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Found 239 results

  1. I have a trigger that gets activated by anything inside a 10kx10k area. This trigger has "SideScore" call BIS_fnc_endMissionServer; in the on activation, it is delayed by 930 seconds. The problem: When the mission ends, everyone has to wait 5 seconds for the new mission to start, if anyone presses ok the new mission will continue on. What can i do? Is it a server setting?
  2. Hi. In my mission a trigger completes a task and activates a new one. The problem: In singleplayer and local MP it works... on a dedicated server it does not. But the trigger works. It activates a couple of waypoints and completes a mission...but it does not activate the new task. on activation: {_x in crew heli1} count [unit1,unit2,unit3,unit4,unit5,unit6] > 0 on act: heli2 lock false; heli3 lock false; hint "does not matter" The trigger activates when one of 6 playable units enters the heli1 helicopter. What am i doing wrong? Why does it not create the new task but do everything else on a dedicated server.
  3. I want to have a countdown that counts down from 630 seconds in a normal way (not 630, 629 more like Remaining Time: 10 Minutes 30 Seconds, can be anything else that does not look awful) on the screen for EVERY PLAYER that shows up when a trigger is activated. Any script and a explanation how to use it?
  4. I have a trigger that will activate 600s after a player has entered the area which is like 15000x15000x-1. I synched that to an end mission module. The problem: When the mission ends and people come back to the mission selection screen, the new mission only starts after 10 seconds or so. If any player clicks on OK, the old mission will keep going on...forever (as the mission end trigger with the timer cant be activated again). What can i do? How do i end the mission globally? I do not want to use any scripts if that is possible...
  5. This is what my server.cfg looks like, i censored some things: // // More information at: http://community.bis...wiki/server.cfg // // GLOBAL SETTINGS hostname = "hostname"; // The name of the server that shall be displayed in the public server list password = ""; // Password for joining, eg connecting to the server passwordAdmin = "passwordAdmin"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' //reportingIP = "arma3pc.master.gamespy.com"; logFile = "server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[] = { "", "Server hosted by nitrado.net", "" }; motdInterval = 10; // Time interval (in seconds) between each message // JOINING RULES maxPlayers = 6; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing. verifySignatures = 1; // Verifies the players files by checking them with the .bisign signatures. Works properly from 1.08 on equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. // VOTING voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 2; // 33% or more players need to vote for something, for example an admin or a new map, to become effective allowedVoteCmds[] = {}; // disables voting // INGAME SETTINGS disableVoN = 0; // If set to 1, Voice over Net will not be available vonCodecQuality = 10; // Quality from 1 to 10 persistent=1; regularcheck=""; // MISSIONS CYCLE class Missions { class CLASS1 { template = Missionname1; cadetMode = 1; }; class CLASS2 { template = Missionname2; cadetMode = 1; }; }; My problem is that when mission Number 1 is over, the second one does not start when a player clicks OK (in the mission selection screen) after the debriefing. Because then they will join the old mission again, but it does not even restart, it just keeps going. This really pisses me off because the Mission end trigger that ends the mission after 10 mins can only be activated once... It does not occur when all players wait a few seconds though... Can anyone help me with this? In KOTH there are always different kinds of missions that switch without players having to leave or wait...
  6. This is what my server.cfg looks like, i censored some things: // // More information at: http://community.bistudio.com/wiki/server.cfg // // GLOBAL SETTINGS hostname = "hostname"; // The name of the server that shall be displayed in the public server list password = ""; // Password for joining, eg connecting to the server passwordAdmin = "passwordAdmin"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' //reportingIP = "arma3pc.master.gamespy.com"; logFile = "server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[] = { "", "Server hosted by nitrado.net", "" }; motdInterval = 10; // Time interval (in seconds) between each message // JOINING RULES maxPlayers = 6; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing. verifySignatures = 1; // Verifies the players files by checking them with the .bisign signatures. Works properly from 1.08 on equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. // VOTING voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 2; // 33% or more players need to vote for something, for example an admin or a new map, to become effective allowedVoteCmds[] = {}; // disables voting // INGAME SETTINGS disableVoN = 0; // If set to 1, Voice over Net will not be available vonCodecQuality = 10; // Quality from 1 to 10 persistent=1; regularcheck=""; // MISSIONS CYCLE class Missions { class CLASS1 { template = Missionname1; cadetMode = 1; }; class CLASS2 { template = Missionname2; cadetMode = 1; }; }; My problem is that when mission Number 1 is over the second one does not start when a player instantly clicks OK after the debriefing, because then the old mission starts again, but it does not even restart, it just keeps going. This really pisses me off because the Mission end trigger that ends the mission after 10 mins can only be activated once... Can anyone help me with this? In KOTH there are always different kinds of missions that switch without players having to leave or wait...
