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Found 4 results

  1. Hello guys, I have a strange problem with the following script: tsk = format ["tsk%1", random 100]; [allPlayers, tsk, ["Hack the watchtower to get information about the position of the opposing players!", "Watchtower", ""], laptop, "ASSIGNED", 99, true, "download", true] call BIS_fnc_taskCreate; [laptop, "Activate watchtower", "\a3\ui_f\data\igui\cfg\holdactions\holdaction_connect_ca.paa", "\a3\ui_f\data\igui\cfg\holdactions\holdaction_connect_ca.paa", "player distance laptop < 5", "player distance laptop < 3", {num = execVM "watchtower\durring.sqf";}, {}, {nul = execVM "watchtower\gegner_markieren_v3.sqf", nul = execVM "watchtower\sleep.sqf", [tsk, "SUCCEEDED", true] remoteExec ["BIS_fnc_taskSetState", 0, true], sleep 0.1, [tsk, allPlayers, true] remoteExec ["BIS_fnc_deleteTask", 0, true];}, {["Hacking canceled!"] remoteExec ["hintSilent", 0, true], sleep 1; [""] remoteExec ["hintSilent", 0, true], call{playSound "cancel";}, execVM "watchtower\deletion_sound.sqf";}, [], 15, 0, true, false] remoteExec ["bis_fnc_holdactionadd", 0, true]; With the script I add a holdaction function to a laptop. When I start the mission in the Eden editor in singleplayer or multiplayer everything works as it should. The script is executed by the init.sqf and the holdaction function is displayed on the laptop. When I complete it with the spacebar it disappears again as it should. However, when I host the mission on my dedicated Arma server, the holdaction appears twice for some reason. Once with text and once without. Both run the same code when I use it and then disappear, but reappearing twice when I run the script again. Can any of you help me further? And tell me why this happens? Thanks
  2. accuracythruvolume

    Monster Survival Course

    I present to you a work in progress titled Monster Survival Course (MSC). A Coop mission for 1-10 players. Find on steam here: https://steamcommunity.com/sharedfiles/filedetails/?id=1952547229 An unknown plague began to spread from somewhere in Poland. Talking heads will later debate its origin in either an old unearthed Nazi bio-weapons lab or a cold war bunker. Either way the infection spread at a phenomenal rate. Russia mobilized whole divisions of troops and marched to the Belarus borders. The infection was halted to the east and south but reached deep into Germany before a combined NATO / UN force stopped the advance just short of Hamburg. Much of northeastern Germany now lies in the quarantine zone. UN troops man the quarantine zone, trying to isolate and purge the hordes of infected. Banditry quickly became rampant and after a brutal massacre of a UN forward operating base by survivors, UN policy quickly shifted to treat anyone with a weapon the same as the infected. Meanwhile numerous survivors are seeking to escape from the quarantine zone... Inspired by the legendary Escape mission, this mission follows much of the same gameplay with a twist: The main adversaries are 'monsters'. The mission space is in the quarantine zone in Germany where a zombie outbreak has occurred. MSC is designed to require the least amount of mods as possible: Map: Rosche, Germany https://steamcommunity.com/sharedfiles/filedetails/?id=1527410521 CUP Terrains Core https://steamcommunity.com/workshop/filedetails/?id=583496184 RHSUSAF, RHSAFRF, RHSGREF https://steamcommunity.com/id/rhsmods/myworkshopfiles/?appid=107410 Zombies and Demons https://steamcommunity.com/sharedfiles/filedetails/?id=501966277 That's it. All other mods will be optional. This mod supports MaxJoiner's great additions to terrorize your players: Jason mod https://steamcommunity.com/sharedfiles/filedetails/?id=1672972877 Predator https://steamcommunity.com/sharedfiles/filedetails/?id=1587622288 Terminator https://steamcommunity.com/sharedfiles/filedetails/?id=1453541574 Alien https://steamcommunity.com/sharedfiles/filedetails/?id=1450865805 Max Zombies (for the Zombie Dogs. Ryan zombies and Max zombies attack each other) https://steamcommunity.com/sharedfiles/filedetails/?id=1453853092 MSC will detect any of the above mods and use them if they are loaded. This is completely modular and up you mission hosters. Some additional mods are supported as well. As the time of day is random (default setting, can be changed), MSC will give the players a headlamp if Mr. Sanchez' headlamp mod is detected: https://steamcommunity.com/sharedfiles/filedetails/?id=930264602 Enhanced movement is highly recommended. Zombies don't parkour. https://steamcommunity.com/sharedfiles/filedetails/?id=333310405 TFAR supported. MSC makes use of a loot system. MSC will detect any additional weapon mods and they will automatically be added to the loot list. Therefore if you want to run NIArms or SMA or any other weapon pack, MSC will support these dynamically. MSC features several 'classes'. These classes affect a player's starting gear. Some of them have unique abilities. Retired SOF: A former special forces member. He was able to grab a rangefinder from his personal gear. Mechanic: Two of the survivors happen to be mechanics in their former lives. They can repair damaged vehicles if they have the proper tools. Paramedic: The paramedic can revive downed players faster then other classes, in addition to being the medic of the group. Hunter: The hunter has a wider selection of firearms based on his hunting pastime. Reporter The reporter was left behind in the quarantine zone while on the job. He has his hazardous location body armor with him. Survivalist The survivalist been prepping for such an occurrence and has brought his 'perfect SHTF gear' with him. Chemist: The Chemist is able to build IEDs. As long as he keeps his tools. Which are in his toolbelt. Downed Pilot. A pilot that was on a recon mission over the quarantine area and was shot down by unknown groundfire. Criminal: The criminal was able to access one of his stashed weapons. Other MSC features: * Five different mission introduction types * Several configurable mission parameters to customize your experience * Player revive system * News reports system to assist in telling the background of the mission. * Random traffic by Enigma's great system * Random Civilians by Enigma's great system * Death Screen by GEORGE FLOROS GR. See a list of his great scripts here: * Civilian Death penalties system. Murdering civvies will get you unwanted attention. * Alias' fire script: https://steamcommunity.com/sharedfiles/filedetails/?id=1732509110 Here the zeds have made short work of the UN's BTR: The game play loop is similar to Escape: You start with subpar weapons and no map. Your first priority is the acquire gear and a map. Random POIs are spread across the map. You will need to find a comms tower and contact the outside world. You will be given a task to perform to earn your freedom. Perform this task and you will be given an extraction location. Reach the extraction location a board your ride out of the hell hole. Sounds easy right? Like Escape, MSC will be a challenge. You will be outgunned and will need to be smart. Prepare to be see these types of messages alot MSC is a work in progress.....
  3. TF Thief

    Server Hosting

    Ok, so I clicked on the "create server" option, and it took me to the download site with the 64 bit and 32 bit and Linux 64 bit downloads, and I got both the 64 and 32 bit downloads for my windows laptop just in case, and I can open the zip folder and see the contents, but that's the most I can do???? How the heck do I turn downloaded folders into a full on multiplayer server?
  4. Hello, I am working on my first eventhandler and want to just ask if this thinking will work. I want to create a teamkill timeout for a dedicated server coop mission. I was going to add this to playable init null = [this]execVM "tkpunish.sqf"; Here is the tkpunish.sqf Is this an ok approach? This untested, but will it work calling adding the null = [this]execVM "tkpunish.sqf"; in the playable init to call the eventhandler? Does anyone have suggestions on a different way that could be more efficient or correct? dubl
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