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Found 484 results

  1. Hello all, first post! :D :D I need help with the "End Game" spectator that was added in a few patches ago, I got it to work on some missions I made about two months ago but now it just doesn't work at all when it should. As you can see here in this screenshot it is set work but when a player dies they basically see this endlessly I am running the game vanilla no mods so it cant be that. I did many google searches and forum searches but I literally came up with NOTHING on this issue and made a post myself to /r/Armadev but got no answers so far. This is especially weird because it worked fine before by just checking that 1 "Spectator" box...what gives? It should also be noted that I tried turning it on manually in description.ext but that didn't work either. Can someone help me with this problem please? It would be much appreciated.
  2. Original post in spoiler above. This topic is no longer supported, because the project has moved to another development team. Our continuation of PRA3 will be available soon. Thanks.
  3. Access Points A simple to use system which allows mission makers to easily setup access points that allow players to reach places they wouldn't be able to normally reach (but should) *whew*. Why'd I make it? Because Tanoa looks pretty, but the skyscrapers don't have interiors, making players unable to access the rooftops by foot. Download: http://files.bitdungeon.org/arma/AccessPoints.Tanoa.v0.3.zip Multiplayer Compatible! Updated on 6-9-2016 Demo Video License http://www.gnu.org/licenses/gpl-3.0.en.html Setup Preliminary: Copy the "AccessPoints" directory into your mission. Copy the "execVM" statement into your mission's "Init.sqf". 1. Find yourself a nice building that you want to rig. 2. Place a trigger that you want a player to enter to access the roof. 3. Resize the trigger to better fit the doorway (optional) 4. Change the "Text" attribute of the trigger to follow the format "AccessPoint_UniquePairNameHere". This distinguishes this access point pair from the others. 5. Apply the change to the trigger text. 6. Copy the trigger (or create a new one, if you hate yourself). 7. Paste the trigger at the position you want players to be able to access. 8. Tweak the rotation and scaling of the new access point to your heart's desire. 9. Start the scenario and test it out! 10. Boom! That's it! You got it done like the badass you are. Changelog
  4. 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
  5. Here a preview of what the PRA3 team has been up to the last couple of months. First close playtest being held today. More footage and updates coming soon. Join the discussion! https://github.com/drakelinglabs/projectrealityarma3 https://twitter.com/RealityArmA http://discord.me/pra3
  6. The famous Battlefield bad company 2 RUSH mod for Arma 3 FIA side needs to destroy AAF mcom's to win. Feel free to use to make your own RUSH game mission on Altis or Stratis This mission is inspired from the famous map Valparaiso of battlefield bad company 2 This mod was created after i could not find a similar mod like Battlefield bad company 2 rush game mod in the community of Arma 3. I decided to begin to create this mod back in 2015, but it was only finished in march 2016. This mod is for Multiplayer Dedicated server only with 60 player slots. No addons required. Latest Version: v4.6 (June 4th) Thanks to: Bohemia Interactive Forums Members for their help. All the beta testers for their feedback and bug reports. All third party community scripts (gear select, zlt fastrope, jts squad, jwc casfs, btc) And especially thank you Barbolani for some of the functions. Download from Github
  7. I-M3 is a EU based gaming community looking to expand our player base. We are going to be hosting some sessions, using the small version of our modpack. The next event is on Saturday 28th at 7PM (BST/GMT+1). While anyone*(see Joining) can join, we would ask you let us know you would like to play, as we will only have a certain number of slots. If you are interested in this, there is some additional information below about us, or hop onto our ts3 server and speak to an admin. If you do want to play with us, please ensure you know how to play Arma 3 and can use the mod’s ACE 3 (in particular the advanced medical system) and TaskForceRadio, before the mission. If you are completely new to it, you can pop on at sometime before the mission and we can go through it with you ABOUT US: We are a small gaming community based in Europe (we co-ordinate on UK time) consisting of several friends, we are currently quite small in numbers, but we are hoping to expand our player-base and community. We play a variety of genres including FPS’s and RTS’s. Milsim games such as Arma 3 and DCS are the main games that we all play and bring us together. We communicate by way of a Teamspeak server (ts.i-m3.info) and on Steam. MILSIM/ARMA: We aim to undertake a Arma 3 mission once a week, where we play PvE missions on our own server. We have our own modpack, which is very large in size, but it does have a large amount of content. We do have a light version for certain events. To get the modpack we would like that you come on our Ts and just introduce yourself to an admin. Our play style is relaxed, with the emphasis being on fun, rather than hardcore milsim, we have no persistent ranks, assigning squad leaders and roles on a mission by mission basis. No ranks, no sirs, no pseudo-military BS. In addition to this, occasionally we also play DCS world. Using a variety of aircraft, varying on mission and personal preference. JOINING: We have no recruitment criteria other than being able to speak English somewhat fluently, we do also ask that you be over 18. If you do want to join it’s simply a case of coming on our Teamspeak server, no signing up on any forums. Come and go as you please. ADDITIONAL INFORMATION: If you have questions, just pop on our Teamspeak 3 Server, ts.i-m3.info and speak to one of our admins. We also have a website with some information i-m3.info, however, the website is still missing alot of information. Summary of Links Teamspeak: ts.i-m3.info Website i-m3.info Steam Group: http://steamcommunity.com/groups/i-m3