  7. This is what my server.cfg looks like, i censored some things: // // More information at: http://community.bis...wiki/server.cfg // // GLOBAL SETTINGS hostname = "hostname"; // The name of the server that shall be displayed in the public server list password = ""; // Password for joining, eg connecting to the server passwordAdmin = "passwordAdmin"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' //reportingIP = "arma3pc.master.gamespy.com"; logFile = "server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[] = { "", "Server hosted by nitrado.net", "" }; motdInterval = 10; // Time interval (in seconds) between each message // JOINING RULES maxPlayers = 6; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing. verifySignatures = 1; // Verifies the players files by checking them with the .bisign signatures. Works properly from 1.08 on equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. // VOTING voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 2; // 33% or more players need to vote for something, for example an admin or a new map, to become effective allowedVoteCmds[] = {}; // disables voting // INGAME SETTINGS disableVoN = 0; // If set to 1, Voice over Net will not be available vonCodecQuality = 10; // Quality from 1 to 10 persistent=1; regularcheck=""; // MISSIONS CYCLE class Missions { class CLASS1 { template = Missionname1; cadetMode = 1; }; class CLASS2 { template = Missionname2; cadetMode = 1; }; }; My problem is that when mission Number 1 is over, the second one does not start when a player clicks OK after the debriefing. Because then they will join the old mission again, but it does not even restart, it just keeps going. This really pisses me off because the Mission end trigger that ends the mission after 10 mins can only be activated once... It does not occur when all players wait a few seconds though... Can anyone help me with this? In KOTH there are always different kinds of missions that switch without players having to leave or wait... Quote MultiQuote Edit
  8. This is how the Mission part in the server.cfg looks like: // MISSIONS CYCLE class Missions { class ARMA3 { template = "Stratis_dogfight.Stratis"; difficulty = "Veteran"; }; }; How do i make it load missions one by one when one is completed? Say one coop is done then the dogfight mission starts etc. and when the last mission is completed it starts from beginning again. Like in King of the Hill by Sa-Matra. Im just sick of always changing the mission name in the cfg. Its also a public server which is why i am asking.
  9. Hello guys, Can person without any DLCs play a scenario that has objects like buildings, rocks from Apex DLC ? The ERROR that friend gets when he tries to open my mission in editor I'm making a mission that should not be dependant on any DLCs Mission uses several addons (image below) and a lot of Apex objects and clothing, though none on player, my friend has all the mods that are required but doesn't own any DLCs. He's unable launch the scenario, nothing happens when "Play" is pressed. I'm clueless what's wrong, would appreciate some help. Required addons (Map is Bornholm)
  10. jstibbsy

    [SP] Falling Point

    Mission - 1 Falling Point Campaign Overview Sgt. Andrew Martinez... A normal soldier, until the Stratis incident hit and most of NATO was wiped out. He along with his fellow survivors must Retreat from an overwhelming enemy, Organise a force to be reckoned with and finally Act on the advantages gained. Mission Overview Charlie squad has been tasked with securing Alpha, Bravo and Delta's flank. They must hold out long enough until the three teams have secured Agia Marina. Charlie will then converge on the town to hold it along with the other teams, until NATO arrive. Credits Sgt. Andrew Martinez - Adrian Green SSgt. Michael Sanders - Scott Alsworth AAF Soldier - Anne Luchtenveld Pvt. Tim Matthews - Avery Credits script - Scott Alsworth Script Check - Christopher Herr General Help - BI Forums ArmA 3 itself - Bohemia Interactive Features Quality voice acting, custom scripts, cutscene, follows parallel to Survive, Adapt and Win. Download: http://steamcommunity.com/sharedfiles/filedetails/?id=717799540
  11. Hey guys, im working on a mission inculding a protesting mob. Is there some kind of protest animation, i vaguely seem to remember there has been one, but cant seem to find it.
