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Found 62 results

  1. Hello I always loved the world of Operation Flashpoint and Arma series for it's realistic countryside, nature, people, vehicles and such things. I would like to experience it in a peaceful way for once :) I was thinking if there are some missions or MODs which would include adventure like story with meeting people, travelling around the island, investigating, looking for some things somewhere and such, but in a civilian non combat settings. You get my idea right? If you know about something like that let me know! EDIT: found Arma3life and Arma3 project life so far...
  2. Hello I always loved the world of Operation Flashpoint and Arma series for it's realistic countryside, nature, people, vehicles and such things. I would like to experience it in a peaceful way for once :) I was thinking if there are some missions or MODs which would include adventure like story with meeting people, travelling around the island, investigating, looking for some things somewhere and such, but in a civilian non combat settings. You get my idea right? If you know about something like that let me know! EDIT. I resubmitted this topic into OFFTOPIC - Games & Gaming. how do I delete this post?
  3. Why is the missions file read from a dedicated server not complete? When I read the missionsPBO file from other COOP servers, I found it was impossible to generate tasks on my own client. MissionsPBO seems incomplete? How did it do that? I also want to learn this ability. Because I found that only the contents of the missionsPBO are separated, and the FPS will increase. Play more smoothly...
  4. Why is the missions file read from a dedicated server not complete? When I read the missionsPBO file from other COOP servers, I found it was impossible to generate tasks on my own client. MissionsPBO seems incomplete? How did it do that? I also want to learn this ability. Because I found that only the contents of the missionsPBO are separated, and the FPS will increase. Play more smoothly...
  5. So I have been looking for a new mission for my dedicated server for me and some buddies to play with the RHS Escalation Mission. Loved the similar missions in Arma 2 OA but, Since it is no longer updated, and I have no scripting knowledge, I had a few questions? First would be, All I want is to update the units to the new ones RHS has added, change the map, and the teams, I have a wish to try out the RHS Serb forces, but as this is something not originally created with the mod, I have no Idea what to do? Would this be simple or very complex? Is there a stand-alone tool like ADAM that I could use? At this point, I would even compensate(if that is allowed, or donate) if someone could just edit the mission for me. Just for private use. Any thoughts? :\ Thanks, WZ
  6. This mod is no longer updated/available (that was fun but very time consuming, thanks everyone for your support) Ground Zero Scenario Series Dead or not, they are a threat Gameplay 1-40 solo/coop/PVP survival game (host the game in multi even for solo else it will be broken). Survive in a hostile environment among civilians, militaries, thugs and optionally, zombies.Every game is different! Feedbacks welcome. Main features Permanent skirmish between the 3 factions (and Zombies if Ravage or Zombies & Demons is activated) Up to 40 players/AI in coop/PVP with dynamic respawn systems Huge randomized content 3 game modes 30 different type of missions each coming with variable elements 10 random events, dynamic weather , day & night cycle impacting the game, etc. Ambient systems for increased immersion: civilians, animals etc. Classic survival pillars: food, water, temperature, loot, vehicles, advanced health system etc. Open world: explore the region, follow the available missions, encounter random events... Dedicated server support Headless client support Custom save games for mission progress Automatic multi-mods support framework Mods Collection All Ground Zero different maps/scenarios Required mods Check the "Required items" widget on the right column of Steam workshop CBA_A3 Heros Survive Optional mods supported for even more immersion vCom AI Ravage Zombies and Demons BWS Zombies Any mod bringing content in the form of men, vehicles or equipement/gear will automatically be activated and stacked Update log http://arma-3-ground-zero.wikia.com/wiki/Update_log Wiki Work in progress wiki Downloads Ground Zero Altis Ground Zero Beketov Ground Zero Chernarus Ground Zero Chernarus 2035 Ground Zero Chernarus Redux Ground Zero Isla Duala Ground Zero Kunduz Ground Zero Malden Ground Zero Ruha Ground Zero Sahrani Ground Zero Stratis Ground Zero Takistan Ground Zero Tanoa Ground Zero Trava Ground Zero Vidda Ground Zero Wake Island Credits Click here
