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Found 484 results

  1. Hello, I was wondering if it is possible to save the mission before rebooting the server, so that after the reboot the mission is in the same state? If so how? The mission is an insurgency using EOS, COS and some other scripts. I do have saving set to false and auto save, but I just want to know if it is possible to even load a save mission on the server. We spend time taking sectors and then reboot and all progress is gone. Not the end of the world, but it would awesome to actually beat the mission. init: // Disable saving enableSaving [false, false]; https://community.bistudio.com/wiki/enableSaving Ideas? Thanks, Travis aka dubl
  2. RALLY UP! Rally Up is a set of random local/short missions made for small groups. CORE FEATURES : Short missions for your squad. Completely random based game play. (No two missions will be the same). Local tasks, less transportation usage. Decentralized spawn point. Missions that encourage discovery. MISSIONS : - Rallyup, Ambush, Assassinate, Defend, Overwatch, Payday, Relocate, Rescue, Search, Support, and Surveillance ADDITIONAL FEATURES : Utilizing new BIS task features. Squad up with random requested AI. New locations types (Explore unknown areas of Altas). Dynamic mission and squad names. Designed mod free but not mod incompatible. Reward missions with Arsenal. DOWNLOAD : UPDATED 2015 10 11 Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=540777252 Armaholic mirror: Rally Up Co-x "I’d like to share with the community my random missions. I’ve always loved the random missions generators like Patrol Ops, SecOps, DUWS and others. The basic idea is to create a bunch of short missions that can be played for an hour or two. I started coding my own in hopes of learning the ARMA language and also to brushing up on my other programming projects." Come play @ 8.6.15.232:2302
  3. Kickstarter is currently LIVE until Sat, Nov 14 2015 at http://kck.st/1jrdbZ7 Help this game be made! Description from their website http://warofrights.com/: About the game War of Rights is a multiplayer game set during the perilous days of the American Civil War, in the Maryland Campaign of September, 1862. Campfire Games is devoted to presenting the gruesome and glorious elements of the period, while maintaining the highest level of historical accuracy and realism as is possible with the wonders of CRYENGINE. Players in the game will be able to play on multiple battlefields of the campaign, from the confluence of the Potomac and Shenandoah Rivers where the Siege of Harper's Ferry took place, to the ridgelines of South Mountain, and to the meandering waters of Antietam Creek at the Battle of Antietam. Additionally, players will also be able to choose from a list of regiments that fought in each battle as well as what rank to fight as, whether they want to slog it out as a lowly private, or if you want to orchestrate the carnage and mayhem as a major general. Uniforms and bodily features will all be customizable for other players to see as you march and fight in the lines of battle according to the tactics of the period. As a General, you will operate in your headquarters equiped with a map of the battlefield and constantly receiving reports of friendly and enemy positions. Send out new orders to the regiments to move forward, or fall back - all in real time. The orders will move down the chain of command, to the Colonels, Majors, down to the Captains in charge of the individual regiments, all of whom have the option to follow the orders of their trusted commander, or rebel against his wishes and fight as you see fit.
  4. Ive bee ntrying to run a mission now on a dedicated server and i have even gone so far as to remake it but the same issue appear; The mission don't start. It only kicks me out in the selection screen. Does anyone know why and have any one experience with this? RPT log: 20:01:45 Starting mission: 20:01:45 Mission file: Operation_Soft_Stone_v1_1 (__CUR_MP) 20:01:45 Mission world: Altis 20:01:45 Mission directory: mpmissions\__CUR_MP.Altis\ 20:01:47 Attempt to override final function - bis_functions_list 20:01:47 Attempt to override final function - bis_functions_listpreinit 20:01:47 Attempt to override final function - bis_functions_listpostinit 20:01:47 Attempt to override final function - bis_functions_listrecompile 20:01:47 Attempt to override final function - bis_fnc_missiontaskslocal 20:01:47 Attempt to override final function - bis_fnc_missionconversationslocal 20:01:47 Attempt to override final function - bis_fnc_missionflow 20:01:47 Attempt to override final function - rhs_fnc_findangle 20:01:47 Attempt to override final function - rhs_fnc_calcbalistic 20:01:47 [101619,1944.12,0,"XEH: PreInit Started. v2.0.0.150817. MISSINIT: missionName=Operation_Soft_Stone_v1_1, worldName=Altis, isMultiplayer=true, isServer=false, isDedicated=false"] 20:01:51 [101619,1947.9,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_cache_disable.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] 20:02:01 [101986,1957.94,0,"WARNING: PostInit did not finish in a timely fashion"] Server log: 20:06:48 Reading mission ... 20:06:56 Cannot open object z\ace\addons\javelin\data\reticle_titan.p3d 20:06:57 Mission Operation_Soft_Stone_v1_1.Altis read from bank. 20:08:27 Roles assigned. 20:08:27 Reading mission ... ((20:06:56 Cannot open object z\ace\addons\javelin\data\reticle_titan.p3d) this is known. and is not a issue cause it works on other maps.) Mission File: http://pastebin.com/pv37Bg0X