  8. Operation Honeyblade SBP Team (Slovenian Black Panthers) is organizing a CoOp event for all A3 players that would like to join: individuals or other teams are all welcome to sign up for the event. 1. What is the mission, storyline? There is a report of a virus outbreak in a remote region of Vandalla island. Our unit that specializes in a bio-warfare has been activated. There is a rumor that local rebels might be in possession of a militarized bio-weapon that got stolen out of an undercover US research facility, so they are sending in the best team consisting of 6-30 men. Vandalla is a smaller island neighbouring Isla Abramia, we will fly out of the main airport in Yolandi, Abramia. Takeoff is scheduled for Thursday 1915Z (2115 CET) so be there sharply on the hour - 15 minutes before the take off. 2. When do we play? Thursday Apr 28 at: 8:00pm UK/Portugal/Ireland | 9:00pm CET (Germany/Czech Rep/Poland/Slovenia/Croatia/Italy/Austria etc.) |10:00pm Israel/Greece/Turkey | 11:00pm Moscow |3:00pm Eastern US 3. Addons needed, requirements? - Original Arma 3 patched to 1.58 or latest stable patch + TeamSpeak3 Client for voice communication + microphone & headsets. - PWS (PlayWithSix) Repository found here: pws://77.234.143.228/A3/config.yml (use different browser if yours doesn't open the link - copypaste the link to browser URL!) or in case you don't like PWS you need these mods manually installed: [IceBreakr/IBIS] Isla Abramia @abramia IceBreakr [IceBreakr/IBIS] Isla Duala *not required* @isladuala_a3 IceBreakr [IceBreakr/IBIS] Island Panthera *not required* @panthera_a3 IceBreakr [IceBreakr/IBIS] Lingor *not required* @lingor_a3 IceBreakr A Collaborative merger between AGM, CSE, and ACE @ACE3 ACEMod Community Base Addons @CBA_A3 CBA Team CUP Terrains - Core @cup_terrains_core CUP Team CUP Terrains - Maps @cup_terrains_maps CUP Team CUP Vehicles @cup_vehicles CUP Team CUP Weapons @cup_weapons CUP Team CUP Weapons - ACE3 Compatibilty @cup_ace_compatibility CUP Team CUP Vehicles - ACE3 Compatibilty @cup_vehicles_ace_compat CUP Team FAP Units (Foes & Allies Pack) @fap_units IceBreakr ShackTac Fireteam HUD @sthud_a3 Shacktac Zombies & Demons @ryanzombies ryandombrowsky As you can notice above three of islands are not required but are in the repository itself that we use. You can have them or don't, missions will be on Isla Abramia. Mod startup line for the event is following one: -mod=@isladuala_a3;@lingor_a3;@panthera_a3;@cup_terrains_core;@cup_terrains_maps;@abramia;@fap_units;@ryanzombies;@cup_weapons;@cup_units;@cup_vehicles;@cup_ace_compatibility;@cup_vehicles_ace_compat;@ace3;@sthud_a3;@cba_a3;curator;heli;kart;mark 4. Server? Event will be hosted on SBP's dedicated server in Europe and teamspeak3 will be available. We are available for any questions in this topic. 5. How to join? 1. Put a reply in this topic stating: NICKNAME + TEAM/CLAN name X/Os and fight organizers please send only one topic with the list of all members that will be able to come to the event. We will update the player slots in this topic accordingly. You will recieve teamspeak, server data & pass to join on your private message at least few hours before the start. 6. Player Slots (Guestlist) We reserved *32* slots for this mission. In case more of you apply, we might increase that. Taken slots: 16 out of 32. [TEAM SIERRA] HQ/Support 1. IceBreakr C/O SBP Team Sierra Leader / Operation Leader 2. Diablo 3. Sahbazz 4. SmukY 5. Luka 6. Riflex 7. Amir 8. Spidi 9. [reserved for SBP members] 10. [reserved for SBP members] [TEAM ALPHA] Assault 1. Colonel Froggy 2. 4llout 3. Elsa 4. JoramD 5. TheStainlessSteelRat 6. Granis 7. [available] 8. [available] 9. [ [available] 10. [available] [TEAM ROMEO] Recon/Patrol 1. Darkfurby1 2. Bert 3. [available] 4. [available] 5. [available] 6. [available] 7. [available] 8. [available] 9. [ [available] 10. [available] Note: All leaders report to HQ (Sierra1) via Whisper option in Teamspeak. [PRESS / Embeded reporter] (for recording of the event, they must not carry any weapons and wear PRESS marking on the back at all times) 1. [available] 2. [available] Changelog of the topic: Apr 18 - info of the event is out Apr 19 - 8 ppl added. Apr 19 - only 4 people signed up, event postponed for a week. Apr 23 - added 6 players for this week Apr 26 - 14 players in total signed up
  9. INTEGER DEVOURER PRESENTS VERSION: 0.10 – WHAT TOOK SO LONG EDITION OVERVIEW BATTLE CARS is a 16 player Deathmatch that focuses on vehicular combat with unarmed vehicles. Players choose one of several spawn points, jump into a car and find a weapon. Weapons are randomly acquired by driving over floating orbs scattered around the playing area. Perfect for people yearning for some less than serious fun in the spirit of Twisted Metal/Interstate 76/Vigilante 8. Get it now on: STEAM WORKSHOP ARMAHOLIC FEATURES VEHICULAR COMBAT with your favorite Sport Vehicles! TURBO BOOST your way around the battlefield!*Special thanks to ProGamer: http://www.armaholic.com/page.php?id=24049*We are not responsible for any deaths caused by flying cars 11 RANDOMIZED WEAPONS of varying degrees of usefulness!Titans/Mortars will probably kill you more than your enemies. SPECIAL POWERS New power: UAV Bomber VEHICLE SPAWNER at the central spawn point!Special thanks to Tonic: http://www.armaholic.com/page.php?id=23020 PROTECTED SPAWNS to save you from dying immediately!Protected from shots/explosions, but not being run over VEHICLE HOP/FLIP ​Base flip script is in; only works on totally flipped cars. Special thanks to Iceman77: https://forums.bistudio.com/topic/157916-vehicle-flip-script-to-share/ MISSION PARAMETERS to customize your experience!WOW! BUGS, ERRORS, AND MORE! Experience the pains and struggles of a novice mission maker! COMING SOON ADJUSTABLE VEHICLE TURRETSOnce I figure out how to edit that IMPROVED VEHICLE HEALTH/ARMORSee Above VISIBLE WEAPONS ON VEHICLESee above MORE LOCATIONS!Kavala? Who knows! A HUD NON-COPYRIGHT SOUND EFFECTSPlaceholder sound effectsWeapon Pickups: Metal Slug series Invulnerability Powerup: Super Mario Brothers Nothing Powerup: Willy Wonka and The Chocolate Factory KABOOM! Powerup: The Price is Right Lightning Storm Powerup: Dragonforce - Fury of the Storm Time Freeze Powerup: Jojo's Bizarre Adventure BALANCING! PROPER SCORING SYSTEM TEAMS BETTER CLEAN UP SCRIPT MORE RAMPS CURRENTLY KNOWN BUGS/ISSUES Driving over the BONUS ORBS sometimes does not trigger the script.Depends on speed and position of vehicle. May have to extend the size of the trigger Hints show for all players Possible mismatch between sound played and item received for other players? Random inconsistent local variable errors!
