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Found 239 results

  1. StriderTibe

    02: Ambush completed the hard way

    Well this game can still suprise me, even today. After a few retry and loaded saves, it turns out that ambush can be completed the hard way, even after the tanks starts rolling in, and you get the command to retreat from Houdan. It was true chaos, completely alone there, running in and out of houses in the town, popping armored vehicles, and some straggler infantry while trying to scavage even more rgp rockets from dead soldiers avoiding any line of sight with those bmp-s and t72-s, and those sneaky soldiers closing in on me. At the end the only thing that prevented the mission completion is some random enemy sitting with a grenade launcher east of Houdan. When i finally found that guy and dealt with it, the mission finaly get a good ending, despite my commander nagging me to evacuate with that chopper the moment we set foot in the town. Here is my proud achivement of completing this absolute insane mission on veteran difficulty. https://imgur.com/a/V5VDUdK This game still rocks, and still can be a challanging immersive and fun experience, even with its sometimes funky graphics. Any other non-convetional ways to complete missions you guys know about?
  2. Hi Community, I plan to play a small highlight video for our Battlegroup at the end of an ingame campaign. This also works wonderfully on the Dedicated. As a screen, I chose the Land_Billboard_F, which works so far and is perfect for about 15 people viewing at the same time. But every time the video starts, the standard Texture with path "a3\structures_f\civ\infoboards\data\billboard_metal_co.paa" is loaded with a metal and cracked effect, which makes the quality of the display very poor. I have now tried to set a white .paa in the texture field of the object editor, but this is also replaced when the video is starting. And the setting of foreground and background colors in white or black by BIS_fnc_playVideo does not come into play either. How do I get rid of the switch to the standard .paa when starting the video? Do I have to set or change configs there? I haven't gotten into that part yet. I am very grateful for every tip and help. Part of the belonging Script:
  3. I make a mission and i published un workshop. The mission run well in SP or scenarios mode. when i load in dedicated server, the server start without errors but the client crashes. In the server log these errors are shown: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. I don't know what could be wrong.
  4. Dynamic ISIS War System ATTENTION: - 01/22/2019: Mission is under development again! I will upload it to Steam, when I get something ready! Heavily modified version of the famous DUWS-M, originally developed by Kibot (DUWS), modified by Bigshot and rlex (DUWS-M) and enhanced by myself (DISWS). In this version player(s) have to fight the Islamic State as well as the Al-Nusra Front. On each restart you'll get a dynamic, procedurally generated campaign, playable on any map you like (not tested on all maps! Please report back!). It's all about asymetric warfare against an enemy who is sometimes difficult to find. Even when you cannot find any differences between the enemy and the civillian population! Face suicide bombers, ISIS supporters and a lot of new features which are making the famous and great DUWS even more enjoyable! NOTE: If you like this mission, please leave me a rating. Thx! ******** A.T.T.E.N.T.I.O.N ******** !!! This mission does NOT run on dedicated servers !!! I'm very sorry for this, but there are so many scripts and for now it's just too much work to change them all. I once started creating this mission for SP for myself. - Update 1.80 - See Changelog below --------------------------------------------------------- *** Check the LATEST required mods *** --------------------------------------------------------- FEATURES It's basically DUWS - but with a LOT of new stuff! I turned it into a Insurgency-style dynamic whole-map mission with a lot of atmosphere. All new elements are working seamless