  5. RELEASE INFORMATION Version: 1.13 Release date: 03 September 2022 ARMA III version: 2.10 ABOUT The Two Sierra campaign follows a NRF VJTF platoon during three tours of duty. Each tour takes place in a specific ‘Armaverse’ driven by a storyline loosely based on historical facts. The campaign missions support up to 36 players (30 + 6 JIP). FEATURES 3 tours of duty, 12 missions + 3 warmup missions offering challenging and Immersive gameplay in a lively area of operations; Each mission is accompanied with a detailed operations order (OPORD’s in-game and PDF/TXT for forum briefings), AO map and additional intel; Pre-configured TFAR for quick game start. Media (PDF, images) to be used with forum postings (mission cover image, AO map, objectives, etc.). Optimized for dedicated server play; Challenging opponents; Automatic detection of ACRE2/ TFAR, cTab and ACE3 add-ons. Optional mod compatibility (RHS/Project Opfor/3CB Factions -or- CUP/CFP) for BluFor & OpFor MISSION BALANCER Since v1.05 the Two Sierra missions are balanced based on the number of players active. Few notes: Less players = less OpFor / more players = more OpFor Recommended min. players: 12 Mission balancer setting can be overruled using the mission params at mission start. Tour 1 and 2 warmup missions have mission balancer running. Tour 3 has no mission balancer. DOWNLOAD INFORMATION Download Two Sierra ALL-IN-ONE via Mega: https://mega.nz/file/sdJjFJIa#7k1vAazsHbZvLlP2A0OmzbF4YUs2RDx7rLRRvakxBQA [v 1.13] Steam Workshop: https://steamcommunity.com/workshop/filedetails/?id=530541775 [v 1.13] Facebook: https://www.facebook.com/two.sierra.arma/ REQUIRED ADD-ONS Community Based Addons ARMA 3 (CBA_A3) CUP Terrains RECOMMENDED ADD-ONS To enhance game play, the following (optional) client add-ons are recommended: Advanced Combat Radio Environment (ACRE) -or- TaskForce Arrowhead Radio (TFAR) Advanced Combat Environment 3 (ACE3) Commanders Tablet (cTAB) RHS + Project Opfor and/or 3CB Factions --OR-- CUP Units and Community Factions Project CHANGELOG Note: Both the Two Sierra website and Github repo are NO LONGER maintained. Please use this thread, Steam or Armaholic as your source for updates and information. In the archive you’ll find a '2Sierra_readMe.pdf' document with mission information, client/server information, training information, etc. Version 1.13 General: Various issues and optimizations. Updated: Insignia and texture issues finally fixed with ArmA3 2.10 Updated: Applied ADF 2.28 framework. If you have a VIDEO or SCREENSHOTS of your community playing a Two Sierra mission, please let me know. With your permission I'll post the content on the Two Sierra Youtube Channel.
  6. Hey guys, quick question (Which maybe useful for others to read). What are some ways I can debug my MP code without having to go actually online and/or pay for a dedicated server? (I also noticed Here that the content has disappeared, how come?!?) Also, I was not able to join my own dedicated server as I keep on getting kicked. So since my PC is beastly, I launched Arma 3 two times with different roles: 1st Arma 3: Hosted a server WITHOUT arma3server.exe. 2nd Arma 3: Joined the server as the client. Is this another way of testing client-side for multiplayer scripting? Thanks, :ok: Rawner135
  7. I'm having some problems hosting a dedicated Arma 3 server on linux. I set the server up following this guide: https://community.bistudio.com/wiki/Arma_3_Dedicated_Server#Instructions_.28Linux_o.2Fs.29 The server used to work like that until several months ago, but when I'm trying to use it again now, I cannot get any missions started. As a player, I can connect, select a mission and press OK, but once the mission finishes loading, I find themselves back in the lobby again. If I keep pressing OK to start the mission, this will continue indefinitely. The server is running under Ubuntu 14.04.3 LTS 32 bit. (I chose the 32 bit version because Arma 3 itself is 32 bit, so I thought this might lead to fewer compatibility problems.) I originally encountered the problem trying to play a custom mission with a large number of third-party mods, but to debug the problem better, I ran the server without mods and with BI missions only. This is the server.cfg: passwordAdmin = "<censored>"; //password = "<censored>"; hostname = "TMSCTI"; maxPlayers = 160; motd[]= {"Welcome to our TMSCTI server"}; voteThreshold = 1.1; voteMissionPlayers = 1; kickduplicate = 0; logFile = "server_console.log"; persistent = 1; verifySignatures = 0; allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; allowedHTMLLoadExtensions[] = {"htm","html","xml","txt"}; forceRotorLibSimulation = 1; disableVoN = 1; The command line used to start the server was this: ./arma3server -config server.cfg -mod= The console output from the server can be found here: http://arma-tms.de/screenlog.0 (It's a bit too large to paste here verbatim.) I've also tried setting up a completely brand new virtual server following the original guide, but this lead to the same problem. Could someone help me with that?