  10. Hi All, Tonight we made an SDV insertion. When we changed from the wetsuit & rebreather to the uniforms&vest in our backpack... we were seeing everyone naked.... But when we looked at ourself we were all dressed up correctly with vest&Uniform. Any hint? -We are on a dedicated box, with 3 Headless managed by wearthless headless client mod. -Mission created with Eden. -Main mods : ACE, MCC, TASK-FORCE, -Script : R3F & igiload. Cheers
  11. Hey boys, i've got a real big problem (the perfect start for a scripting noob ;) ). I started creating a multiplayermission in the eden editor, and i got an AI with an addaction on it. So when all mods are synced, all the player will go to the AI and all can choose the addaction. But if one of them was clicking on it, the script should run for all players at the same time. But in my case, it is not just a script like healing or teleporting. This will be a camerascript. I tried a lot of things, and they worked for me, while testing in the editor, but they are not working in multiplayer on the server. They were running just for each player, and the helis are not flying, just standing there in spawnposition. And one more importend thing, before i post my scripts: When i add a .sqf file, i will get this error: "Preprocess failed with error - Invalid file name(empty filename)" Just when i change to .sqs the script will run in editor. Init's of my AI called Opa_1: (all examples worked in Editor, but not in MP) example 1: if (isServer) then { intro = this addAction ["Legen wir los.", {Opa_1 exec "script\opaintro.sqf";}, nil, 6, True, True, "", "(_target distance _this) < 6"];} example 2: if (isserver) then {[[Opa_1, ["Legen wir los ...","script\opaintro.sqs"]],"addAction",true,true] call BIS_fnc_MP;} example 3: {Opa_1 addAction ["Legen wir los ...","script\opaintro.sqs"];} remoteExec ["bis_fnc_call", 0]; opaintro.sqs/.sqf (i just changed the filename for example 1): ? ((paramsArray select 0) == 0) : goto "del" _camera = "camera" camcreate [0,0,0] _camera cameraeffect ["internal", "back"] showcinemaborder true; opa_1 switchmove "Acts_B_out2_briefing"; opa_1 removeaction intro; ;comment "20:01:58"; _camera camPrepareTarget [-75303.13,29256.81,5625.25]; _camera camPreparePos [23691.55,16276.09,2.44]; _camera camPrepareFOV 0.324; _camera camCommitPrepared 0 ;comment "20:02:27"; _camera camPrepareTarget [84408.05,-62884.46,-6862.32]; _camera camPreparePos [23692.37,16276.17,2.65]; _camera camPrepareFOV 0.195; _camera camCommitPrepared 10 ~10 aheli1 hideobjectglobal false; aheli1 enablesimulationglobal true; aheli2 hideobjectglobal false; aheli2 enablesimulationglobal true; aheli3 hideobjectglobal false; aheli3 enablesimulationglobal true; playmusic "introbg_1"; ;comment "20:19:05"; _camera camPrepareTarget [122550.25,31165.10,2120.64]; _camera camPreparePos [23688.01,16272.10,3.95]; _camera camPrepareFOV 0.696; _camera camCommitPrepared 0 ;comment "20:19:56"; _camera camPrepareTarget aheli2; _camera camPreparePos [23686.90,16279.11,5.23]; _camera camPrepareFOV 0.033; _camera camCommitPrepared 10 ~10 titleCut ["", "BLACK OUT", 1] ~ 4 player cameraEffect ["terminate","back"] camDestroy _camera ? ((paramsArray select 0) == 0) : goto "end" titleCut ["", "BLACK IN", 5] #end exit So the srcipt will execute for the player who hits the addaction, but not for all at the other players (but thats what i want). And the helicopters just will show up for the player which hits addaction. This opaintro-script is the short one for testing. I've got a bigger one, just with more camera positions an more switchmoves an playmusic. If needed, i am able to create a link for the missionto download, but i am using mods on this. I hope they are not important for the solution. So please tell me, it's just a simple thing. And please explain your solution. This trial an error took about 8 hour's right now, and i am going crazy on that, because it is not working on the server.