  12. Scenario developer looking to help with the creation of new scenarios and game mechanics for non-profit. Skills: - Extensive knowledge of the SQF scripting language, and best practices - Extensive experience with Arma mission/scenario creation - Good knowledge of Arma terrain creation - Good knowledge of configuration files and addon creation (as well as best practice) - Extensive knowledge of Arma Graphical Interface design and development - Competent with graphical imaging software - Good knowledge of website application programming and development (PHP and ASP.NET) - Can work as part of team Requirements: - Communication to be in good, full English language - Flexible and reasonable time constraints in order to complete work - Small to medium sized projects - End users willing to help debug so as to improve performance and error handling - Non-profit and end users must adhere to licences (APL, APL-SA as well as own licence) Contact: - Please contact me via Private Message (make sure to include your timezone if you are not GMT) Kind regards, Bull
  13. hey, i been looking for a mission that is mixed between exile and dayz.free roam style (sorry if I placed in the wrong section) all the features of exile but with out the shops, so that you have to find everything, broken down cars spawn that you can fix up, and that's the element of dayz. like rare chance of jets and helis to spawn and random roaming ai with zombies and missions, harder the mission better the rewards. I have not seen anything really do something like this and its something I would love to see in arma 3, I have no clue about mission making to make it for my self or I would lol. if other people like this idea then why not make a mod of it for multiplayer, I know this is not a easy task but I think it would be a cool fun concept I would love to see :) if this is already made then my bad. thanks for reading please leave your opinions down below and if anyone likes the idea then feel free to make it PS a cool map for this would be esseker thanks dunte
  14. Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=714854749 https://www.youtube.com/watch?v=T21S5ODYgFM COOP [1-5p] You are part of a highly trained covert team tasked with infiltrating behind enemy lines and securing a hostage for extraction. Insert with your team and remain undetected until commensing the attack on the target building. Eliminate the threat, secure the hostage and move back to the insertion point for extract. The local rebel groups are conducting ethnic genocide and recruiting child soldiers by force. Do not compromise the mission. The hostage may require medical treatment due to injuries sustained during interogation. REQUIRED MODS (Worth it): @CBA_A3 @spec4gear @RHS:USF @RHS:AFRF
  15. dystopian

    [SP] NIGHTMARE HOTEL

    NIGHTMARE HOTEL Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=712374182&searchtext=NIGHTMARE+HOTEL Welcome to hell. This mission will test your testicular fortitude and have you on the edge of your seat as you clear out the Hotel. Room by room. Insurgents have been fortifying it for two months in advance. They've kidnapped tourists and are asking for Taliban leaders to be released from prison in exchange. Insert in and rescue the hostages. Or wake up dead. https://www.youtube.com/watch?v=0vpQJV71rZ0 Required addons = @CBA_A3 @BloodLust @CUP Terrains Core @CUP Terrains Maps @ALiVE @CAF_AG1.5 @CUP_Weapons @CUP Units @CUP_Vehicles @spec4 @ace3 @RHS AFRF @RHS USF @MrSanchez'Headgore @ASR_AI3
  16. Hello lads! I'm currently making / modifying a coop mission in ArmA 3, most stuff works so far, managed to find most stuff i needed in the Forums already. Now i have a little problem, it has been explained a few times already, but i just can't seem to understand it somehow :P How can i manage to make stuff sync between all connected users ? e.g. i have some "addaction" stuff used in my mission, but some of these actions are only executed on the local client side, and not globally for all of the players. As far as i know, i will have to somehow send information (for ex. briefcase collected, which would be a addaction) to the server in which i set a server variable (for ex. briefcase_collected) to a specific value, in this case 1 / true. Then the server would share this information with all collected clients, and by changing the value of the variable, the clients would know that this task has been completed, and it would show the next. I just have no idea how i do this in arma, i am trying for quite some hours now but just can seem to get it right. I thank all of those that give me some hints in advance! B) - PsychOrange