  7. david_david

    Mes serveurs Exile

    Bonjour, je vous présente 2 serveurs Exile Voici pour le premier. [FR] No Man's Land Exile Altis /PVP/Patrouille/Missions ip: 46.251.234.183:20700 Dessus missions DMS, ZCP et ville prise par VEMFR, ainsi que plusieurs patrouilles A3XAI. Retrouver des scripts tels que réanimer vos compagnons, remorque un véhicule, rappel urbain. Pour nous rejoindre, il vous suffit d'avoir Exile Mod, ainsi que enhanced movement. Et maintenant le deuxième. [FR] No Man's Land Exile Kerama /PVP/Patrouille/Missions ip: 46.251.234.171:21300 Dessus missions DMS, ZCP et ville prise par VEMFR, ainsi que plusieurs patrouilles A3XAI. Retrouver des scripts tels que réanimer vos compagnons, remorque un véhicule, rappel urbain, claim vehicle. Pour nous rejoindre, il vous suffit d'avoir Exile Mod,@Hidden Ghillies, ADR-97 Weapon Pack (Official Mod), Full NVG, Extended Base Mod, @LRR silenced FFAA MOD V6.0.7.2, NATO SF & SPETSNAZ Weapons, @No_Man's_Land_exile, et bien sur Kerama Islands. Pour des renseignements ou un souci, passez nous voir sur Teamspeak " lesPiedsPlats.nitrado.fr " . A bientôt.
  8. I've been having quite some headaches trying to figure out how to make a sidemission generator Basicly what i want is via player input (like pressing a button via addaction) to be generated a side mission with custom units on either a few specified possitions or on a random possition. I think it will be simpler by using scripts, but if there is a stragiht up init would be nice aswell If anyone can help it would be appreciated
  9. I;ve setten up a basic sector controll gamemode with 7 sectors and 3 spawn points for AI for bouth factions. Infantry, Motorized/Mechanized and armored. Problem occures when they spawn. They dont get the waypoint to attack a sector. I have everything set uip all modules down including the Spawn AI: Sector Tactics and heres the weird part. When i test it from the Eden Editor or when im hosting the game it works fine, but when i send it to my server and set it as a mission on it, it doesnt work. I've tried changing the location of the Sector tactic module, connecting it to sectors, to spawn AI modules, leaving it as it is not connected ot anything, nut nothing. Is there a server setting that could be interfeiring with the module or is it something wrong with the mission? Thanks.
  10. IFA3 Lite Steamworkshop SP/MP/Missions/Mod Collections Whats up IFA3 and WW2 fans! As some of you know about my support for the Iron front game and IFA3 in the past and present, and my work in the community as a compiler i wanted to further spread the word about my work on steam workshop for IFA3. idk why i didn't post this here on Bis forums sooner but better late then never. For those of you whom are looking for Singleplayer, Multiplayer/coop/TvT/PvP missions, and mods for IFA3 lite, i have created a collections for sp/mp missions, and mods for IFA3 Lite back in May. I update these lists a few times a week, and aside my website seen here http://www.missionrepository.com/ which compiles Iron front, IFA2, and IFA3 missions and files, most of my focus for Iron front these days have moved to steamworkshop and these 3 lists, aside my own addons, and missions. I hope that these collections will help you guys out, less searching, and more browsing. Cheers! IFA3 Lite Singleplayer Missions http://steamcommunity.com/sharedfiles/filedetails/?id=934502154 IFA3 lite Multiplayer Missions http://steamcommunity.com/sharedfiles/filedetails/?id=934504856 IFA3 Lite Mods http://steamcommunity.com/sharedfiles/filedetails/?id=934510504
  11. toxxikbox

    Cutscenes

    It's been a few days that I was asking around the Internet about how can I add the gun effects during animations such as the breach one and to make a soldier do an animation in a certain position like in the campaign where the medic tries to revive a pilot.