  8. Hello, I have been starting to get things in order for a side search and destroy task to run. So, I have been reading the wiki, but I have run into an issue with a simple trigger test to learn how to script one. What am I doing wrong with the trigger? Once I get that working I can start to figure the trigger !alive or destroyed object bit. Thanks, dubl init: null=[] execVM "scripts\seekanddestory.sqf";
  9. Helloooooo, I noticed that this was an issue for some people and noticed that it has been submitted to the devs. But, I wanted to know if there is anything I can do. Every once in a while the following pops up in the RPT. It does write like 30+ times in a minute when it happens. 20:16:26 Error: Failed to open file a3\sounds_f\vehicles\air\noises\servo_heli_comm_vertical.wav 20:16:26 Cannot load sound 'a3\sounds_f\vehicles\air\noises\servo_heli_comm_vertical.wav' Is there anything that I can do on my end to fix this on the server? Thanks, dubl
  10. Operation Hammerdown This is a coop mission recommended for 3-8 players. It has a lot of action and the difficulty depends on how you choose to complete the main task. The whole Stratis island is open for you. Approximate playing time is 2-4 hours. Dynamic respawn is available. Steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=513531480 I will fix a own download link soon. I have created some missions to play with friends, but this is the first time I have published one. I like my missions to be atmospheric and somewhat realistic. Please write feedback in this thread. I can't wait to hear from you guys. Basic scenario: Coordinate a surprise attack at the Statis Air Base, steal the secret documents and get out of there. Your priority is Stratis Air Base, but you can assault other bases in the area to get tactical advantages like artillery, helicopters and tanks. Go in light. Or go in heavy. Your choice. Recommended for 3 to 8 players. Credits to: Me for creating this mission :D FHQ Task Tracker Get/set loadout script from aeroson Mikie boy for addAction MP and the great community of Arma 3! Changelog: 06/09 2015 - V1.0 Bugs is squashed. Tested a multiplayer playthrough with both dedicated server and hosted server. Didn't notice any major bugs. Please let me know if you do! Feedback: Please post all feedback, bugs, etc here in this thread.
  11. IMPORTANT this mission requires Zombies & Demons by ryandombrowsky and his team http://www.armaholic.com/page.php?id=28958 Now too in workshop. http://steamcommunity.com/workshop/filedetails/?id=501966277 Credits to ryandombrowsky and his team for their zombies. ------------------------ Long Night II CO-06 After events in Long Night I You are the captain of Selakano Police, you and your mates Stayed on selakano waiting for Alpha team to come back to pick u up... that didn't happen, now you try to survive on a zombie infested Altis and try to find a way to escape. At start you must survive an zombie assault on the police station, so be prepared. This mission is hard so be ready, you are a cop not superman, and there are many...many zombies. better on coop. This mission may get low fps at start dont worry. it get better as you advance. Features: -8 objetives-3 optionals -Radio chat (no voice) -There is respawn on team leader and then after task 2 you can place a spawn sleeping bag on your base. -Anyone who dies become a zombie even your teammates (AI). -Features an infested Altis, cities Pop zombies out (in numbers of 20/50) when you get close and dissapear when you exit city range (better fps). Thx to a modified Civilian Occupation System (COS) by BangaBob. -Vehicles spawn on cities. -Features full logistic system (you can load ammoboxes and objects on vehicles) -Features a build system that let you build a base. -this build system is divided in 3 stages, you need to find 3 workbenches and bring them to your base, one better than the last for build extra objects & vehicles. -Features a resource system that makes you need to find resources to build your base and vehicles, you get resources for completing tasks too. -All important places marked for you to know where to find gear & resources (there can be or maybe not). -Events on some places where gear & resources are like zombie hordes. -Deletion of bodies for improve FPS. ALL IMPORTANT INFO ON INGAME DIARY, CHECK IT BEFORE START. THX TO R3F logistics. know issues: -Little lag when start, all systems must activate and others events. -The friendly Ai sometimes kill each other or you because of cross fire. -Dedicated servers: Loding of tasks and zombies will take a minute or more depending on player count. waiting feedback Changelog: Update 3 Better performance and caching system, i hope it works better now xd DOWNLOAD: http://steamcommunity.com/sharedfiles/filedetails/?id=507571438 <--- latest release always. Long night II Co-06 (@)
  12. ------------------------ IMPORTANT this mission requires Zombies & Demons by ryandombrowsky http://www.armaholic.com/page.php?id=28958 Now too in workshop as Zombie & Demons Credits to ryandombrowsky for his zombies. Long Night CO-06 You and your team are sent to investigate the cut off in communications with Altis, just to discover a terrible reality. -7 objetives -radio chat (no voice) IMPORTANT NOTES; The leader cant die and must be a player, if he dies mission its failed. There is no respawn. Anyone who dies become a zombie even your teammates (AI, player go spectator). know issues: There is a bug that prevents much of the zombies to spawn due to the mod in MP, waiting them to fix it, sorry. (they work fine on SP btw) Dedicated servers: Loding of tasks and zombies will take a minute or more depending on player count. none at the moment waiting feedback Download: https://steamcommunity.com/linkfilter/?url=http://www.armaholic.com/page.php?id=28958 Long night Co-06 (@) UPDATED: Update: Update 4: Fixed zome zombies dont spawn. Added city zombies system like in part II. Added logistics to move ammo around in vehicles. update 4 hotfix : fixed dedicated server fail at start i hope. Download from workshop always the latest update here.
