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Found 484 results

  1. So i have been working with getting conversations and briefings working on a dedicated server and initially had decent success. I can get a conversation to play on all connected clients however there are a few problems i am having. When I get the mission file on a dedicated server and trigger the conversation, it does not seemingly run it in a scheduled environment so all of the sleep commands are seemingly ignored. The speech itself seems to come out nice and orderly, but both the captioned text and any other functions mixed in (such as assigning a task) get executed all at once. Also I am now noticing that I am only able to get the conversations to work properly on BLUFOR units, I recently tried to add a conversation to a civilian and the script gets executed (I know this because the task to talk to him successfully completes) however the speech does not initiate. I have already added a radio to the civilian and it works fine in sp, just not on a dedicated server. an example of my code is shown below. {_x KbAddTopic ["briefing","texts.bikb","",""]; juliaCommander KbAddTopic ["briefing","texts.bikb","",""]; juliaCommander KbTell [_x, "briefing","briefingLine1"]; ... waitUntil { juliaCommander KbWasSaid [_x, "briefing","briefingLine12",3]; }; sleep 1; juliaCommander KbTell [_x, "briefing","briefingLine13"];} forEach (allPlayers - entities "HeadlessClient_F"); I have tried to research the subject but have not particularly found anything helpful. Does anyone have any insight as to why those problems may occur? Just to clarify everything I have scripted works flawlessly in SP, I just havnt quite figured out how to transition that to dedicated server MP.
  2. Meet the all new withSIX Server - Browser This web based server browser, allows you to quickly find and join any server, while all required mods will be automatically downloaded and installed for you. Key Features for Users: Hyper fast Server list, filtering and ordering Select servers by mod and playlist Advanced filter Click and join Automatically download and install required mods Steam Workshop Support The new server filter is still in development, but fully functional. Experience the super-fast and smooth filters yourself and let us know what you think? Upcoming Features for Server Hosts: Full LINUX and MAC support Connect any collection to your server Full Version control for all withSIX hosted content Choose optional and required mods Customize your Server page with Banners and more Connect custom repositories or third party content hosts Community servers for members only Private community content If you have any special requests or issues to report, write us here, or on our community forums.
  3. Meet the all new withSIX Server - Browser This web based server browser, allows you to quickly find and join any server, while all required mods will be automatically downloaded and installed for you. Key Features for Users: Hyper fast Server list, filtering and ordering Select servers by mod and playlist Advanced filter Click and join Automatically download and install required mods Steam Workshop Support The new server filter is still in development, but fully functional. Experience the super-fast and smooth filters yourself and let us know what you think? Upcoming Features for Server Hosts: Full LINUX and MAC support Connect any collection to your server Full Version control for all withSIX hosted content Choose optional and required mods Customize your Server page with Banners and more Connect custom repositories or third party content hosts Community servers for members only Private community content If you have any special requests or issues to report, write us here, or on our community forums.
  4. Igor Nikolaev

    [MP] Dead by Armalight

    Disclaimer: This gamemode was created for fun only. I've took an idea and some materials from Dead by Daylight (Behaviour Interactive), but not going to distribute it for money. You're free to play it on your own server. Want to edit it - ask for permission! Gamemode: Dead by Armalight - an ArmA III multiplayer mode, where 4 survivors try to escape from maniac, who wants to kill them. Survivors need to activate 4 generators (out of 5) by repairing them. They need to work in team to activate all of these. When generators are activated, access to the fuse boxes will be opened. Now begins the final part. They need to use these fuse boxes to open the gates (2 gates in different places) and escape from maniac. If they can't, after short period of time access to the secret hatch will be opened, but, only for one player. If survivors can't escape from maniac, then he'll exterminate them. His aim is to restrict access to the gates. Features: High FPS Immersive gameplay Horror elements Tactical gameplay Up to 5 players multiplayer Unique player classes Terrifying atmosphere Custom sounds Required content: APEX Expansion Epoch Mod Special thanks: Bohemia Interactive Behaviour Interactive Testers (Sladkey, Irving) PsiSyndicate for supporting All the guys from the BI forums http://imgur.com/a/PICaW Download: ALTIS VERSION
  5. revendel