  12. So I've been browsing the forums over and over and couldn't find a relevant answer to this issue I am having. I just installed an Arma 3 Server on my Linux server, along with SteamCMD and all the other required stuff in all the tutorials. The server I have is a remote server, meaning I'm doing everything through SSH. Server connection works great...my buddies and I went on it and played some of the default missions to test performance and bandwidth. Works like a champ. Now, I went onto my PC and created myself a simple vanilla mission...no mods, nothing. I do have all the DLC but so do my friends. Went searching for answers, and found a couple forum posts that were similar...with some exceptions. This post is exactly what my issue is, but when I went to the link in one of the answers, the answers there didn't help me. It's all about loading a different map and checking spelling. I'm positive all of that is fine. I exported my mission to the mpmissions folder, and then used the Addon Builder from the Arma3 Tools to make the .pbo. Then I SCP'ed the .pbo to the server mpmissions folder, and edited my config file. Someone in this post mentioned needing an rpt log, but I don't know where to find that...I'll gladly give it if someone can tell me where to find it. I'm also attaching my config file here as well. Screenshot of the server console (I've blacked out my server/player info, and highlighted the message that appears when trying to start my custom mission): Server Config File: // GLOBAL SETTINGS hostname = "Andrew's Test Server"; // The name of the server that shall be displayed in the public server list password = "<hidden>"; // Password for joining, eg connecting to the server passwordAdmin = "<hidden>"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' serverCommandPassword = "<hidden>"; // Password required by alternate syntax of [[serverCommand]] server-side scripting. //reportingIP = "armedass.master.gamespy.com"; // For ArmA1 publicly list your server on GameSpy. Leave empty for private servers //reportingIP = "arma2pc.master.gamespy.com"; // For ArmA2 publicly list your server on GameSpy. Leave empty for private servers //reportingIP = "arma2oapc.master.gamespy.com"; // For Arma2: Operation Arrowhead //this option is deprecated since A2: OA version 1.63 //reportingIP = "arma3" //not used at all 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[] = { "", "", "Welcome! This is a test server. Please be patient. Thank you." }; motdInterval = 5; // Time interval (in seconds) between each message // JOINING RULES //checkfiles[] = {}; // Outdated. maxPlayers = 64; // 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 = 2; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed). equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. allowedFilePatching = 0; // Allow or prevent client using -filePatching to join the server. 0, is disallow, 1 is allow HC, 2 is allow all clients (since Arma 3 1.49+) //requiredBuild = 12345 // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect // VOTING voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 0.33; // 33% or more players need to vote for something, for example an admin or a new map, to become effective // INGAME SETTINGS disableVoN = 0; // If set to 1, Voice over Net will not be available vonCodec = 1; // If set to 1 then it uses IETF standard OPUS codec, if to 0 then it uses SPEEX codec (since Arma 3 update 1.58+) vonCodecQuality = 30; // since 1.62.95417 supports range 1-20 //since 1.63.x will supports range 1-30 //8kHz is 0-10, 16kHz is 11-20, 32kHz(48kHz) is 21-30 persistent = 1; // If 1, missions still run on even after the last player disconnected. timeStampFormat = "short"; // Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full". BattlEye = 1; // Server to use BattlEye system allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; //only allow files with those extensions to be loaded via loadFile command (since Arma 3 build 1.19.124216) allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; //only allow files with those extensions to be loaded via preprocessFile/preprocessFileLineNumber commands (since Arma 3 build 1.19.124323) allowedHTMLLoadExtensions[] = {"htm","html","xml","txt"}; //only allow files with those extensions to be loaded via HTMLLoad command (since Arma 3 build 1.27.126715) //allowedHTMLLoadURIs = {}; // Leave commented to let missions/campaigns/addons decide what URIs are supported. Uncomment to define server-level restrictions for URIs disconnectTimeout = 5; // Server wait time before disconnecting client, default 90 seconds, range 5 to 90 seconds. (since Arma 3 update 1.56+) // SCRIPTING ISSUES onUserConnected = ""; // onUserDisconnected = ""; // doubleIdDetected = ""; // //regularCheck = "{}"; // Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. //deprecated // SIGNATURE VERIFICATION onUnsignedData = "kick (_this select 0)"; // unsigned data detected onHackedData = "kick (_this select 0)"; // tampering of the signature detected onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected // MISSIONS CYCLE (see below) class Missions { }; // An empty Missions class means there will be no mission rotation missionWhitelist[] = { "first_mission.tanoa" }; //an empty whitelist means there is no restriction on what missions' available By the way, the logFile param doesn't seem to create a log file in the server directory. Perhaps that's the rpt log mentioned before? Help would be much appreciated...and sorry if this is a dumb question.