  12. FFtA3 : From Flashpoint to Arma 3 Project description : FFtA3 is a Multiplayer project. My objective is to recreate all the best OFP maps (starting by CTF: Capture the Flag and all the way to DM and TDM). As an old school player, playing Flashpoint since 2001 I have recently installed Arma 3. Only finding very little CTF and DM GamePlay, I have started gathering the wonderful maps we all played and on witch we spent soooo much time and started transferring them in the Arma 3 world. Scripts and Templates : In collaboration with the "88th Walking Death" squad and some other coders, I have built up stable CTF, DM and TDM templates. It's is now operational since 1.68 Update. Special thanks to [88] LORD without who this couldn't be possible. Special Thanks : Asaayu FrankForsyth Where to play : www.esportsmasters.org Map already recreated : - [CTF] The End - [CTF] Lost And Lonley - [CTF] Never Scared - [CTF]=S.O.F=Born To Kill - [CTF] Corridor - [DM] Tequila Sundown - [TDM] SNIPER SHOWDOW - [TDM] Urban Sniper - [DM] MAZED - [CTF] S-Curve - [CTF] Mini Hexenkessel - [CTF] Adagio (QA Testing) - [DM] Andersen Gunship (WIP) Maps to come : - [CTF] Scotch Valley - [CTF] PRiSONyARD (by SOD clan) - [CTF] Dead Mans Alley (by SOD clan) - [CTF] Head Fuck (by SOD clan) - [CTF] ToySoldiers - [CTF] Crazy ctf - [CTF] Cashville - [CTF] Dead Zone - [CTF] Yukon - [CTF] X-RAY - [CTF] URBAN ALLEY - [CTF] Little Everon - [CTF] LightHouseKeeper - [CTF] Up In Smoke - [CTF] PARADISE - [TDM] Double Tower Sniper - [TDM] SniperZ - [CTF] Labyrinthe ... Please feel free to send me some recommendations by Mail and if you have the maps you are asking for somewhere, send them too. What is CTF ? CTF stands for Capture The Flag. It is a "Close Quarters Combat (CQC)" game-mod played by a limited amount of players (2 to 24 players) in a restricted area (500m MAX). CTF players have to capture the enemy flag and bring it back to their own Flag. Fatigue is disabled and Snipers/long range riffles are not available (for CQC version). The team that scores the most times in a given time is the winner. CTF can be adapted to bigger maps and applied to a terrain. Listen to the ArmaNET podcast FFtA3 CTF Map Features : - Weapon Menu - Friendly tags (Optional) - Flag tags (Optional) - Self Heal system FFtA3 DM Map Features : - Lobby Weapon type selection - Full Randomised weapons & scopes - Friendly tags (For TDM Only) - Self Heal system NO MODS ARE NEEDED FOR THE SYSTEM TO WORK. License : https://drive.google.com/file/d/1lQ_sMCqxYaTz7rWZyJ6rfiKpc2FVWe0i/view?usp=sharing Download : THE END : Workshop / Google Drive LOST AND LONELY : WorkShop / Google Drive NEVER SCARED : WorkShop / Google Drive =S.O.F=BORN TO KILL : WorkShop / Google Drive Corridor : WorkShop / Google Drive Tequila Sundown : WorkShop / Google Drive Sniper Showdown : WorkShop / Google Drive Urban Sniper : WorkShop / Google Drive MAZED : WorkShop / Google Drive S-Curve : WorkShop / Google Drive Mini Hexenkessel : Workshop / Google Drive @FlashRangerArma
  13. Hi community, Since 3DEN, If I run any mission (coop 8 - 1player 7 playable slots) in MP, the revive option returns "ERROR: No vehicle IS REVIVING YOU" in the incapacitated chrono bar. Furthermore, if I choose another unit than player, there in one more problem: After player's respawn (I'm testing MP with 1 player), 2 units have the same name (player's name): Player and another unit. So the automatic name of the unit in the chosen slot seems to disappear. In 2D, these missions registered in MP, (backup mission.sqm), don't have these problems (reviving + lost of unit's name). So it's not linked to mods but editor behavior.
  14. I'm not managing to solve. I created a mission + mod Rio de Janeiro B.O.P.E. Everything works according to what I created, but a problem this inconvenience for the players. On any server restart when mission, players return to the lobby where they will go pick your solts players. to reenter the game many players back as gulls, having to log out several times in order to enter normally.
  15. Hi Hopefully someone can help having run all over the internet for a answer. I have created a mission and have issue on the end mission trigger calling a function from dedicated server or if I host it myself. Its a basic trigger with condition for BLUFOR to be present and on activation run end1" call BIS_fnc_endMission; This works fine on my PC where the mission was created but clients connected dont see it and from what I have read the function is called by the local client. and is not broadcasted to the others if condition is met. I read that it should be a publicvariable or RemoteExecCall but unsure how to get this to work. should it be in the init or description files. I used eden to create mission but uncertain where to put the commands. I also setup some triggers that call SQF files that spawn some enemy units, would this be the same same if on a dedicated server. We have played the mission a few times and have held back from making triggers fire but it seems to work from clients triggering it. Hopefully someone can help me :-) Cheers
  16. When you group units together into a squad, they adopt a default name, usually along the lines of Alpha 1,1. This is the name that shows up in the character select lobby when hosting a server. I know you can change the role description of the squad by going into it's attributes, and the name change is reflected in the editor. But their name stays as the same default in the multiplayer lobby, Alpha 1,1. Is it possible to change their name so it appears different there too?