together with the DUWS mechanics. Commandpoints can be earned by shooting Al-Nusra fighters, disarming IEDs, get intel by locals, finish missions based on intel, and more. You can choose several winning conditions for your playthrough in the mission parameters (lobby). Additionally to taking over ISIS held zones you have to help the locals defending their villages against the Al-Nusra Front. If you help them, they will forgot about civilian casualties and there will be less suicuiders and other supporters. Also Al-Nusra and ISIS are hostile to each other. I.e. if you get intel from the locals about an ISIS weapons cache, that one might be placed on a location where Al-Nusra fighters are hiding - or attacking. They will fight each other and you can use this situation to your tactical advantage, just to name one example. The whole situation provides a nice "dynamic chaos" with unforseen situations happening. AL-Nusra also likes to ambush their enemies - for example they hide in buildings and shoot from windows. So you might need to kick in doors and search houses to get them out of the towns. There are so many possible things happening around a playthrough that I really cannot write it all down. For DETAILS about using new features please check the DISWS-Manual (map ingame diary)!! Reputation System: Civilians will whether like or hate you, or just being neutral. Depends on the amount of casualties and if you help them defending their towns against Al-Nusra. The occupied/attacked villages will change on each new playthrough. You will never know where they are, so you have to check the villages. A red marker will appear when you find a occupied/attacked village - and turns green when you defended it succesfully Al-Nusra is able to re-take villages in some rare cases. If you fail to defend a place against one of their attack waves, they will occupy it and you have to plan an attack to re-take it. The more civilians get killed, the more people will join the enemy = More suiciders and ISIS Supporters will operate against you! Civilians are "divided" into religious groups who hate each other (Sunni and Shia muslims) You can gain your reputation by defending towns against the Al-Nusra Front. Conversations: You can ask civilians about their opinion and thoughts. Talk to them to monitor your progress about occupied and defended villages, as well as civilian casualties. Search civilians and dead bodies for intel and items - but take care. A suicider doesn't like to get interrogated! More sidemission from found intel! (Weapons caches, HVTs) Perform your own playstyle (missions from HQ, from Intel, or just clear villages or fight against ISIS) Command your team or command the whole army! It's up to you. Like in DUWS there's an AI commander, but you can of course add HC squads however you want Full RHS U.S. troops and equipment for WEST. ISIS and Al-Nusra Front troops and equipment for enemies (and some stolen vehicles from the Syrian Army) IEDs Arsenal Buy, recruit units, vehicles, weapons, support, AI squads, platoons, tanks, planes, helicopters, etc. Fire for Effect (Immersive Artillery System. See ingame description) Supply Drop includes Arsenal Logistics (transport any object with vehicles like trucks, helis, etc..) Respawn at homebase or any established FOB There's a chance for a dead man's switch triggering when shooting a suicider. So keep distance. Immersive Mine Detector for IEDs (it detects also materials used to construct IEDs which can lead to false alarm) Ambient soundscape (Prayer call, music, radio at houses and other places, ambient chatter - ONLY with TPW MODS) Support for Weapon Mods (Can be equiped via Arsenal) All progress is persistent and will be saved with your savegame All scripts and features written with performance in mind! But if you still get low FPS, try these: Ingame distance view setting (CH View. See ingame Manual) AI limiter (can be enabled via mission poarameters) ZBE Caching (can be enabled via mission parameters, if you're encountering low performance after trying other settings) All DUWS-M features are included and working - I won't name them