  13. WASTELAND SURVIVAL ZOMBIES & DEMONS 24 Players v.01 Needs Ryan zombies & demons. http://www.armaholic.com/page.php?id=28958 Its on workshop too as Zombies & Demons Think of a wasteland + Dinamic zombie sandbox but without lag. A survival mission without any objetive, only survive. Avaible too on workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=505011505 TEAMS: -OPFOR 12 players -BLUEFOR 12 players -ZOMBIES (AI) no limit -Features -Awsome zombie & demons mod by Ryan -Jumping zombies. -Scary noises. -Spider zombies. -Super strong demons. (only 20 can spawn at same time, usually they protect ammoboxes, not recommended to solo them.) -Some zombies can throw vehicles at you, be carefull. -ZOMBIES spawn along the island and are attracted to noises and lights (spanw & despawn depending if players are near the area.). -Respawn on base 10 secs -LOOT systems that spawns weapons/ammo and items inside the buildings. -Vehicles spawn alon the island. -Visible night (Full moon) -Autocleaning of bodies -ONE OBJETIVE, SURVIVE. -TEAM SPAWN BASES for planning from where you can teleported to action. -PLAYZONE IT'S NOW ALL STRATIS. Fight on Stratis to the dead, ally with the opposite team to survive or kill anyone on sight the zombies don't mind, they want you and will get you. Try to survive). Future plans: -Fix bug reported if any. -Move to altis. -Maybe add in future building system like in wasteland missions. Known issues: -Little lag when the zombies are spawned. (only at first) -Zombies may hit you from down the bridges and maybe from 1st floor to second (mod bug, waiting ryan to fix it) -Zombies, specially the fast ones usually act like retard :) when ssee someone on stairs or seconds floors in some houses. -Sometimes zombies get stuck on roofs when jumping. -nothing more. need feedback. DOWNLOAD steam workshop http://steamcommunity.com/sharedfiles/filedetails/?id=505011505 Wasteland Survival TvT-24 (@) IF YOU WANT A SMALL AREA SURVIVAL TRY MY OTHER MISSION : SURVIVAL ZOMBIES & DEMONS 20 Players http://steamcommunity.com/sharedfiles/filedetails/?id=504554016 OR Survival Zombies & Demons TvT-20 (@) v0.4f Changelog: 0.1: Release 0.1fix: FIXED Bluefor Respawn Fixed zombies that dont throw vehicles.
  14. [MP]SURVIVAL ZOMBIES & DEMONS 20 Players v.02 fix Needs Ryan zombies & demons. http://www.armaholic.com/page.php?id=28958 Its on workshops too as Zombies & Demons http://steamcommunity.com/workshop/filedetails/?id=501966277 SURVIVAL ZOMBIES & DEMONS 20 Players A survival mission without any objetive, only survive until there is no more undead. TEAMS: -OPFOR 10 players -BLUEFOR 10 players -ZOMBIES (AI) can reach 160 at same time with a limit of 4000 zombies. -Features -Awsome zombie & demons mod by Ryan -Jumping zombies. -Scary noises. -Spider zombies. -Super strong demons. (only 100 can spawn they are like bosses) -Respawn on base 10 secs -LOOT systems that spawns weapons/ammo and items inside the buildings. -No nightvision googles -Full Virtual Arsenal (Nightvision restricted) -Visible night (Full moon) -Autocleaning of bodies -ONE OBJETIVE, SURVIVE the 4100 zombies spawned in hordes. -BASES for gear up and planning from where you are teleported to action. -System that prevents player from exit playzone once inside. Only dead can scape. Fight on Agia Marina, Stratis to the dead, ally with the opposite team to survive or kill anyone on sight the zombies don't mind, they want you and will get you. Try to survive until all zombies die (they are like 4100 spawning in hordes). Future plans: -At this moment the playzone its small (just the city), i plan to change it to whole stratis and eventually to altis. Known issues: -Little lag when the zombies are spawned. (only at first) -Zombies may hit you from down the bridges and maybe from 1st floor to second (mod bug, waiting ryan to fix it) -Zombies, specially the fast ones usually act like ♥♥♥♥♥♥♥♥ when ssee someone on stairs or seconds floors in some houses. -Sometimes zombies get stuck on roofs when jumping. -nothing more. need feedback. DOWNLOAD steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=504554016 or Survival Zombies & Demons TvT-20 (@) v0.4f IF YOU WANT WHOLE ISLAND AND WASTELAND LIKE EXPERIENCE: - Wasteland Survival TvT-24 (@) It's my first mission of this type, so feedback its welcome :) Changelog: 0.1: Release 0.2 Fix: -Added little more zombies -Added markers 0.3: -Added Picture -Modified Zombie Health. 0.4F: -Reduced zeds health and damage. -Vehicles will spawn randomly on the city, be carefull with zombies near vehicles.. :). -Fixed zombies that don't throw any vehicle at players.