  17. I'm trying to enable respawning in my mission, and I want the player to be able to choose where they spawn. So I enabled "Custom respawn position" from the dropdown in the multiplayer attributes menu, and selected the "choose respawn position" checkbox. But if I start a mission in multiplayer, there is no gui to select your respawn position, and when I return to the editor, the box is unchecked. It also happens if I exit the editor and reload the map. This is incredibly frustrating and is driving me crazy. Here is a link to the mission.sqm; https://mega.nz/#!QRFRyYiB!9cLRRDJ_YKToDMRyjKrtQ3CEVLHpkylYYLfRjd77jpI
  18. So when I go into the map on Arma, you can shift and click to place a marker, so that when you are off the map you can see the distance and direction your marker is. But my problem is that when I shift and click to place a marker it does the circle loading symbol for the mouse the first time, then the second time I do it, the game closes for no reason. I get no error message, or that it's crashed, and no one else gets this problem but me... :huh: This is really frustrating because when I am going to missions or helping a friend out and I do this, the game closes and I have to start up the game again and go back onto the server which takes several minutes, is there any fix to this?! :unsure:
  19. My Zeus Game Master mission works near flawlessly, except for some reason all the virtual entities die when the mission starts. I will select the Zeus virtual entity at the start screen, and when it goes to the briefing it shows "No Signal", then starts with the screen pointing up and it shows me the death screen. Why is this happening? The Zeus can work if being used by a regular unit, but that causes strange re-spawning bugs. I want a normal virtual Zeus entity to be the Game Master, but that is impossible if it dies for no reason. Am I missing something for my virtual entities to be dying? I am using version 1.56 for the Eden editor, is that the cause of this strange bug? Description.ext author="Smash Balls"; onLoadName = "Overlord 42+1 Master Altis"; OnLoadMission = "There is an almighty Overlord of which I wouldn't disobey! The NATO faction has a starting desert HQ with a handful of starting assets to use."; loadScreen = "overlordCastle.jpg"; overviewText = "Our lord of death and destruction has arrived!"; displayName = "Overlord 42+1 Master Altis|Preset Base(NATO)"; respawnVehicleDelay = 30; respawn = "BASE"; respawndelay = 15; respawnDialog = 1; respawnTemplatesWest[] = {"MenuPosition","MenuInventory"}; respawnTemplatesCiv[] = {"MenuPosition","MenuInventory"}; respawnTemplatesVirtual[] = {}; respawnOnStart = 0; disabledAI = 1; joinUnassigned = 1; aiKills = 1; class Header { gameType = ZGM; //DM, Team, Coop, ... minPlayers = 1; //min # of players the mission supports maxPlayers = 43; //Max # of players the mission supports playerCountMultipleOf = 1; };
  20. SmallMilitaryEncounter Generator A dynamic mission for ARMA3 that generates small military encounters. The intent of the mission is to have something similiar to an Domination / Invade & Annex type COOP missions, but in a smaler and more infantry focused scope. And have a mission that is easily customize able, at least in my opinion. Most things you may want to change can be found in the files under config/. Also the mission is build from scratch and not a derivative of some other mission existing. I hope that most of the stuff works quite stable, but the mission didn't have very much "stress-testing" or balancing. This is also a reason why I relase it here, gather some feedback/criticism. You can follow further development via GitHub. Missions: _SMEGen_.Altis - default Enemy Faction: CSAT - default Player Faction: NATO _SMEGen_CUP.Chernarus - default Enemy Faction: CUP NAPA - default Player Faction: CUP USMC _SMEGen_CUP.Takistan - default Enemy Faction: CUP Takistan Army - default Player Faction: CUP US Army SMEGen_IFA3.Staszow - default Enemy Faction: IFA3 Soviet Forces - default Player Faction: IFA3 Wehrmacht DOWNLOAD from GitHub DOWNLOAD the PBOs DOWNLOAD from Armaholic FIND in my Workshop Changelog V.050 Mission Parameters select the enemy faction select a reward set select the amount of simultaneous mission sites select the AI skill level ( militia / regular / special forces ( for details check T8/config.hpp )) select if you want to keep your gear after respawning select if you want vehicle patrols between objectives Available tasks Currently there are 4 types of mission-sites with different tasks available. There is always a set of tasks available. If those tasks are finished a cleanup will happen and a new set of tasks will be generated. All sites on which tasks are spawned are currated in the config files! Towns clear occupied town destroy 2 mortars destroy 2 resupply vehicles kill HVT and his Guards gather INTEL from HVT Military Bases clear occupied base destroy 2 mortars destroy 2 resupply vehicles kill HVT and his Guards collect INTEL from HVT Road-Positions destroy broken down convoy clear road block / checkpoint IED site: clear IEDs or gather INTEL Installations destroy communication base (radiotower) recover UGV and return it to base (stomper) download INTEL in a compound Rewards Player Gear A player ranks up with every succesfully completed task. With every new rank the player will get acces to more, better gear in the virtual arsenal. Vehicles for completing a set of missions: mobile HQ / mobile respawn armed light APC armed light helicopter After completing two mission one vehicle will be spawned, starting with the MHQ. If one vehichle gets destoryed it will be respawned instead of spawning the next tiers vehicle. There won't be multiple iterations of the same vehicle. The reward vehicles can be found outside the base in the hangars. Also vehicles can be reapired in a service station in the main base. Vanilla Systems The missions uses various vanilla systems: BIS tasks BIS dynamic groups BIS virtual arsenal BIS respawn menu Time Acceleration: the time is accelerated: 4h IRL = 24h in game. If you want to change this, there is a module placed in the mission. Additional Scrips And the mission uses some other scripts: T8-Units Script FAR Revive (but in my own 'flavour' with some of the later sqf improvments) download data script (a bit updated version of my script) Singleplayer I use the singleplayer mostly for debugging. There are also some keys preset to help with porting the mission to a new map. You will need the following extension for SP debugging: KillzoneKids MakeFile extension KillzoneKids DebugConsole extension Keys: F5: log current player position as 'town' F6: log current player position as 'military base' F7: log current player position as 'road' (direction of the player matters! look down the road) F8: log current player position as 'compound' (use open, even space approx. 75m x 75m ) F9: exports the logged positions to a file with arma-config formating. http://imgur.com/a/hD6mM License # SME.Gen - SmallMilitaryEncounter Generator # A dynamic mission for ARMA3 that generates small military encounters. # Copyright (C) 2015-2016 Hauke Sven "T-800a" Fischbach # full License: https://github.com/T-800a/SME.Gen/blob/master/LICENSE This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. When publishing a derivative of this product you may not use a name that might create the impression that your version is an official release. Some folders of this project may contain a seperate LICENSE file. Should that be the case, everything in that folder and all subfolders is subject to that license instead.