  13. PLEASE!! If YOU have a mission (SP/MP/Campaign) about Real Life or RPG-style. PLEASE!! YOU may post them in this Topic. Thank YOU! (Note: compatible with ARMA Cold War Assault/OFP version 1.99)
  14. GreekEditor Updates Latest Updates - Do not like scrolling August 7, 2018 Following the campaign release a new Campaign section has been added. All mission and campaign pages have now got buttons so as to go back to the map's home page. March 10, 2018 New website section for the island of Malden. This post has been changed a bit since it is a website update and not a release post. February 22, 2018 There is now a "How a Mission is Created" section in the home page. It is now easier to view the missions' details. A mission slideshow has been implemented in the home page. December 30, 2017 WebSite trailer released. September 9, 2017 New website section for the island of Stratis. August 26, 2017 No need to visit other sites any more! By clicking on "More Details: here" you can directly see all of its information and you can also directly download it from the site. The number of players each mission can accomodate is shown more clearly. It might have taken many weeks, many workhours and like so many head banging on the wall but it has been published. Our website has been published! What has the website got? It has got both PC and Mobile versions! It has got our newest missions! All of those missions posted in one website. No need to search any more. You can just visit the website and check our accomplishments! It has got a newsletter form! Yep, want to keep up to date with our newest released missions? Subscribe to the newsletter and whenever there is a mission update or release you will know it in like no time! It has got a comment and contact section! Your opinion counts and it really important for us. Want to express it? The contact section is there waiting for your point of view! How about security? The website is SSL protected. That means that the subscribers' emails are secure along with the website as a whole. NewsLetter provider MailChimp is heavily secured. We use it for newsletters but it is also for whole campaigns. Anything else we need to know? Once subscribers reach 2000 we will not be able to send newsletters to more. That is because we cannot afford heavier MailChimp programs. What we would like? Your opinion about the website! You like it? You hate it? All opinions are welcome! So if you would be so kind so as to spend a minute or two to go through our website and post your opinion afterwards that would be really great and we would really appreciate it! Link: http://greekeditor.weebly.com/
  15. Tried to do a search, and found alot of different things but could not to what i saw, find something spesificly like this. So, down to business... First of all, go to the "Debug Console" in the "Tools" menu you have in your Eden 3D editor. Type in the following: do3DENAction "ToggleMapIDs"; ..and press the "LOCAL EXEC" button. This will show you all the object IDs to all default map objects (once you have zoomed in close enough), such as radio towers, buildings, bridges, bushes, trees so on and so forth etc. etc. etc. Run it again to turn it off again. Now, I’ll type up an example on how to blow up a default radio tower on a map, and get a trigger to register this as part of your mission. Step 1: Find yourself a suitable target, in our case - a radio tower on the map by default. Step 2: Place a "Game Logic" on top or near it, from "Objects" in the "Logic Entities" selection (F5 (Systems) --> Logic Entities --> Objects --> Game Logic). Step 3: In that the "Game Logic" init field, type as an example: Target1 = (getPos this nearestObject 224112); // Target 1 is what the "Variable name" will be. // 224112 is the object ID of that specific radio tower/object, now visible on the map, from running the code at the top of this post in your debug console. Step 4: Place a trigger. In its "Condition" field, type this: !Alive Target1; ..and to check that this works, you can type this in the "On Activation" field: Hint "Tower Destroyed!"; Step 5: Now, place your charges - or whatever means you wish to destroy said tower/object - and the trigger should fire once its destroyed. I needed this, and have been through several posts to find "bits and pieces" of what i needed to make this - hoping it will help others as much as it has me :)