  17. I have a random mission picker which picks a mission then spawns an ammobox at a random marker position. The task on all missions currently are all the same which is just to destroy the ammobox. This is all working as intended and I have a marker & task destination waypoint that are created on the ammobox BUT I need the marker and waypoint to be "near" the ammobox and not exactly on it. I have looked it up but can't figure out how to do this, also my tasks have an issue with JIP instead of syncing to current it issues new mission. Here is my mission layout if it helps. Some of you have already seen this code and I'm sorry if it's boring you ;) from now on any issues relating to my mission I will post here so I dont clog the forums with lots of threads. init.sqf // Tasks fnc_miss_array = []; fnc_miss_array pushBack (compileFinal preprocessFileLineNumbers "scripts\mission_1.sqf"); fnc_miss_array pushBack (compileFinal preprocessFileLineNumbers "scripts\mission_2.sqf"); fnc_miss_array pushBack (compileFinal preprocessFileLineNumbers "scripts\mission_3.sqf"); fnc_miss_array pushBack (compileFinal preprocessFileLineNumbers "scripts\mission_4.sqf"); // Check current task for JIP execVM "scripts\iniTask.sqf"; as you can see the in the init.sqf the 4 mission files are ready, all 4 are the same with different text so I know which one is actually running during testing mission_1.sqf "scripts\cache_A.sqf" remoteExec ["execVM",2]; // Set mission status for JIP missionStatus= 11; // Code that actually sends this out to other players. publicVariable "missionStatus"; task_1 = player createSimpleTask ["Mission 1"]; task_1 setSimpleTaskDescription ["Locate & destroy the weapon cache","Find Cache","Search"]; task_1 setTaskState "ASSIGNED"; ["TaskAssigned"] call BIS_fnc_showNotification; player setCurrentTask task_1; so the init.sqf has the 4 mission files set into an array, and are ready to be picked At mission start (or player joining) the init.sqf runs the iniTask.sqf which does some checks for what the current task is (if any) then sets the player on to either the current task or something else. iniTask.sqf if (isNil "missionStatus") then { execVM "scripts\prologueTask.sqf"; } else { execVM "scripts\JIPhandle.sqf"; hint "Welcome, Recieving Operation Data. Standby."; }; When a mission is selected the code on the first line of the mission_1.sqf runs a file called cache_A.sqf ammocrate1 = []; if (isServer) then { // Create weapon cache at random marker ammocrate1 = createVehicle ["B_supplyCrate_F",getMarkerPos "mrk_1",["mrk_2","mrk_3"], 50, "NONE"]; // Create marker at the location _marker1 = createMarker ["cache_A", getMarkerPos "mrk"]; _marker1 setMarkerType "hd_destroy"; _marker1 setMarkerColor "ColorRed"; _marker1 setMarkerText "Find Cache"; [] spawn { while { not isnull ammocrate1 } do { "cache_A" setMarkerPos getPos ammocrate1; sleep 0.5; }; }; }; "scripts\taskDest.sqf" remoteExec ["execVM",-2]; As you will see at the very end it runs taskDest.sqf if (!isNull currentTask player) then { task_1 setSimpleTaskDestination (getMarkerPos "cache_A"); }; sleep 5; (Now that I've had some sleep I am wondering if that exclamation needs to be where it is now or moved to before the bracket?) Anyway that is supposed to update the JIP with the current task destination, but a different problem I'm having is a JIP will actually get a new task and not the one currently running. For anyone interested here is my JIPhandle.sqf hint "Recieving Operation Files...."; sleep 3.0; switch (missionStatus) do { case 10: { execVM "scripts\prologueTask.sqf" }; case 11: { execVM "scripts\mission_1.sqf" }; case 12: { execVM "scripts\mission_2.sqf" }; case 13: { execVM "scripts\mission_3.sqf" }; case 14: { execVM "scripts\mission_4.sqf" }; default { hint "Something went horribly wrong. Please rejoin the server!"; }; }; prologueTask.sqf missionStatus= 10; publicVariable "missionStatus"; //creating the "prologue" mission tasks player createDiaryRecord ["Diary", ["Welcome", "Welcome to Soldiers Of Fortune! <br /><img image='btalogo.paa' /> <br>Don't forget to equip earplugs before executing an operation, safety first people! <br>"]]; M1 = player createSimpleTask ["Prologue"]; M1 setSimpleTaskDescription ["This is the initial mission for players who didn.t JIP.","Mission 1","Map Text Mission 1"]; M1 setSimpleTaskDestination (getPos trig_1); M1 setTaskState "Assigned"; player setCurrentTask M1; The last issue I'm having is an error with my loadout script, I'll post that if someone knows about loadout scripts.