  21. Background Information For the past year and a half, I've been working on building and bringing together a server community. I've been a frequent Arma Life player (mainly Takistan Life, when it was still based in Arma 2), so I have a strong passion for RP game modes. I have tried and failed many times in the process but it hasn't discouraged me, I am still motivated to reach my goal. While playing on popular Taki Life, and Altis Life servers I felt that something was missing. Although I loved the chaotic environment of Takistan Life, and the never ending mischief of terror bombings and police shenanigans, it got quite old after a while. My main goal for this project is to create a profitless RP community that thrives and is sustained by passionate members, yet can still be fun and interesting for beginners. I plan on making this a modded Life RPG, though I am completely liberal to the idea, and if that isn't what you guys want, then I am willing to listen to your voices. However, keep in mind that this 'proposal' is based around a modded Life. Overview I plan to significantly increase the amount of content for the civilian faction, in order to boost interest for that particular faction so that players will be more motivated to be part of the carefully designed economic system I plan to implement. Furthermore, I plan to add a level system, or some sort of skill based stat chart that will enable players to access certain features that will only be available to sufficiently experienced players (ie. Mining will become more efficient as you level up your mining abilities) as well as basic abilities (Stamina, Accuracy, etc.) improving over time. Though this idea is still very young. I also plan to add a simple crafting system so that players will be able to craft a few basic objects. Obviously the system will not be extremely advanced because this isn't a survival game mode, though I remain optimistic. I believe that a justice system is one of the most important aspects of an RPG, so I will definitely be implementing a court system. I will not be whitelisting the cop faction, though players who are willing to join will need to partake in a short training course and agree to the cop faction's terms of agreement. For the main cop faction, I am planning on adding several branches of law enforcement. We have a lot of other unique features planned. If you are interested in learning more about our project feel free to hop on our teamspeak and talk to us personally. Release So when will this be available to play? I am working on this project with only a single partner at the moment who is helping me with the web development. I am developing the Arma side of the mod completely alone. I hope to have a rudimentary beta by the end of January 2016, though development is still very slow. As you can see, I have all of the concepts and features planned out, and I have a basic understanding of how to code 95% of what I am planning to offer. All I really need now is manpower. This is why I am reaching out to the community, and asking for support. If this results in positive feedback from you guys then that would mean a lot to me and would really motivate me in going forward. If any of you happen to be interested in contributing to this project, or helping out with development then I will be sure to find a way to thank you. I am not looking for money, I am only interested in contributing to the Arma community, and to create something that everyone can enjoy. So if there is anything any of you would like to add or recommend, please voice your opinion and I will listen to anything you guys suggest if I think it would benefit the community. Edit: We are looking for a terrain editor/map creator! Anyone who can fill this position please add me on steam. Steam: pixelmonkey1 Teamspeak: tssyd1.vilayer.com:10060
  22. Hi all. I have a question about some wasteland servers. Few years ago i played on a wasteland server that don't have shops at all. I try to find these servers but can't. All servers i got when i filter sandbox the server list is wastelands with gun shops genaral shops and no loot in buildings only in cars. I like very very much the buildings loot wasteland servers like battle royal but wasteland. Can some one tell me how to find those kind of servers?
  23. ZKs -=LOST=- Now With Base Building Latest Versions Updated 16 March 2017 Download Complete Server Package -=LOST=- ZKs V2.4 New Update -=LOST=- V2.4 -- Complete Server package - added server keys to iBuild - added action to reload flares in vehicles - added if you have a radio you can have upto 9 AI in your group - added AI in your group can not kill you or each other - when you restart your AI group with start where you are. - lots of touch ups and fixes to the code - added -=LOST=- and addons to Steam workshop Steam Links ZKs_Items ZKs_iBuild ZKs-=LOST=- Tanoa ZKs-=LOST=- Altis Required Addons Links INIDBI2 -v2.05 Database (Server Only) you can find the inidbi2 64bits dll version at this place (i dont put for the moment in a package as it for dev release) - Link & Quote from Code34 ZKs_Items Food, Drink and Good Stuff (Needed for Client,Server and HC) iBuild Addon The Building Addon (Needed for Client,Server) ------------------------------------------------------------------------------------------------------------------------ ZKs -=LOST=- is a survival mission. ----- To play online just filter ZKs or LOST ----- YouTube Videos A normal day of playing ZKs -=LOST APEX=- Altis Morning Tanoa Fail Altis Fail In this reality days are 2 hours long and nights are 30 minutes the weather changes rapidly and everyone hates you. You can work alone or in a pack, kill or be killed. If you run a Headless client it will use it to run the AI, If you don't have a Headless Client the server runs the AI (So All Good nothing to configure). If you set it to edit mode in the parameters the enemy markers will be green it no HC and blue if they are running on a HC It uses IniDBi2 as a database (all self populating) so as long as you have the addon it will create the datadases itself. and it uses ZKs_Items (you need this to collect items and use to stay alive) There are many options in the parameters. Collect tools , Food ,Water and medical supplies There are mini missions inside the mission that give you rewards (Option for scripters to add there own mini missions) If you need to know how everything works in the Mod while in game go to the Map and look in Briefing and in the Lost tab is all the information about what everything does. The things that you can do in the mission. Used Items (In Gear Dialog aka inventory) Use by dragging the item to the Assigned Watch Position. if you dont have this you will only get access to weapons and not be able to fix vehicles , Heal , Drink or Eat etc. This is running a database so you and your items and vehicles are recorded and will be the same for you next time you play.