    [PvP 03-16] Manhunt

    Manhunt An asymmetric PvP scenario perfect for small to mid sized groups. The players are split into two separate teams: NATO troops (up to 12 players) armed with light helicopters, vehicles and drones. Their task is to find and neutralise all CSAT operatives deployed onto Stratis. Playing as BLUFOR requires the whole team to cooperate and coordinate their search & chase efforts. CSAT (up to 4 players) who are lightly armed and dropped on Stratis with the goal of evading detection and collecting intelligence. CSAT players can choose their playstyle, whether they want to stick together, or operate as lone wolves. Game ends once all CSAT players are dead or they extract with required amount of intel. The gameplay switches between two phases - first a slow paced hunt, in which NATO troops are trying to cover as much ground as possible while CSAT is trying to move quickly, and at the same time avoid detection. Once they are found, however, the game turns into a frantic chase until the operatives have been eliminated, or until they have managed to blend back into the wilderness. Since this mission depends on NATO having enough players the following team splits are recommended: 2-4 NATO, 1 CSAT 4-6 NATO, 2 CSAT 6-8 NATO, 3 CSAT 8-12 NATO, 4 CSAT Also, this is a heavily stealth based mission, it is best to disable 3rd person entirely! Available over at Steam workshop Latest PBO can be downloaded here (Version 5), archived releases will also be appearing on the Github page Source code Let me know below if you find any issues or if you've got any feedback! Gameplay https://www.youtube.com/watch?v=bhCr1J3QqeE Changelog Version 5 (31/10/2016) - Changed mission headline info to include proper information - Added info about respawns for OpFor - Ghillie loadout now carries Mk20 instead of an SMG - Flashlights added to all loadouts wherever the attachment is available - Changed the mission date to allow for better night brightness - Possibly fixed one case of the mission never ending despite all OpFor being dead - Drone markers will now try to place their center over ground if possible (unless the target is at sea) - Rebalanced slightly the timing of the drones and marker size to buff OpFor Version 4 (28/10/2016) - Initial drone delay is now a parameter, decreased from 5 minutes to 4 minutes - Readjusted speedboats position to avoid collisions - Removed speedboats thermal vision - Added information about repair action - Repair is now only available when something's actually damaged Version 3 (27/10/2016) - Increased extraction time from 4 minutes to 5 minutes - Changed the warning time before the chopper leaves from 30 seconds before extraction to 60 seconds - BlueFor units in the selection menu have been reordered to Pilots->Air Station Mike->Airfield paratroopers - Restructured the in-game guide for BluFor and OpFor Version 2 (26/10/2016) - Removed a custom spectator mode in favour of BI's - Blufor respawn time now 105s, can be changed in parameters - Updated briefing to reflect some recent changes - Fixed wrongly displayed minimum player count
  6. fin_soldier