  15. Latest Version: v0.924 (July 3rd) Download from GitHub Download from ArmaHolic Previous releases: GitHub Overview Altis has fallen to the CSAT forces, and it's up to you to take it back. Embark with your teammates on a persistent campaign that will span several weeks of real time to liberate all the major cities of the island. Experience a massive CTI campaign with over 150 different capturable settlements across the entire island, Cooperate with 0 to 40 other players, with a commander role and recruitable AI troops to fill the gaps, Buy troops and vehicles using three different types of resources, Build the FOB of your dreams with an ingame "what you see is what you get" system, Fight aggressive and cunning hostile forces who react and adapt to your actions, Learn that every window is a threat thanks to the custom urban combat AI, Accomplish meaningful secondary objectives that will benefit your progression, Never lose your progress with the built-in server-side save system. How to play / How to start Tutorial video by Phlonk: https://www.youtube.com/watch?v=jC9sk7AzHAY Wiki by Bramjam: http://greuh-liberation.wikia.com/wiki/GREUH_Liberation_Wikia Bug reports It's a beta, things will break :) If you encounter a bug and want it looked into, you should be providing: SERVER LOGS (rpt files), Client logs (rpt files - one is fine, more is better), Headless client(s) logs, if applicable, Version of the mission you've been using, Modifications you've made to the original mission files, if any, Mods you're using, if any, Screenshots showing the issue, if applicable, Reproduction steps, if applicable. The more the better, fixing broken stuff is easy, reproducing issues is tough, and that's where you can really help! Follow the development > Trello You can follow the progress and see the upcoming features on Trello. If you create an account (for free) you can comment and vote, so feel free to help us prioritize the upcoming features ;) > GitHub The mission is published under the MIT license, so you can modify and redistribute it with no limitation as long as you credit me and don't hold me liable for anything. You can make the modifications you want, adding more mods for example. You can even participate in the development by submitting your own pull requests for fixes and features. > Twitter I'll be tweeting about releases and other important infos about the project, but nothing too spammy. Thanks Bohemia Interactive Studios for making such an awesome software, Farooq for FAR Revive, Jus61 and Nic547 for the German translation, Phlonk and Braghee from AUGamers for all the late night testing and their tutorial videos, Bramjam for the wiki and beta-testing effort, Larrow for his arsenal blacklist script, Aeroson for his loadout saving/loading scripts, Quiksilver for his cleanup script, Regiregi22 for the Spanish translation, All the beta testers for their invaluable feedback and bug reports. Liberation Youtube Playlist
  16. Hey there! In the last couple of months/weeks, I started to became more and more interested in the content-creation part of ArmA 3. I wanted to share the results, but wasn't able to achieve a really high amount of subs yet. This leads to little to no feedback at all. That's why I present my scenario in this topic. It's a 10 players PvP map settled around the village of Girna on Stratis. A team wins if it reaches the enemy flag and holds it down for 10 seconds. It features mainly close and medium ranged engagements on a pretty small map. While most of the engagements will be infantry vs infantry, it also features a small amount of vehicles in the team spawns and the middle of the map alike. Both teams have a variety of weapons and attachments to pick from, but limited amounts punish the wasting of ressources. Other objectives, like additional weapons or ammunition in the middle of the map, the ability to capture a mortar for fire support or an armed boat can be secondary targets to get an advantage over your enemy. The main difference between this and most other missions is the decent performance of this map, caused by the scale and the overall heaviness of the scripts. I always had the feeling that this game kind of lacks maps you could just "play with a few friends", without having to deal with FPS-problems, though I'm not quite sure if this even fits into what ArmA-players want to do with this game http://steamcommunity.com/sharedfiles/filedetails/?id=476370115 If more people are interested, I'm thinking about renting a server and putting this map on it, just to see how it works out. Feedback of any kind is highly appreciated. Thank you for reading this and eventually try out the mission :)
  17. Recently I started a Multiplayer server with the intent of having a friend join me (he bought and downloaded the game explicitly to play with me). But every single time he joins, he connects is stuck spectating and then it shows he disconnected, we tried removing all addons, we tried having him host and it was the same thing only from my end, we tried different maps, different settings, different circumstances (i would save the game/not save, be in lobby, be in game) nothing seams to work, some assistence would be appreciated.