here, they're too many Commandpoints will also be rewarded for disarming IEDs, shooting Al-Nusra Fighters and finishing tasks provided by intel Select the win conditions in mission parameters (lobby) DISWS-Manual can be found ingame (map). Check it for full features description and How-To Currently work in progress - So far everything is fixed now! I'll be working on future plans soon. SINGLEPLAYER: Use the server-browser and start a local host (LAN session). Save your progress using the custom save function (radio: 0-8-1 - Sitrep). - Default map is Takistan! But you can play it on any map you like. It might case trouble on real small maps. On some maps the random placement of zones/hq may not work properly - or placing zones out of the maps range. First try to decrease the distance from HQ, the zone radius or place them manually. To play on another map, just rename the PBO, i.e. to DISWS_1_66.Altis.pbo (Keep in mind that Windows maybe does not show file endings! Just make sure the file ends with ".pbo") DOWNLOAD PBO: https://drive.google.com/file/d/0B81rpxl19DuQQVRneW9iZHpjWGs/view?usp=sharing STEAM WORKSHOP: http://steamcommunity.com/sharedfiles/filedetails/?id=1159 CHANGELOG: http://steamcommunity.com/sharedfiles/filedetails/?id=1159462402 KNOWN BUGS: - If you loose the Request Menu and other action menu items after respawn or when resuming a save, just respawn again or use the Save/Rest action at HQ or FOBs. REQUIRED MODS - CBA_A3: http://www.armaholic.com/page.php?id=18767 - RHS_AFRF3: http://www.armaholic.com/page.php?id=27150 - RHS_USF3: http://www.armaholic.com/page.php?id=27149 - RHS GREF: http://www.armaholic.com/page.php?id=30998 - RHS SAF: http://www.armaholic.com/page.php?id=32203 - CUP Weapons: http://cup-arma3.org/download - CUP Units: http://cup-arma3.org/download - CUP Vehicles: http://cup-arma3.org/download - CUP Terrains CORE: http://cup-arma3.org/download - CUP Terrains MAPS: http://cup-arma3.org/download - Takistan Civillians for CUP: http://www.armaholic.com/page.php?id=32020 - Iraqi-Syrian Conflict: http://www.armaholic.com/page.php?id=28406 - Revos's Mine Detector: http://www.armaholic.com/page.php?id=29929 STEAM-USER click here: http://steamcommunity.com/sharedfiles/filedetails/?id=908457911 *Thx, bcmaster Not needed, but HIGHLY RECOMMENDED - TPW Mods: https://forums.bistudio.com/topic/154944-tpw-mods-v20170208-enhanced-realism-and-immersion-for-arma-3-sp/ - RYD Liability Insurance: http://www.armaholic.com/page.php?id=27485 A word on TPW Mods: Sometimes (dunno why) the mission fails to disable unnecessary features from TPW. Better disable those in TPW's userconfig file. Specially Civilians, Croud, Cars, Helis, Fall, Puddles, Fog and Animals. SUGGESTED MODS - JSRS-Soundmod: http://www.armaholic.com/page.php?id=32317 - Unit_SFX: http://www.armaholic.com/page.php?id=28888 - Virtual Projectile Sounds Reality: http://www.armaholic.com/page.php?id=31799 I don't recommend ACE because the mission includes a lot of custom scripts. But when using ACE, you'll also need: - ACE3 RHS Compatibility files: http://www.armaholic.com/page.php?id=31281 When using ACE, the 'Special Forces Training' Feature (no fatigue) might be overwritten by ACE Advanced Fatigue! Download this mod in this case: - Remove Stamina ACE (main mod required): http://www.armaholic.com/page.php?id=31792 Weapon Mods are supported. You're able to use them via Arsenal. CREDITS - BIS: Arma 3 - Kibot, BigShot, rlex: DUWS-Unofficial - BangaBob, ReVo: Their great scripts! - GigaS: Some partial scripts and support! - [ToS]HadeS, [ToS]AUT_Cyclon, [ToS]Zauberbesen: Help and testing! - R3vo: Mine Detector - TPW: TPW Scripts and helping me! Thank you! - AuTigerGrad: Ambient Sound Pack - Rydigier- Fire for Effect - Community for all the great stuff!
  5. I want to make a similar type of mission like a RobJ's helicopter pilot mission. But I couldn't understand anything from his mission file. There wasn't much I could refer to. And It's hard to find tutorials for this. Could someone please let me know if you know any tutorials about how to create a mission that create tasks randomly and continuously?