    Official Multiplayer Gamemodes

    The Arma 3 roadmap 2016-17 recently got released. With high hopes I am very excited about the planned content. But, there's something that's been on my mind for a very long time since the release of A3. Something I wish would gain more attention in the future updates & DLC's to come. It's the official multiplayer gamemodes such as End Game, Zeus and Support. My favorite multiplayer game is End Game. Which is a gamemode that represents how the game is meant to be played. Well, what's the point of this thread? As a Arma veteran since the first game in the series, and content creator. It feels like the roots of Arma are going extinct. There's barely any official gamemodes in MP which represents the game itself. There's one End Game server I play on which usually has players, but it's the only server running the gamemode. What's up with this? Same with Zeus. The quick game menu has been helpful, because before Apex the situation was even worse. AND, there's not a single Support gamemode server. I'm happy & love the gamemodes, but it's sad that they aren't getting the attention they deserve as they are a part of the core game. Other than that, there's one gamemode I'd like to see implemented in the game. It's Capture the Island. I and many other's would love to see this gamemode in the base game in high quality like the other official content. I hope this resonated with other Arma veterans, new players as well as the developers.
  7. 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?
  8. After six months of decisive yet fruitless fighting, BLUFOR has been forced to withdraw their forces in the Altis Theatre. However, the CSAT forces have made significant chase to the NATO's remaining battalions, and now hold the forces cornered in the North Eastern sector of Altis, near Molos. NATO has landed a mechanized force to repel the CSAT blockade, but an elite armored batallion with its motorized counterparts is denying any ground. On December 25th, 2016 , NATO HIGH COMMAND authorizes the mechanized batallions in conjunction with infantry forces to drive out the blockaders. Steam link: http://steamcommunity.com/sharedfiles/filedetails/?id=773687964 Features: COOP for 16 players ARSENAL STEALTH optional SYSTEMATIC OBJECTIVES ARMORED SUPPORT CINEMATIC GAMEPLAY
  9. Hello, Task Force 1776 is proud to offer a new Tanoa Domination mission for Arma 3. We have all the new equipment & goodies plus all the great features of domination for the new Tanoa Map in Arma3. If you are not familiar with TF1776 we have been running Domination in Arma 2 since 2011 and still have pretty much the only active domination server left in Arma 2. We offer a unique twist to domination that most players have come to identify as the top version of the mission. Please visit us on the server and let your friends know about it. We also have a teamspeak, so feel free to hop on with a few of your friends and use a room to communicate. Thank you, Task Force 1776 Representative Ministry of Bureaucratic Administration and Activity Oversight Compliance Division www.TF1776.com Teamspeak: TS3.TF1776.com
  10. Hello, Task Force 1776 is proud to offer a new Tanoa Domination mission for Arma 3. We have all the new equipment & goodies plus all the great features of domination for the new Tanoa Map in Arma3. If you are not familiar with TF1776 we have been running Domination in Arma 2 since 2011 and still have pretty much the only active domination server left in Arma 2. We offer a unique twist to domination that most players have come to identify as the top version of the mission. Please visit us on the server and let your friends know about it. We also have a teamspeak, so feel free to hop on with a few of your friends and use a room to communicate. Thank you, Task Force 1776 Representative Ministry of Bureaucratic Administration and Activity Oversight Compliance Division www.TF1776.com Teamspeak: TS3.TF1776.com
  11. Hello everyone! I'm pretty new to scripting in Arma, so i hope someone can help me out. I've created a script that makes a global variable grow when a unit spawns. it worked great in singleplayer but when i tested it in multiplayer, it suddenly threw this error. Undefined variable in expression: participants So now i'm asking myself, what did i do wrong? init.sqf participants = 0; code when unit spawns participants = participants + 1;
  12. Gemini