  18. I am pleased to announce my first script release. GRAD Fireworks What it does Shoots rockets in the air. Takes input: Position Color (Random, Red, Green, Blue, White) Type (Random, Fizzer, Normal, Rain) Rain is always white. Sample Call (you can call from any client or server) [getPos objectname, 'normal','red'] remoteExec ["GRAD_fnc_callFireworksServer", 2]; Installation Copy GRAD_fireworks to your mission directory Put code below in description.ext Call the script via trigger, radio, script, whatever. Sample call above. class cfgFunctions { #include "GRAD_fireworks\cfgFunctions.hpp" }; class cfgSounds { #include "GRAD_fireworks\cfgSounds.hpp" }; How it works Uses Flares, Lightpoints and some sounds to achieve the effect. Therefore totally vanilla compatible. Computation is done on the server which then sends precalculated stuff to the clients. Those display the effects locally, but it should look the same on every computer. In usage example here: Download Script + Sample Mission https://github.com/gruppe-adler/grad-fireworks.Stratis Update 2022 Added Code Improvements by @sarogahtyp, updated + unarchived Repo Feedback welcome If you have any suggestions codewise or effectwise, let me know.
  19. UPDATE: In case you missed the End Game Multiplayer livestream, you can now watch the on Arma 3's official YouTube Channel. Plus, if you want to try out End Game yourself, you can play Arma 3 for free this weekend on Steam, and pick it up with a massive 50% discount! ------------------------------------ This Thursday, May 7 at 18:30 UTC - live from Bohemia Interactive HQ, the Arma 3 devteam is hosting a special End Game livestream! Introducing the brand new End Game multiplayer mode - which was recently released in a free platform update, members of the Arma 3 devteam and community will be sent into battle to fight for victory in a 'best out of 3' multiplayer session. Special guests include End Game's Multiplayer Designer Nelson Duarte and Arma 3's Creative Director Jay Crowe. P.S. Be sure to follow Arma 3 on Twitch and/or set yourself a reminder by joining the event on Arma 3's Facebook Page.
  20. FallujahMedic -FM-

    Exploding Cow or Rabbit

    Years ago I played a mission where cows or rabbits (cant remember which) would attack the players. The players had to kill the animals before they got within a certain distance of the player or a satchel would detonate (that was attached to the animal). Does anyone else remember this mission or who made it?
  21. STABLE build : 1.48.131785+ branch: STABLE (note: PROFILING/PERFORMANCE/RC is compatible with STABLE) password: -not needed- ^ this password unlocks specific (branch) on steam *noteworthy: memory crashes fixed, allocation crashes fixed, (crashes from KOTH, BreakingPoint, Wasteland, Epoch etc.) and many generic crashes, tweaks for better performance etc. play IT, break IT, report IT http://feedback.arma3.com/ atm. tracking serious crash bug ! Purpose of this testing is stress test the servers to extreme if there is lag/desync or other issue then we can capture it to try fix it ;) note: make sure you don't select DEV branch (1GB+ from stable to DEV (same apply from DEV to RC)) note: if you get kicked for some BattlEye script restriction (e.g. #22) goto Editor, load Altis, exit editor, try-rejoin the server note: KOTH mission restarts when team reach 100 tickets on capture, next session auto-start soon after note: server might be restarted if needed, I will announce it in global chat ahead note: VON lag/stutter still unsolved for global/side channels (really problematic bug) note: guide how change branches : http://forums.bistudio.com/showthread.php?149411-How-to-change-Arma-3-branches-between-STABLE-amp-DEVELOPMENT-versions-STEAM-client Reddit post http://www.reddit.com/r/arma/ STEAM discussion post http://steamcommunity.com/app/107410/discussions/0/ BIForum post http://forums.bistudio.com/showthread.php?187697
  22. Today we deployed a major title update for Take On Mars - our Early Access space exploration game. Highlights of the update include the addition of multiplayer, which enables players to establish the first human colony on Mars in co-op, plus the update implements the first survival gameplay elements. In multiplayer, people have to work together to build a self-sustaining habitat on the Red Planet. One of the key challenges there will simply be surviving the harsh conditions on Mars. With various vehicles and high tech equipment at their disposal, players will have to manage their resources, construct (pressurized) buildings, grow food, recycle waste, and conduct various scientific experiments. Multiplayer progress is recorded via a unique ‘viral’ multiplayer save system, which means that whenever someone saved the game, the save file is shared with all the players who are connected to the multiplayer session. Furthermore, the new update also packs a variety of brand new vehicles and equipment, including a drilling rig, atmospheric processor, material refinery, different types of Astronaut suits, a thruster-powered VTOL aircraft, a fork lift, and many new building parts. Last but certainly not least, a new location has been added: the Apollo 17 landing site on our own Moon. The complete list of highlights from the Take On Mars ‘Survival/Multiplayer’ update: Multiplayer 'Viral' Multiplayer save system (sends save to all connected) Pressurized buildings Drilling Rig, Atmospheric Processor, Materials Refinery 3 Astronaut suits (light, medium heavy) Inventory system (can take off suit, equip tools, eat food, and more) New vehicles (4-seat VTOL thruster-powered aircraft, Fork lift) The Moon location (Apollo 17 landing site) Many new building parts Survival elements (oxygen, food, water, vitamins, and more) Player sounds (grunts, breathing, death, and more) To enlist as a Rover Operation and/or astronaut, you can pick up the Early Access version of Take On Mars now on Steam and Store.bistudio.com . For more information, please visit www.takeonmars.com and remember to follow Take On Mars on Facebook and Twitter.