  18. I've been trying to search the internet for information on remote access to MCC sandbox by either Name or UID, I'd rather do it with name, because it would be hard to test with UID. I've been able to search some information about allow MCC to a particular player slot, it works when I preview it, and when I host it local, but as soon as I put it on my Dedicated server, it seems not to work anymore, I've only found youtube videos on how to do it not sure if this line is meant to work for MCC_sandbox 4 for Arma 3 =: this setvariable ["names",["Pineapple_hat"]] I've tried that line it doesn't seem to work, I hope I can find someone that can assist me with this issue, thank you.
  19. shabaz_draey@windowslive.com

    Create Diary Record Order - EDEN EDITOR

    Hello, So I set my Diary record for my mission briefing in EDEN editor, but they are all out of order, like this, -Mission -Friendly Forces -Situation -Enemy Forces -Mission Notes -Command and Signals -Mission Notes -Execution I want it simply like this, -Situation -Enemy Forces -Friendly Forces -Mission -Execution -Command and Signals -Mission Notes How do I order it in the EDEN Editor to get it like this?
  20. Hi all, We recently released a new mission - Last Stand: Kavala Features: /Squad Leader has full access to the Zeus interface (Press Y in game) //Revive system and dynamic respawn points //Virtual arsenals at all key locations - including a controllable UGV //Unique AI system - fast paced relentless combat like never before //A selection of the best music from Arma 3's soundtrack //A hidden Easter egg in Castle Kastro that really blows... We would love to see more people give it a try, if you want to join the 1000+ people that already have check it out via the link below: http://steamcommunity.com/sharedfiles/filedetails/?id=603109334 (Please leave a rating on the workshop for us!) Or https://onedrive.live.com/redir?resid=4ED2B8655B077EDB!568618&authkey=!AA7pOOfZXgn4gjA&ithint=file%2cpbo Feel free to leave feedback for us on the workshop or post something here - we read every comment we get, so you won't be ignored.
  21. Hey guys :) I am making a cinematic mission where i would love a Medical evacuation by helicopter. i have got a helicopter to come in and land using unitCapture/unitPlay but i dont know what the most efficient way of having one AI carry another AI to the helicopter? thx in advance :)
  22. Hi all, I am a Linux user who is new to the ARMA franchise. I have been having a crack at putting together a simple, vanilla mission whilst waiting for the game to be updated from version 1.42 to 1.54 and am wondering if someone could help me sort out a few issues I have encountered during testing. 1. I found that 2 missiles from a chopper will take down a Military Cargo Tower. I can't have that and am wondering if there is a script to make a building indestructible? 2. Is it possible to restrict the use of artillery, so the Scorcher, Sandstorm and mortars are not available? 3. AA units that I have placed on the side of a mountain do not change weapon and fire when an enemy chopper flies past. Is there a script that forces them to use the AA missile launcher as their primary weapon AND actually fire it when an enemy air unit flies into range? 4. I have a speedboat on patrol and would like it to refuel/re-arm when the patrol is complete. I am having difficulty in getting the boat to manouver alongside the pier where I have a Taru fuel pod and 2 boxes of vehicle ammo stationed using the "move" waypoint. ( I could probably get it so that it works with more tweaking and previewing but am hoping that there is an easier way or some kind of "refuel" option). 5. Finally, could someone please tell me if the mission I am creating using version 1.42 is going to transfer successfully to version 1.54 when my version of the game is updated? Thanks for any assistance that can be provided.