    OPEX

    "OPEX is a masterpiece." (Sowens) "This mod is awesome and should be approved by Bohemia." (Unknown) "You have made what I've been looking for since a very long time." (Guim's) "My friends and I are now only playing this mission." (Neall) "It's a titan work. Respect." (BingaNarko) "Thank you and go on, you're the best dude I have a poor PC and OPEX is running fantastic." (NeXoWw) "God bless you !! To be honest I've never seen someone who is so reactive and attentive to the community's feedback." (Bobzap / Sayker) "This mission is becoming so epic. I love it."(xaxa) ..... DESCRIPTION OPEX is an immersive, realist and fully dynamic task generator for ArmA III military simulator. The first version was initially introducing the French Army fighting against terrorist organizations all over the world (hence the French name Opérations Extérieures - means External Operations). This new version now allows players to chose among several armies, depending on enabled extra mods ! AUTHOR'S NOTE Bonjour ! I have to be honest, OPEX has totally be inspired by MSO from ArmA II. After I have tried it, I thought the idea of a dynamic task generator was brilliant, but some features were not perfectly fitting to what I was expecting for and some others were missing. So firstly, I tried to customize the original MSO but finally I chose to rebuild everything from scratch. After more than 8 years of development (yeah, really !), and even if there are still many things to do, it's now time for sharing all I have did so far ! MAIN FEATURES Made by Gemini Mission that required more than 2000 hours of learning, experimentations and development (project started in 2012) SP and MP compatible (from 1 to 50 players) Unique immersive and realist atmosphere Select the theater of operations (Europe, Middle-East, Africa...), your army (France, USA, Russia, UK, Spain, Czechia...) and the opponents (Taliban, Islamic State, Boko Haram, generic ultranationalists...) - extra mods may be required to get all options (see below) Entirely built with random parameters for generating unpredictible situations and unlimited replayability Custom menu at startup to enable/disable/set main mission features Plenty of things to do: select a specific task (among more than 20 available), patrol to find and fight the enemy, locate and destroy weapon caches, neutralize IEDs, search buildings and interrogate local people to gather intel, capture opponents... Dynamic civilian life with custom interactions (talk, search, arrest...) Dynamic AI activities: patrols, ambushes, reinforcements, suicid bombers, roadblocks... Dynamic reputation: take care of the local population or it may rise against you Gather and exchange intel to recruit AI teammates and to get extra supplies, vehicles, supports... AI improvements: ability to assign/unassign NVG/flashlights/silencer depending on daytime and behaviour, ability to board into nearest static weapon... Primary needs system: eat, drink and sleep to avoid bad effects Customizable MP synchronized music receiver in order to listen music into vehicles Performance friendly: useless AI entities are automatically disabled/deleted to save computer/server ressources Persistent save for both server (mission progression, global stats...) and clients (loadout, personnal stats...) Playable without any mod (vanilla game) but compatible with many ones (CUP, RHS, R3F, 3CB, FFAA, BW, CFP, Project OPFOR, TFAR, ACE3, Winter 2035...) Readable content fully translated in French and English And much more to discover ! Made by the Community Advanced medical system (tweaked version of Psychobastard's AIS script) or expert medical system (if ACE mod is detected) Optimized AI behaviour (thanks to R3F AiComTarget script) Move and transport almost every item (thanks to R3F Logistic script) Random and dynamic weather (thanks to code34 for his script - I modified it a bit so weather's evolution is depending on world regions) Futurist but realist electronic tactical glasses (thanks to TPW for his script - I modified it to create motion detector and hearbeat functions) Live video feeds (thanks to BangaBob for his script) Little immersion tweaks: light sensitive map and NVG's optimized utilisation (thanks to Viperidae for his scripts) Map gestures with nearby players (thanks to dslyecxi for his script) HOW TO INSTALL OPEX ? It's very easy, just watch this video (think to enable subtitles to get full detailed information). VIDEOS OFFICIAL (trailers, tutorials...) [FR/EN] Gemini OTHER GAMEPLAY SERIES [FR] MrRatSuper [FR] TypeX [FR] Faiavan INTERVIEWS [FR] RackBoy PICTURES REQUIRED ADDONS / DEPENDENCIES OPEX can be played without any mod (vanilla game) but in order to enjoy all the features and possibilites, it is highly recommended to subscribe (for free !) to the official mod collection. If you don't have a large storage capacity and a very high speed internet connection, you can also select only some ot these mods. COMMUNITY FEEDBACKS Don't hesitate to share your feedbacks, your suggestions and to report any bug or issue you may encounter here on the official BIS forum, or on Steam. KNOWN BUGS/ISSUES Picture "pictures\overview.paa" not found at startup when joining server despite the picture is present in the mission folder, I don't know how to fix this. Some vehicles are sometimes exploding when spawning because collision detection is not reliable at 100% despite I'm trying to improve BI's commands as much as possible. Ambient AI animations may sometimes be weired when playing on MP. TO DO LIST (Extreme priority): fix bugs and issues reported by the community (High priority): add compatibility with best incoming mods (OFrP...) (High prioriy): create version for several other maps (Medium priority): add new tasks (Low priority): optimize and tweak all scripts and functions (or better: rewrite everything because so many time has passed since the first code I wrote !) (Low priority): correct current localizations and add new ones (will require some translators !) SPECIAL THANKS Bohemia Interactive, for the best military games ever (OFP/ArmA serie) code34 and MSO/PO3/ALiVE developpers, for the dynamic/random mission concept Kamih, for the first MP tests during the early development HeroesandvillainsOS, Vengeance1, Scimitar and Sumsun93 for their precious feedbacks All beta-testers, testers and reviewers for their precious feedbacks and suggestions BangaBob, for the live feed and drag body scripts Binesi, for the defend/patrol tasks scripts code34, for the dyamic and MP compatible weather script dslyecxi, for the ShackTack Map Gestures script KC Grimes, for the building occupation script Killzone Kid, for its optimized random position script R3F team, for their Logistic and AiComTarget scripts Seth Duda, for its towing scripts TPW, for the hud, houselights, streetlights and animals scripts Viperidae, for the Little Immersion Tweaks scripts Meh44, for the Russian translation Tonic, for the Virtual Vehicle Spawner script All addon and mod makers whose creations are used in this mission: ACE team, ACRE team, CBA team, CUP team, Icebreakr, James2464, Keeway, Minimalco & Robster, Nkey, R3F team, RHS team, X-Cam team And fore sure, thanks to all the OFP/ArmA community for thinking, creating and sharing so many brilliant additionnal content If I forgot to mention someone, please excuse me and contact me ! SPECIAL DEDICATIONS To the old OFP french community, that participates to give me the passion for this game. And above all, many many many thanks to my wife, who is so patient and comprehensive every time I'm only thinking about the developing this project ! 😘 IN MEMORIAM This mission is dedicated to the memory of Faiavan (1979-2018). I only had the chance to share one or two missions with Faia but his accent, his good mood and his sense of humor made me feel good. May he rest in peace. DON'T FORGET TO RATE IT ! If you enjoy this mission and want to motivate the author, please click on the 5 stars on the top of this web page and on the thumbs up button on the top of the Steam web page. It's free and it's always a pleasure ! DONATIONS If you would like to support the author's projects, you can also make a donation via PayPal by clicking here. CHANGELOG Please keep in mind that OPEX is a non-professional and non-official mission. It may be more or less often updated in order to enhance it. So if you play it, do it at your own risk. DOWNLOAD From Steam Workshop (highly recommended because it requires only 1 click - then everything is automatic) From Armaholic (not recommended because it requires manual installation and updates) From my website (not recommended because it requires manual installation and updates) Enjoy !
  13. Agalloch