  16. Hey, guys, I have made an edited version of "Escape from Malden" and could do with a little help please as I have run into a small problem. I haven't changed much at all with the mission itself apart from changing the respawn time from 30 to 20 seconds and added RHS factions for both BLUFOR and OPFOR also by making the mission from 10 to 20 players. I also put the men who the players spawn as in groups of 3 as we are a unit and we work in groups of 5, 1 leader with 4 players. The problem is, once anyone dies it keeps stopping the mission with "mission failed" even though it's set at 50 respawns for the group! if anyone dies OR force respawns it then says mission failed, too many friendly casualties or something like that. One other thing is, this happens to the normal version of "Escape from Malden" also, but upon first respawn, someone dies straight away "force respawn" even though they just joined the game, though after getting in after that it seems fine. Another thing with the original version is that when you die you respawn as not the soldier / loadout you originally had.... Any help please? Thanks
  17. Evening all, I am running a dedicated server that i rent from gtxgaming.com - The server normally runs fine but i have noticed that since the last Arma updated the #missions command no longer works. I am logged in as Admin and in the lobby for one of my custom missions, the whitelist in the server.cfg is empty so there should be no restrictions! - what i want to do is load the Escape from Malden mission by Bohemia - In order to do this i would normally type #missions and this would bring up the standard bohemia created missions selection screen where you can select missions such as the coop and zeus missions for Altis, Tanoa and Stratis etc. Does anyone know why this is not working? I really want to run Escape from Malden with the guys i play with on the dedicated server instead of hosting on a local machine! Any help would be greatly appreciated
  18. Hey guys, Hoping someone out there knows what i'm trying to achieve and knows the solution I'm looking for. So I have a map i'm working on, and there is a "Warlord" task where you have to kill him, which all works fine, What i'm wondering is how can i get a script or trigger to work so when he is dead another script with activate? Thanks in advance.
  19. Hey guys I'm in the finishing faze of setting up the Ravage server. But I'm in deep need of people who know how take missions and have a better undertaking of Arma servers. I would love to welcome good people into my developing community as you would make a great place. And a happy friend. Contacting me Add me on steam. http://steamcommunity.com/id/AION1414/ Or come into my discord when I'm in there by connecting here. https://discord.gg/D3MsFd5 I hope to see you soon Ps I won't be at my desk untell. 12:15 mountain standard time.
  20. ARGION

    Ravage server

    Hey guys I'm in the finishing faze of setting up the Ravage server. But I'm in deep need of people who know how take missions and have a better undertaking of Arma servers.I would love to welcome good people into my developing community as you would make a great place. And a happy friend. Contacting me Add me on steam. http://steamcommunity.com/id/AION1414/Or come into my discord when I'm in there by connecting here. https://discord.gg/D3MsFd5I hope to see you soon Ps I won't be at my desk untell. 12:15 mountain standard time.
  21. Salute! I am looking for someone to create a script with a few things I need for my server. I am making a new map for arma and that's eating up a heck of a lot of time. There are things I need for my up coming server to be done before the map is complete. So I can find tune and correct things as they go. Some of it isn't terribly complex, some it may be. I am willing to pay up to 100USD for working scripts. What it may include: End mission scripts with three alternate conditions (Configurable values) Depreciating loot tables (IE each time a player loots an object the number of respawn for that loot area goes down)(Configurable values) Non map dependent Will be using resources from all maps but can't be dependent to a particular map. IE these scripts can be applied to any map. Contact me via email, pm here, or join the new facebook group that I just-just created. We'll talk about the needs there. https://www.facebook.com/groups/1516031461802249/ mr.hansen.ww.s@gmail.com PS I pay with Paypal, nothing else.