  6. Hello community! I've had this released on the Steam Workshop after a long development period, and it's about time I introduce it here. I hope communities will enjoy using this! Hunter'z Persistency Module What is it? It's an "offline" (meaning, an SQL server or similar is NOT required) persistency framework for complex dynamic missions. It's meant as an alternative to existing solutions that use SQL servers. Instead of using a server/database approach, Hunter'z Persistency Module is fully SQF-based and outputs save data to text files in SQF-format. With this module you can avoid having complex infrastructure such as SQL servers and set up a persistent server with ease. What can it do? As a framework, it's got all the functionality you need to save any object, ammo crate, or vehicle and it's designed to be very easily customised so that you can save custom information such as object or mission variables. The module is focused mostly on realism/logistics scenarios, which means whatever you want to be persistent, you can set it up with ease and it will save every detail without compromise or room for exploits. For example, if you want to set a vehicle to be persistent, all you have to do is call one line of code and its state will be saved with all details down to the number of rounds it has in its guns. Player units are also persistent by default, which means not only does it save your position or your gear upon logging out, but also how many bullets you have in the magazines inside your backpack, the damage on all your body parts including your full medical state if you use ACE, any map markers you have placed and whatever else comes to your mind. The customisation of the framework is done by using API functions that you call either through scripts in your mission or live through the in-game admin console. These are all described together with setup instructions and further information in the manual that comes with the module. How does it work? It uses Killzonekid's debug console dll extension (with his permission of course) to write to a save file on the server machine. Although the save file comes out as pure SQF, due to the limitations of extensions in Arma, large data arrays are split up into smaller ones and parsed back to normal by the module during saving and loading. This means that you might see a lot of text in your save files, but since it's all SQF, you actually have the option of editing the data manually by hand in case of any problems you have in your mission or things you want to change. Saving to file is done automatically, through an auto-save system, for which you can set the save interval. The module is very performance friendly as it only uses resources when conducting a save, which usually takes less than a second. Player persistency is managed through connect/disconnect event handlers by the server, and other than these situations the module will not be using any CPU power! Future work / TODO? I plan on adding more features to the mod. One thing I will investigate soon is persistency of damage to map objects, such as buildings that are part of the map. No promises though! Download link You can obtain the mod through the Steam Workshop. https://steamcommunity.com/sharedfiles/filedetails/?id=1207707864 Licensing The module is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. You are free to share or build upon this work as long as you credit me as the original author. You may not sell this work or any derivatives of it, or financially profit from the use of the mod in any way. Trivia Although I've been working on Arma 2/3 for a few years now, this is the first mod that I got ready to be released for public use. I'm hoping to have release versions ready for my other mods, especially the AI mod I've been developing since 3 years, but we'll see... For more info on what I do, feel free to check out my repo: https://github.com/KHunter-Arma
  7. 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:
  8. G'day, I made a mission, it required a large mod that my friend didn't have (Project OPFOR, "po_factions_me"), in my confident ignorance I went and deleted all entries of said mod in the missions.sqm without debinarizing it, after doing so, I now get the error "line 0: '.raP:' ' encountered instead of' =" when trying to open the mission in the editor. I downloaded DeRap due to a suggestion, when I used the tool on the mission.sqm, it said something along the lines of: "deRap: unknown entry:" (I can check again if the exact wording of the error is actually important) Anyone have any ideas? it's a beloved mission me and my friend play very, very often. Here is the mission.sqm: https://pastebin.com/70ECMNgy Thank you so much.
  9. Take back the oil drilling location that is currently captured by ISIS forces. This should be a quick operation. They will not see it coming. I wanted to create a scenario that would be fun to play once or twice and without minimal frustrations. It's not the hardest mission if you time the attack correctly. You have to start the operation with radio Alpha. You will hear a radio message and a feed when they are moving in. You have time to choose the M14 rifle with scope instead of the HK416 you start with. Some more goodies can be accessed at the supply crate near the spawn. Have fun! The Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2799008687 All my scenarios are made with gear and weapon packs to make them stand out and increase the fun factor. Previous scenario (In And Out - Night Operation): https://steamcommunity.com/sharedfiles/filedetails/?id=2797835392
  10. Blow up the building with warheads in it and extract by air or sea. The darkness is your cover. You have one optional objective (for a higher score). But there is only one main objective. Destroy that building by planting 3 bombs in the middle of the building. When the main objective is completed, choose to extract your team by sea or air. But you have to steal the vehicle you choose. Two helicopters have been spotted at the airbase. Two boats have been spotted at the dock in the north part of the map. Can be played with up to 3 friends or by yourself. You can choose to go in guns blazing or sneak your way into the building. Keep in mind that alarms can go off in the village and at the airfield. Stay frosty! The mission can be found on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2797835392
  11. So, I'm currently working on a mission with a fixed object to access the arsenal (ACE). This arsenal however should only be accessible to the pilots role to deliever logistics. Unfortunately there are some players in the group that won't listen to strict rules, saying that no one shall go there and access the arsenal. So I was wondering if there is a way or a script to either: a) Kill any player (except of the pilots and the zeus), force them to respawn, when they step into a trigger area or b) show only the zeus via a hint that Player1 has entered the trigger area to which the zeus can react himself. I'd prefer the killing method however. If someone has an idea I'd be happy to know and hear about it. THX
  12. Hello, I hope this isn't too much of a stretch to ask but there's one thing bugging me. I have the Zeus Enhanced mod and I was wondering if there's any way to use systems made available by it in 3D Editor. What I mean by that is for example - I wanted to use the suppressing fire module provided by the Zeus Enhanced mod, connect it to a trigger and have units appear and fire as the module allows. Also some tools like "Tracers" are way way simpler to use as Zeus, with graphical interface instead of inputting certain weapon names and such. Has anyone encountered an issue like this? Is this mod conflict or a base game limitation? Is there a way or a workaround I could implement? I would be extremely grateful if anyone could be so kind to help me.