  23. So I get the Defense Module working with someone's method, my question is how can I make it spawn enemy unit like cars, armors. (the old method no longer working) Anyone know how to do ? Also how can I spawn more enemies in one wave ? Thanks ~
  24. . . . Making missions is tough, it really is. On top of learning a metric ton of scripting commands and SQF syntax, mission makers are also expected to extensively test their scenarios and hope to god everything falls into place as expected. Although it's a job that can feel unrewarding, make no mistake: without missions, no community can exist, and by definition, neither can the ArmA series. So how do we solve these two problems? How do we kindle the interest in making scenarios within the general player-base, without forcing people to spend precious time learning extensive scripting? Throughout the years, BromA - my community of choice - struggled with missions who had a standard of quality, something we could rely on and that wasn't gonna just break at one point or another, pissing off all players and ruining the session. And so, we've started to develop a template for all of our missions, which through lots of testing and debugging, would be stable enough to use and simple enough to be actually utilized. Long story short, as time went by and we got a bit better at scripting, here we are. The Framework comes with a robust and flexible Plugin system, which makes sharing functionality across missions super easy - take a look on what's already implemented. Another powerful feature is the ability to make your missions completely retroactive compatible with any gameplay mods you might want to use: in uses no modules placed from the editor, spawning them all through scripting. On top of making the mission.sqm cleared of clutter that might stop your mission from loading, this also means many module settings are linked to the mission parameters, enabling an unprecedented level of customization. Some of the features include: ACE3, AGM, TFAR, ACRE2, ALIVE and DAC are fully integrated. AI spawning system, complete with unit caching for performance. Cargo loading made simple. Casualty Cap and Body Removal. Casualty Cap for civilians. Commander Lock. JIPs handling. Limit player movement to the AO. Loading screens. Mission time limit. Respawn system with tickets and respawn waves. Setup Zones. Spawn protection. Tasks system which is very flexible and simple to understand. Team Roster. Team killing warning. Very effective Loadout System. Well organized and scenario-agnostic. Important note: this Framework absolutely requires CBA to run. You may need to use a modified version of DAC, compatible with HC to run this properly. Please keep in mind DAC is Silola's work and therefore we ask everyone to keep distribution to a minimum. Yes. Although we don't have any binds like DAC to make its use easier, it's still entirely possible to use ALIVE in your missions and several of our mission makers already have. This project was developed and grew alongside me and its contributors as a great learning experience. As one would expect, we utilized a lot of reference and cannibalized many scripts written by other awesome ArmA modders, so let me stress this as much as I can: although the vast majority of the scripts utilized in the framework have been extensively modified to fit in as a proper Plugin with many hours dedicated to make everything would work, credit to the original authors is fully retained and this is in no way an attempt to upset anyone. That said, this Framework is open-source and free for everyone to use and abuse; if you want to credit me for any of it go ahead but otherwise I really don't care. However, the same might not be true for the authors of the original scripts so please be considerate and don't remove the licenses I've included. List of all Framework contributors. Special Thanks: Ferstaberinde for his work on the F3 Framework and Naught & Olsen for the Core Framework, which basically inspired this one into existing. The BromA and /a3g/ communities, for being nice sports and keeping things always fun to be around. You, for reading all this crap. Although in the future I plan on making a series of video tutorials explaining how to properly utilize every aspect of the Framework, so far the best I've managed is a bunch of dumb streams of myself making missions. This might help you get started on it, but otherwise I recommend the Wiki for documentation. This project is young and still has a long way to go: If you run into some trouble or just have any questions, please hit me up on Steam any time and I'll get back to you ASAP. As a small side note, someone has taken the time to impersonate me on reddit; I do not ever post there so please, kindly ignore whatever is in that account. We hope this Framework helps you to finally make those mission scenarios you've always wanted to make, and then more. Thanks for giving it a shot!
  25. 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!
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