    How to get unbanned?

    So let's say a year ago, I decided to do something that ended up getting my friend really mad. If you want more details, was playing a MFCTI mission and I accidentally blew up a plane he has been saving up for. Now we're cool, but he still has me permanently banned, because we do not know how to get the game to unban me. I tried reinstalling, and I think one of those admin commands which may have been something like "unban (User id)." Both did not work. Anyone got an idea? Edit: Oh well, it has been fixed. We deleted a ban.txt file that was outside the game folder.
  14. I´m trying to alive this awsome mode in multigaming sence, so if someone else missing CWR2 multigaming, contact me! I think we will use Facebook comminication as primary channel for setting up game times, so join this group ASAP: https://www.facebook.com/groups/103011097565/.. and don´t patch your game to 1.63, stay on 1.62 :) If you haven´t install this yet, I can help you and publish some files for install.
  15. Doctor Who: Weeping Angel Game Mode Description: Doctor Who: Weeping Angel Game Mode is a Singleplayer, Coop and Multiplayer mode where you will face the weeping angels. The angels are a dangerous species. They can only move and attack you when you are NOT looking at them. Use your flashlight to see them. Don´t think you can hide or outsmart them. They are extremely intelligent. Keep your back and front cleared. In singleplayer this can be very hard.. YOU NEED TO USE THE FLASHLIGHT. The angels can still move and attack if you don´t use your flashlight! How it works: The are a couple of game areas that will be randomly choosen when the game starts. The area is marked with big airport lampost with red light. If you go outside of them you will die. In multiplayer, If an angel get´s you will have to spectate it till someone get to the tardis or all players have been taken. After a certain time the tardis will arrives and the player that enter it first will "win". Features: -Singleplayer = Yes -Multiplayer = Yes, with parameters to customize your gameplay -Dedicated = No idea, If someone tries it please give feedback. -You play as survivors who need to hold out in an area til the tardis arrives -WEEPING ANGELS! Video: Version: 1.0 Instalation:(Size: 478kb) GitHub: https://github.com/MrbombasticIamfantastic/Arma-3-Weeping-Angels-Mod/releases/download/1.0/mission.pbo Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=738683093 Requirements: There are no mods or addons required. There are no Weeping angels or tardis 3d models. Only the virtual reality men and a colored toiletbox. However i think i can guarantee that this will be enough to keep your heart rate up.
  16. I have a decent understanding of locality. And I've read the Biki pages on BIS_fnc_MP and remoteExec. I understand that remoteExec is the newer, preferred approach, but that the other still works too. But I have not been able to wrap my head around the syntax/usage of either of these. So I'm asking for someone who really does understand them to expand on what the Biki has and explain the usage -not just syntax, but how to use it in different situations. A variety of examples (and why it's done the way it's done in each example, and the effects of the variations) would be awesome. Anyone able to do this? It'd be a real benefit to all of us who make multiplayer missions!
  17. AIR CAV VIETNAM HAS MOVED TO TANOA STEAM GROUP IS HERE join to get alerts on Public Operations Mod list all on Steam workshop ACV MOD COLLECTION Server Name: =7Cav=Official Air Cav Vietnam Server IP: 149.56.28.101 Port: 2330 TeamSpeak 3: ts3.7cav.us Port:9987 Pass:7thCavalry PUBLIC SERVER IS RUNNING SEEK AND DESTROY MISSION 24/7 WHITELIST 7CAV PLAYERS CREATE MISSIONS DAILY USING ZUES Join the Steam group to get alerts when missions start.
  18. Hello, I've been trying to create a shoothouse for my community but I've run into a very strange problem. Attached below is the mission file. I've made a collection of scripts to create a CQB enviroment with randomized entry point and random target placement. Works fine in SP (so logic is a-ok) but I've tried to test it in a non-dedicated server and alas not only the doors are not inmediately moved, but the targets are sometimes not moved at all; actually, the targets are moved in the host machine just fine, but the other player only sees the target in the new position once the host has shot it or after some random delay. Currently the scripts are triggered via addAction, which executes via execVM, scripts that change the position and direction of the objects syncronized. As I said, the logic works as intended in SP, and for whoever is Server when in coop, but the other players experience the aforementioned delay in object movement. As far I've understood it, effects of setPos are global and broadcasted so if my script only makes use of that command (and setDir), why is it experiencing this delay? You can download the mission here. Any help would be appreciated. And, thanks for reading! These scripts may be used in part or completely only when due credit is given.