(unless someone finds your vehicle and steals it or you DIE) The AI are all Nasty . feel free to kill them. This is PVP , TEAM or friendly , play it as you want. if you get close to a player add him / her (lol) as a friend with your action menu (need to be within 3 meters) you will be able to see them on the map after that. At the moment you scavange , collect and try to stay alive. Drag items to where your watch goes in the inventory, Not all items can be used it that way. There are Mini Missions that if you complete you may get special Weapons or Items. you need to find an assortment of tools to fix vehicles. Drink and eat to keep your stamina in check everything works in actions at this point. Below is a List of what each Item does. The Items not on this list are used in the Mini Missions Enjoy!! ITEM USE LIST You can Pickup and Drop your last thrown Chemlight. Used Items (In Gear Dialog aka Inventory). Use by dragging the item to the Assigned Watch Position. Bed Roll when used will create a Sleeping Bag,Laying on the Sleeping Bag will restore your Health,Hunger and Thirst. Defibrillator If used will restore your Health, But if left in your inventory when you die will give you a second chance, When you restart you will be at your last location with all of your equipment except the Defibrillator unit. Food items will lower your Hunger. Drink items will lower your Thirst. Medical items will lower your Damage. Vitamins will boost your Fatigue endurance for 30 minutes. When you use a Drink Can it will create an Empty Can in your inventory (Empty Cans are needed to repair vehicle Hulls). When you Drink a Canteen a Empty Canteen in your inventory. If you use a Empty Canteen while its raining or next to a Water Source it will add a Full Canteen to your inventory. If you use a Empty JerryCan or Fuel Drum while near a Fuel Station or Tank it may add a Full JerryCan or Fuel Drum to your inventory. If you use a File it will select a mission and add a Document to your inventory. If you use a Document it will show locations on the map and show you in a Hint the mission. If you have an AXE-SHOVEL-HAMMER-KNIFE-WRENCH in your inventory you can use these as Melee Weapons use LMB. If you have an AXE in your inventory you can use this to cut down trees use LMB. You can use a tent to store your gear, You can only get tents from doing missions. No other players can take your gear or your tent. To pick up your tent hold the shift key while looking at it. To Add Friends So You Can See Them On The Map. When you get close to a player you will get a ADD FRIEND action. when you have added a friend then you can see where they are on the map. If you can not see the ADD FRIEND action then they may have it locked. You can lock and unlock access to add you as a friend by holding down the Shift Key You can show everyone or just your friends your position on the map by holding down the Shift Key and using the actions Items in your Inventory That Give You Actions. If you have a Rope in your inventory you can Tow or Lift other vehicles and you can get raised or lowered from flying VTOL aircraft or choppers. If you have a Grinder in your inventory you can Dismantle Wrecks. If you have a JerryCan or Fuel Drum in your inventory you refuel vehicles. (It will leave you with empty ones) If you have a Empty JerryCan or Empty Fuel Drum in your inventory you can refill them from vehicles. If you have a Weapons ModKit and Bullet Casings and you are in a Gunner seat you can add a Magizine to that turret.(Bullet Casings deleted after 1 use). To Repair Vehicles you need in your Inventory. Pliers and Car Battery are needed to fix the Engine (Car Battery deleted after 1 use). Wrench and Tyre are needed to fix the Wheels\Gear (Tyre deleted after 1 use). Drill and Battery are needed to fix the Glass (Battery deleted after 1 use). Screwdriver and Duct Tape are needed to fix the Fuel Hoses (Duct Tape deleted after 1 use). Hammer and Empty Can are needed to fix the Body (Empty Can deleted after 1 use). Butane Torch And Matches are needed to fix the Rotors (Matches deleted after 1 use). MultiMeter And Metal Wire are needed to fix the Electronics (Metal Wire deleted after 1 use). To Recruit Civilians Walk up to a civilian (the ones without a gun) and use action to Join Group when you get close. Use the F keys to select your unit. (F2-to-F5). Press 4 for him to use or find Vehicles. Press 6 for him to get Items and Guns. Press ~ to get them to Regroup or Stop. For your units to pick up items Press the F# key while looking at the object and press backspace to exit the menu that pops up then you will see a unit pickup action. Hold down your Shift Key to get the Kick From Group Action. Units in your group will try and find their own weapons,ammo and medical supplies including DEFIBS Units in your group can heal themselves if they have medical supplies in their inventory. Vehicle Options Air vehicles have Ear Muffs to reduce noise. If you have a Rope in your player inventory you can Tow or Lift other vehicles and players can get raised or lowered from flying VTOL aircraft or choppers. You can eject and parachute out of most AIR vehicles (No Chute needed in inventory). You are able to push boats if they are on land (you need to get into driver position and then get out first). When your in the drivers position you can set ownership of the vehicle (this must be done to lock vehicles) You may lock vehicles only the owner can unlock them. Vehicles will stay locked for a maximum of 5 days. Vehicle inventory will be inaccessible in locked vehicles. Objective: -- STAY ALIVE, KILL MORE THAN EVERYONE ELSE -- ----------------------------------------------------------------------------------------------------------------------------------- Update V2.2 26 Feb 2017 In This Update New features in the mission, You get a message when someone Friends or UnFriends you Now you have 6 different Plot size options Small Plot 9 Squares : Required: 1 Lease, 4 Wood, 2 Nails Medium Plot 25 Squares : Required: 1 Lease, 8 Wood, 4 Nails Large Plot 49 Squares : Required: 1 Lease, 16 Wood, 8 Nails Very Large Plot 81 Squares : Required: 2 Lease, 32 Wood, 16 Nails Extra Large plot 121 Squares : Required: 3 Lease, 64 Wood, 32 Nails Factory Plot 225 Squares : Required: 4 Lease, 128 Wood, 64 Nails More information in the help menu - Press Ctrl + Tab / (action key 1) ZKs_LOST-BASE_BUILD_V20 - (all Missions and Addons included) you now have several different textures and materials to build with your friends can help you build at the same time. If you add someone as a friend it now automatically adds you to them as well friends can access your tent, buildings, workbench and with luck unlock your vehicles What if a friend steals your shit i hear you ask. well now you can unfriend them even if they are off line. and they will no longer have access to your goodies Remember - you need to assign action keys 1 and 2 on your controls options I find Tab