_0004_Beta_SDK.zip CRC-32: 9c9d5d7f MD4: 3118af22585f4a7c09e79261df707846 MD5: 6d7a4d75a6894693d012e25d44699020 SHA-1: af99c358dde314af05de53bff22cd3b0ddc26ff0 Patch 1.06.0004 Changelog --------------------------------------------------------------------- - Fixed Enemy carrier units were sometimes missing equipped weapons. - Fixed When the enemy finished building a Command Center on player's current island, player was unable to shut down firewalls. - Fixed Assert when enemy starts Command Center creation on player's current island. - Fixed Enemy carrier deployed units too far from player's carrier in a fight (and they don't take part in a fight). - Added Turbo and forsage and manta shield visualization into 3rd person view. - Fixed Units are destroyed directly after "yes" selection in "Abandon Units" dialog (not in tutorial mission till Outpost in GM Campaign). - Fixed Bug when player's carrier units dock instantly. - Fixed Current task setting in both campaigns. - Fixed "No Generic Mission" no longer visible in island info, shiplog screen etc. - Fixed New manta added to command bar (from carrier stock ) always has full fuel. - Fixed After capturing island which is changing its alignment the process is stopped. - Fixed After capturing island the autoaim no longer sticks on friendly target. - Fixed Objective "Build Command Center" will not be marked as complete when enemy builds a Command Center on the player's current island. - Fixed Island alignment icon will be hidden when the player leaves the island without a connection to his island. - Fixed Waypoints displaying in firewall mission when recapturing an island. - Fixed The strategy game will not end in an untimely manner - the player has to recapture all islands again (if the enemy takes some over after the player conquers all islands and doesn't sink the enemy carrier). - Added new tech level step on strategy campaign starting screen (4) - all items available. - Fixed Removed some turrets on fulcrum island (Command Center Base). - Added "+" and "-" signs for production and mining in IslandInfo Screen in Gaea Campaign. - Improved Walruses from garages can be fitted with a weapon in the second slot (plasma, AA Gun etc.). - Fixed One turret on Bacchus is no longer under enemy control when the island is under the player's control. - Fixed Removed walrus from neutral Avernus. - Improved AI walrus pathfinding. - Fixed Missions with Firewalls and shield boosters can sometimes reduce telemetry range of carrier Download from CarrierCommand.com
  14. hello I just wanted to know how to edit the game rules and the team speak address in the map
×