  22. Hey would love to see new players join this up and coming community Server status: Online Map: Chernarus Website: http://armareality.org/ Server ip: 193.70.6.227:2302 name: Arma Reality Exile Chernarus |Deploy Bike|+loot|Virtual.G|25k|missions|Custom Staff: 4 Admins (need more) Come and play :)
  23. I am certain this been asked before but - how do I find out what addons I used in a custom mission Arma 3? Thanks
  24. Hello Iron Front Fans! Here is an RTS (Real Time Strategy) Mod/Mission Rydygier and myself built back in 2013 for the Iron Front in Arma2CO (IFA2) conversion. So what is Ragnarok'44? DESCRIPTION Ragnarok'44 is RTS mission based on Window Of Opportunity "The battle from above!" mission mode by Mondkalb, modified with his permission. Your task here is to capture strategic points, build your forces to take and destroy the enemy base. Features: Build buildings which will allow you to recruit various types of infantry, vehicles, tanks, and static weapons Establish a logistics to gain better\faster resources, upgrade the level and skill of infantry, vehicle, and tankers, as well as increase efficiency of fuel, and ammo usage by the AI Command with a camera as a general pointing and clicking what and where you want your forces to go and do Play as any of your forces in 1st/3rd person by incarnating into them, command a whole squad, be a lone soldier, play as a tanker, or just be a driver of a vehicle Capture strategic points on the battlefield which will earn you points allowing you to build more forces and upgrade them Create your own Ragnarok'44 missions on the fly, and on any map Fight enemy AI commander that will seize strategic points, gather resources, build and deploy his own army, defend, and engage you with force Requirements IFA2 http://ironfront.forumchitchat.com/post/iron-front-as-a-mod-in-arma2co-setup-installation-6998339 Ragnarok'44 Mod (see below under downloads) CBA http://www.armaholic.com/page.php?id=6231 Download Ragnarok'44 Mod (v1.15) - This is the base mod that all Ragnarok'44 missions require, its designed for and only works with the Ragnarok'44 missions. Ragnarok'44.pdf Manual - This is the manual that provides all information on how to play the Ragnarok'44 missions, information on what each building does, how the functions work, as well as how to use the controls in a mission. Download the Missions Ragnarok'44 (v1.15) - original demo mission (Also includes the mod which is required for all ragnarok'44 missions) Battle for Staszow - (v1.1) - Mission info/Video - Screenshots The Szydlow Stalemate (v1.2) - Mission info/Video - Screenshots Ivachev Clash (v1.1) - Mission info/Video - Screenshots Panovo Front (v1.0) - Mission info/Video City under Duress (v1.0) - Mission info/Video Colleville Engaged (v1.0) - Mission info/Video Baranow Crossroads (v1.0) - Mission info/video Build your own missions How to build your own Ragnarok'44 missions video tutorial-------> LINK Looking for the IFA3 version? See the official release thread here: https://forums.bohemia.net/forums/topic/196146-sp-ragnarok44/ Changelog How it started Rydygier and myself have been working on this since start of August 2013. Initially I asked Rydygier if he would be interested in converting Modkalb's WOO for Iron front and make it a sp mission where you can fight against the AI, he loved the idea and i set out and pm'd Mondkalb on BIS forums asking permission if we could convert/port the mission to Iron front, I had to explain about the conversion and so forth. The name of the mission didn't come about til we completed the mission. Almost everyday we shared ideas and tested what Rydygier and I worked on, I give Rydygier most of the credit as I tested, reworded things based on proper English usage, and given some ideas on alot of the features of the mission, but he mostly rebuilt the whole mission from ground up, adding sounds, icons, new functionality ect,. pretty amazing stuff!! Credits Rydygier - addons, scripts, building the Ragnarok'44 mission Gunter Severloh - acquired permissions from Mondkalb, testing, ideas & feedback, editing, translation, new missions Mondkalb - WOO - World of Opportunity ==========================
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