and Q work well Hold down your Tab Key to Build (10 to 20 seconds) You can transfer Building Items to the Work bench action so you don't have to do it 1 at a time You can drop scrap metal into your watch and it will make random amount of nails - (need to be near the workbench) You can chop down trees with an axe to get random amounts of wood to build with. New APEX Update 28-Jan-2017 For Tanoa and Atlis ZKs -=LOST=- APEX - V12 In This Update show position on action menu name above the head more Zombies added sound effects for almost everything. don't you hate it when a chopper spawns under a tree - well now if you have an axe you can cut down the tree Tweaked the way the mission spawns random groups and vehicles - more random now idle chat when groups are patrolling - you may hear them before you see them. more pain sounds when you wound enemy or if the wound you or your team tweaked the boat missions Different buildings give you different supplies you can fill canteens from water sources as well as rain The mission is just more viscous ------------------------------------------------------------------------------------------------------------------------ Base Building Update 06-Feb-2017 For Tanoa and Atlis -=LOST BUILD=- V13 The Mission Required Addons Links INIDBI2 -v2.05 Database (Needed for Server Only)ZKs_Items Food, Drink and Good Stuff (Needed for Client,Server and HC) iBuild Addon The Building Addon (Needed for Client,Server) Remember - you need to assign action keys 1 and 2 on your controls options I find Tab and Q work well Hold down your Tab Key to Build (10 to 20 seconds) I also have redone a lot of the iBuild addon it now save as higher than 3 floors high- ive had 8 floors and saved well, made a compression script in the addon to convert the long building object names to 3 or 4 letters so now you can send many more objects to iniDbi2 database. added more models -Ramp, Floors and a pillar roof added a delete building object to action menu added a Transfer Building Items to the Work bench action so you don't have to do it 1 at a time made it so you can drop scrap metal into your watch and it will make random amount of nails - (need to be near the workbench) made it so you can chop down trees with an axe to get random amounts of wood to build with. ------------------------------------------------------------------------------------------------------------------------ APEX Update 24-Nov-2016 For Tanoa and Atlis ZKs -=LOST=- APEX - V11 In This Update Air vehicles have Ear Muffs to reduce noise. If you have a Rope in your player inventory you can Tow or Lift other vehicles and players can get raised or lowered from flying VTOL aircraft or choppers. You can eject and parachute out of most AIR vehicles (No Chute needed in inventory). You are able to push boats if they are on land (you need to get into driver position and then get out first). When your in the drivers position you can set ownership of the vehicle (this must be done before you can lock vehicles) You may lock vehicles only the owner can unlock them. Vehicles will stay locked for a maximum of 5 days. Vehicle inventory will be inaccessible in locked vehicles. Units in your group will try and find their own weapons,ammo and medical supplies including DEFIBS Units in your group can heal themselves if they have medical supplies in their inventory. If you have an AXE-SHOVEL-HAMMER-KNIFE-WRENCH in your inventory you can use these as Melee Weapons use LMB. No other players can take gear out of your tent or take your tent. -------------------------------------------------------------------------------------------- ZKs=-LOST=-APEX - V10 Required Addons Links INIDBI2 -v2.05 (Needed for Server Only) ZKs_Items (Needed for Client,Server and HC) For Atlis Pre APEX Zks -=LOST=- V8 (Needs INIDBI2-v204 or higher)[/size] (Includes both of the required addons) ZKs -=LOST=- V6 Armaholic Download Link: (Needs INIDBI2-v204 or higher)[/size] For MSKE ZKs -=LOST=-MSKE V6(Includes just the Mission) Link to Island Addon M.S.K.E. 4 Islands Map For NAPF ZKs -=LOST SP=- NAPF V6 Link to Island Addon NAPF A3 How To Edit and Port Mission Link to instructions on how to LINKS ZKs -=LOST SP=- Single Player version of the mission INIDBI2 -v2.05 (Needed for Server Only) ZKs_Items (Needed for Client,Server and HC) V8 Update Animals just for atmosphere You see the tool,Food and Objectsin your hand that you are using Mission objectives with rewards - and if there not completed then you may have a bigger issue to deal with For your units to pick up items Press the F# key while looking at the object and press backspace to exit the menu then you will see a unit pickup action Only Basic Weapons in Houses. Updated Weapons Tweeked lots of code Lots of tweak's to the Parameters such as Different friend Marker Options Adjustable Food and Water Options Adjustable Loot Options Adjustable Side Mission completion Times and Difficulty And the T-Virus Option (ZOMBIES). V6 Update Updated some core code. Fixed briefing error. V5 Update Added : Recruit Civilians Added " Extra Database to store Civilian Stuff. updated : Some Exit Code Still compatible with CBA and IniDBi2 V2.04 or newer. How To Use Walk up to a civilian (the ones without a gun) and when you get close You will get an action to Join Group, Click that and he is on your team. Use the F keys to select your unit. (F2-to-F5). Press 4 for him to use or find Vehicles. Press 6 for him to get Items and Guns. Press ~ to get them to Regroup or Stop. V4 Update Added param option to see other players on map without adding as friends first.[/size] Fully CBA compatible now. V3 Update Updated to use iniDBi2.04 or higher- now only uses 3 databases not 5. Choppers can spot you easier Skull inventory working better when you die. defib now will not be in assigned items (which would stop it from giving you a second life) V2 Update Updated Mission to -=LOST=- V2 It now will work with both INIDBI2-v201 and INIDBI2-v202 Thanks to ROJ for the icons code34 for INIDBI2 all the players that help test the guts out of it Enjoy People
  24. Hello, Here is my issue today! I have a script the spawns ai for tasks. I want it to be executed in the server init since this MP, but modules are initialized before the initServer.sqf. What happens is... since the modules (tasks specifically) are initialized first mission triggers thinks that all are completed since the ai units were spawned after the modules initialization (I hope you are still following). When I place the script in the init all is well, however this would execute every time a player joins...correct? Is my only option to script out tasks rather then using the 2d tasks module in the editor? If so, does someone want to give and straight forward how to create tasks and sync it to script trigger and all MP players? ie. create, cond, act on, success. Any help would be awesome! Travis aka dubl
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