  13. I wanted to post my first Arma 3 mission, Total Warfare: https://steamcommunity.com/sharedfiles/filedetails/?id=2776356858. Back in the day, I made a lot of missions for Operation Flashpoint - such as Petrovice Salient, Apache Assault and Operation Sharkeye - but haven't done anything since. It's been fun to make although pretty time consuming due to the complexity of the mission and how rusty I was at scripting. Given that, I am happy that it's fairly polished. And whatever else it may be, it's not boring. The goal was to put you into a large-scale and brutal assault in which you have a genuine sense of having to fight for every inch. The downside of this sense of scale is that it's very resource-intensive. Despite spending a lot of time optimizing it, it's unlikely you'll get buttery smooth framerates. Happy to receive any criticisms/feedback. My questions at the moment with it are: Difficulty level - it's a hard mission, but I do not want to make it much easier as that lowers the intensity of the experience. As a compromise, there is revive (incl SP) but is that too much? There is an occasional issue with the game hanging for a few seconds before resuming, sometimes multiple times. This is caused by a script that ironically is intended to improve performance. The script moves and activates enemy units as soon as you or another squad is in the area. I assume the hanging is caused by the script disrupting the game's resource management - causing a temporary CPU overload. If anyone knows how to fix this, would love to hear. Total Warfare aims to give you the visceral experience of a large-scale, combined arms battle - a brutal urban engagement fought alongside other squads, with an unpredictable enemy, noise and explosions all around you, and unrelenting tension. You're a leading FIA officer who's turned the tide against CSAT/AAF, forcing them to retreat to Kavala. Finally, NATO are joining the war and are launching a massive airborne operation to take the city. You'll be fighting alongside them, but first need to pave the way by taking out the enemy AA units. https://steamcommunity.com/sharedfiles/filedetails/?id=2776356858
  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. Sulon480

    [sp campaign] Operation Fikoj

    Author: Sulon480 Version: 1.0 ChangeLog: 1.0 (current) Operation Fikoj is a simple campaign taking place on Malden. The plot is simple; As a Soviet soldier you most lead your men in 12 various missions and slowly take control of the island. Fun fact: I'm not a pro, just an OFP fan, been making missions for a few years but only for myself. My friend persuaded me to make a full campaign from several missions, so here it is. As I said earlier it's not comparable to the official campaigns for example (no fancy cutscenes) let's just say, that I just binded some missions together in chronological order. Features: 12 missions with briefings which connect to each other. Hope you'll have fun playing it! 😉 Known Bugs: no Required Addons: -none link: https://drive.google.com/file/d/1iyIiorHi54k5-os1YfEtrgg_5xT0xQlB/view?usp=sharing
  16. So, in my current mission file, I have a limited zeus. However, this limited Zeus has no access to the modules section, the yellow one, in his spawn menu. Is there a way to add this back to a Zeus? If so, is there a way to specifically add only certain modules back to that spawn section. Thanks!