  23. there is new server PROFILING build : 1.36.128482+ branch: RC (not compatible with STABLE, yet much better !) password: Arma3Update136RC ^ this password unlocks the beta(branch) on steam play IT, break IT, report IT http://feedback.arma3.com/ 2 servers up (up to 102 players each) - EUROPE KOTH (x2 XP) 3rd person 94.23.112.9:2102 1 servers up (up to 120 players each) - NORTH AMERICA KOTH (x2 XP) 3rd person 192.99.47.216:2102 Purpose of this testing is stress test the servers to extreme if there is lag/desync or other issue then we can capture it to try fix it ;) note: make sure you don't select DEV branch (1GB+ from stable to DEV (same apply from DEV to RC)) note: if you get kicked for some BattlEye script restriction (e.g. #22) goto Editor, load Altis, exit editor, try-rejoin the server note: KOTH mission restarts when team reach 100 tickets on capture, next session auto-start soon after note: server might be restarted if needed, I will announce it in global chat ahead note: VON lag/stutter still unsolved (really problematic bug) http://forums.bistudio.com/showthread.php?149411-How-to-change-Arma-3-branches-between-STABLE-amp-DEVELOPMENT-versions-STEAM-client Reddit post http://www.reddit.com/r/arma/comments/2nm86t/arma_3_update_136_rc_release_candidate/ STEAM discussion post http://steamcommunity.com/app/107410/discussions/0/616188677801958552/ BIForum post http://forums.bistudio.com/showthread.php?183653
  24. Hello everyone! I know it has been some time since we updated the main branch, and there is a good reason for it: Multiplayer. Yes, that's right, in case you have not been following things on the forums or the development build, Take On Mars now features multiplayer. At the moment this includes a cooperative mode where players can build bases and vehicles together. As I am sure many questions will come up surrounding this, I'll try to answer a few straight away: Q) What is currently possible in multiplayer? A: Everything that is possible in single player with the Mars Astronaut. That includes the following: * Building habitats from individual pieces * Printing building pieces and vehicles via the 3D Printer * Mining materials from the location, however the materials themselves are not used yet * Driving vehicles, including with friends * Full physics simulation over the net * Having fun! Q) Who can start a server? A: Anyone can start a server, simply select Multiplayer in the main menu and select Create Game. There, choose a scenario and begin! In case you are wondering who will be able to see your server, the answer is anyone! Q) I built an awesome base with a friend, but don't want to lose it, can we save the game somehow? A: Yes, the multiplayer implementation features a unique saving system. Connected players may vote for a save or the server may initiate a save directly. The server saves the game to his hard drive and sends the save file to all connected players. This means that any one of those players may then re-host that save in their own server. Q) Are our characters and their last known positions stored in the save? A: Yes, each player that joins has his character stored exactly where he left it. This can be on a hill, in a base, or falling off a cliff. In all situations, the character is stored with his health and everything intact. We will be adding an inventory soon, so the storage of your items will also be guaranteed. Q) When can we load a saved game? A: When you start to host a server you can select to start the server from stored save games on your hard disk. Information about the save is displayed when you select it. Once you start the server anew or from a save, you can load the game at any time via player vote or directly by the server. The interruption in play is very short. Q) Will future builds render my save incompatible? A: No, the save files have been written to save in a format which ensures compatibility between builds. They are in fact stored almost identically to a scenario file. Q) Take On Mars has very detailed physics simulation... Is that present in multiplayer? A: Yes, everything in multiplayer and single player is fully physically simulated, which includes vehicles, characters and so on. Yes, this does mean vehicles can be smashed in multiplayer :) Q) Did you say save similar to a scenario? Does that mean we could adjust a save into a scenario? A: Yes, a save is similar to a scenario, so with some minor editing a scenario may be derived from the save. We intend to add an option to Export Save To Scenario soon. Q) It crashed... What do I do with the crash info? A: If you started in Developer mode (the yellow Play Game button in the loader), then it could help us track down the bug. When you see the crash window appear, press Ctrl + C and then paste it into a new thread or post on the forums, along with as detailed as possible set of steps as to how the crash occurred. We do not expect you to test the game for us of course, but will appreciate feedback and bug reports :) Q) What can I expect in the next update? A: Survival elements, including oxygen