  19. Hello everyone, I have a dedicated server with mods and when I try to load a mission I have made, it kicks me back to the default headhunters co-op mission. I have read through the RPT file and cannot seem to find the issue, if anyone can help me, I would appreciate it! http://uppit.com/lvvecv53naskthat is the server RPT link, i can copy then entire rpt here if requested.
  20. Beta-testers and cannon fodder are needed for a new Team vs.Team Sector Control scenario that is currently being developed for APEX Tanoa! Currently, we are stable with 5 Island Sectors, but wish to expand this to 7, 9, and 11 Sectors provided we have enough players to test the flow and ebb of the gameplay. Upon the stable release of APEX, we will be hosting Island Hopping on a dedicated server at http://themedicstation.net/ If you like tactical military gameplay please help us get this scenario finished by playing it through for us so we can make the appropriate edits. http://steamcommunity.com/sharedfiles/filedetails/?id=720699276
  21. As the title says, official multiplayer servers need either admins or team killing needs to be disabled. Why? If you have ever tried playing Zeus Game Master in multiplayer you know it's total cancer due to team killing noobs and trolls. The worst thing about this that there is no way to keep this from happening. You can start a vote kick but people rarely vote and it doesn't keep trolls from reconnecting. In End Game the problem isn't that bad because there is a solid objective and it's easier to ignore trolls. In Zeus however trolls can ruin everything by destroying friendly vehicles and team killing. Possible solutions: - Community admins who know their stuff and have rights to kick and ban people. Obviously this would take a lot of effort. - Give game masters rights to kick people. Easier solution but obviously chance for abuse would be higher. - Disable team killing. This solution would be the easiest one but it has drawbacks like realism would suffer. Please tell your thoughts. Also I'm sorry if this is not the right place to post this.
  22. Greetings all, Mudspike.com is hosting its inaugural Arma 3 event July 2nd (1700 UTC)! We will be hosting a massively coordinated coop mission on Altis. All the info you need can be found at: https://forums.mudspike.com/t/arma-3-weekend-july-2-3/2269 We welcome players of all skill levels and experience. Even if this is your first Arma outing we have a spot for you. Please sign up for a spot prior to July 1st. More spots may be made available if needed. Any questions about the event can be addressed here or at mudspike.com Hope to see you all in the field! Tyco
  23. Greetings. I have problem with spectator view in new ArmA 3 version (1.60). Before this patch every player witch died in MP became spectator. After this patch every player which die have camera looking to the ground and have no option to became spectator. Is there any option how to enable spectator in the missions?
  24. For about more than a year I just couldn't connect the multiply games with my friends on Steam, and as someone invited me from steam, it would be shown as "no response from the server". There is no problem in our internet service, and we can connect to the servers found in the server browser. We are both using development branch. Is direct connect still functional?
  25. Loving 'End game' at the moment, but here is one major issue that I think needs addressing; when the map changes from a 32 slot map to a 16 slot map there are usually more than 16 players on the server so some players have no choice but to disconnect. It's very annoying and happens every time I play. Could player count be the same for every map? I understand that smaller maps have been designed for 16 players, but players still want to play after a 32 player map and if they are forced to disconnect too often they might not come back. You may not have noticed but the official servers have been getting regular players over the past month. It would be nice to have a sub forum for End game for players to leave suggestions/feedback.
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