  17. fabiodl93

    [SP/Coop 4] Dark Moon

    Hello Arma community, I want to share with you my first mission published on the Steam Workshop called Dark Moon. Mission Briefing: Last week, the island's media reported on a chemical theft from an industry in Kavala. The investigations conducted by the local authorities have indicated an anti-government cell as responsible for the incident and asked for our support to identify and neutralize the alleged threat. The aerial reconnaissance carried out in recent days, combined with information obtained in the field, identified the city of Orino as the main point of interest. We do not know exactly what kind of activities are taking place in the area therefore we recommend the utmost caution. Features: No mods required Singleplayer/Cooperative (up to 4) Virtual Arsenal Vanilla revive system for Coop Feedback If you have any feedback or encountered any bugs please share it here or on the mission's Steam page. Have fun and have a Splendid™ day. - Fabio
  18. Hi there. I go to my question straight away. Is there a way or a script to tell AI they can walk freely inside a certain area. Like making an area on a city and then they walk around randomly inside this city until something happens. I'm pretty new to builiding missions and any help on this would be useful., Thanks.
  19. Hello good people ! i don't know if this is the right place to post this, but I'm having trouble getting mission rotation to work. my Class mission is setup like this class Missions { class Mission01 { template="Conquest-Ported.zargabad"; difficulty="regular"; class Params {}; }; class Mission02 { template="ConquestTestEngland.swu_public_Imber_uk"; difficulty="regular"; class Params {}; }; class Mission03 { template="ShapurConquest.Shapur_BAF"; difficulty="regular"; class Params {}; }; }; im using persistent = 1; and -autoinit. when the mission is over, it dont really end but put people back to the slot screen, but it never changes or reloads the pbo. im out of ideas :) looking forward to hear from you or getting put in the right direction!
  20. So i´ve been seraching for like an hour now but i can´t figure out where to set the startup parameters for a linux dedicated server i just want to enable autoinit so the mission starts when the server is started but where and how ?
  21. Hello Everyone! I am bothered the last weeks with an idea but missing the skills and capacities to form it into reality. I know you heard that a lot of times here and I am indeed searching for people who are willing to bring this project to reality because they would love it to be in the game! As you could read already in the title I would love to have DCS in Arma 3. What does that mean? Well, ArmA delivers a good balance between Sim and casual concerning flight mechanics and since the jet dlc there is quite some potential. Unfortunately most ArmA maps, although already large, lack the seize of an air to air combat map. My idea involves the following: 1. Build a map which is big enough with at least two airports at opposite ends. (This is possible also with way beyond reasonable fps looking at maps like "south east Asia"; the importance, I guess, is to keep the prop count low, textures minimal, amongst other stuff) 2. Build a simple MP ready mission where people can fight each other on this map in planes, nothing else than this map as a mod needed, but of course welcomed to build upon this with mods and stuff! 3. Integrate a mission system so there is always something to do and out of these missions dog fights and so evolve. 4. Bring scripts in as view distance, Driving planes backwards, and rearming pylons to your likings. I know that I might not be the first one having the idea and I also know that most people would just say "learn it and do it". Nevertheless I thought asking doesn't cost anything and perhaps there are some of you out there who already have the skills and like the idea and we could make it come to life together. I mean, we could build a solid alternative for DCS with lesser focus on the simulation but the action without getting to casual, because I think Arma delivers it! And it would be free for all those who already own Arma! No new flight game needed, we basically have it within the game, no one woke it really up, yet! Also it would close the gap to Arm4 coming out 2044 a bit, delivering a new way to enjoy and experience the game. I am open for any suggestions, help, information or critics. Perhaps something like this is already in development and I haven't found it (South East Asia doe lacks the two airports at the end of the map and I tried to build them in the editor afterwards, which was not really working...). At least I wanted his idea to be out there in this amazing community, even if no-one is at first answering or interested. Thank you all and have a nice day!
  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. so i want the day night cycle on my server disabled because having a night on a Sandbox Server is stupid and bad! i searched for a while and the only thing i found was people complaining about Servers disabling the cylce but HOW how can i disable the whole time cycle that it´s always like 1 pm on the Server? HELP! Marvin
  24. 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!
  25. https://steamcommunity.com/sharedfiles/filedetails/?id=2527226295 Play with more than 20 players as a unit taking part of an invasion, tasked with controlling multiple cities and enemy bases. Play on foot and use vehicles to finish more than 11 tasks in this three hours scenario filled with urban fighting. This being my first published mission, feedback is highly appreciated. Reviews : It's really cool. - Me It's alright i guess. - My friend. Don't forget your scenario while taking out the garbage. - My mum.
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