simulation, using mined resources to fill habitats with air, a flatbed-truck-like vehicle for transporting larger cargoes, and an inventory for objects such as soil samples, food and water, etc. Q) When can we expect another update? A: I am heading on a 3 week vacation as of the 30th of August and will return on the 18th of September, so expect full-speed development to continue then, with an update following within two weeks. Q) Just tried the multiplayer, love it! How can I help? A: Thank you! We always appreciate when our games are enjoyed :) You can help us by giving us feedback, posting screenshots, sharing videos and spreading the word if you like it! Q) I recall the expected release date being at the end of August... Is this still true? A: In short, no. We have pushed the final release date back to allow for proper and full implementation of the multiplayer features as well as the entire Expedition One addition, both in terms of single player (Space Program) and multiplayer (survival elements, base management, additional game modes, etc). This is good news as you get highly refined content, and more of it! Q) What has changed in the game? Any chance of a change log? A: There is a change log directly accessible through the main menu, top right corner as Change Log. Alternatively, check here: mars.takeonthegame.com/changelog/mainbranch Q) I'm enjoying the game, but want to finish my in-progress Space Program. Can I go back to a previous build? A: Yes, we have added a build titled 'Legacy', which is the previous Main Branch build. Switch to this if you want to continue using the older build for now. To switch to the build, select Take On Mars in your steam library, right-click, select Properties. Switch to the BETAS tab, and select 'Legacy' in the list, ignoring password input. Q) Sounds great... Screenshots or it didn't happen!!! A: Of course, screenshots are mandatory :) There have been plenty released over the past few weeks as we have been testing the builds. Here are some highlights: Collaborative building with the 3D Printer: http://steamcommunity.com/sharedfiles/filedetails/?id=306547495 Base interior, under construction: http://steamcommunity.com/sharedfiles/filedetails/?id=305677900 Physics... Forklift lifting Scout Buggy: http://steamcommunity.com/sharedfiles/filedetails/?id=304590734 After over 5 hours of printing and building, and composed of over 800 individual pieces, a bridge coming together on Mars, across Victoria Crater: http://steamcommunity.com/sharedfiles/filedetails/?id=304790952 A player standing on the edge of the bridge: http://steamcommunity.com/sharedfiles/filedetails/?id=304790913 We really hope you enjoy the newest update! Please keep in mind this is an Early Access game, and bugs are to be expected. We are sorting them as fast as we can, and apologize for frustration some bugs may cause! Kind and sincere regards, Martin Melicharek (Project Lead)
  25. VERSION INFORMATION Version : 1.74 Release date : 10 SEP 2022 Arma3 Version : 2.10 Vol 1 can be found here CHANGELOG Note: Both the Wolfpack website and Github repo are NO LONGER maintained. Please use this thread, Steam or Armaholic as your source for updates and information. In the archive you’ll find a 'Wolfpack_readMe.pdf' document with mission information, client/server information, training information, etc. It is recommended to disable all AI enhancement functionality (Vcom AI, ASR AI, bCombat, etc) on both the server and the clients. Version 1.74 General: Various issues and optimizations. Updated: Insignia and texture issues finally fixed with ArmA3 2.10 Updated: Applied ADF 2.28 framework. DOWNLOAD INFORMATION Download Wolfpack Vol. 2 via Mega: https://mega.nz/file/4VRwXQzJ#yAK45EofU1I7O7UXN_XUQlSyQ_mSPiGywrkXgmk0ei4 [v 1.74] Download Wolfpack ALL-IN-ONE via Mega: https://mega.nz/file/ZI4myIKY#ZkOqL1TIfxZTjS6ElRhmHnLomFoOhP6IG7OLC1KJsqU [v 1.74] Steam Workshop: http://steamcommunity.com/id/whiztler/myworkshopfiles/ [v 1.74] REQUIRED ADD-ONS None OPTIONAL/RECOMMENDED ADD-ONS Community Based Addons A3 (CBA A3) Advanced Combat Radio Environment (ACRE 2) Taskforce Arrowhead Radio (TFAR) Commanders Tablet (cTab). Advanced Combat Environment 3 (ACE3) OPTIONAL SUPPORTED ADD-ONS RHS / Project Opfor RHS / 3CB Factions Community Factions Project CUP NIArms ABOUT WOLFPACK Wolfpack is a multiplayer (14 slots) special operations campaign consisting of ten challenging assault, demolition and reconnaissance missions, three bootcamp training missions and a warmup mission. Features: 10 Special Operations/Recon Missions 3 Bootcamp training missions; 1 Warm-up Mission for warming-up, mod line testing and general training (11 tasks/side-missions); Challenging and Immersive gameplay in a lively area of operations; Detailed Special Operations style briefings (in-game and PDF/TXT for forum briefings); Optimized for dedicated server play. Headless client fully supported; Support for (optional) mods such as NIArms / RHS / Project Opfor / 3CB Factions / CUP / Community Factions Project; Challenging opponents; Automatic detection of ACRE2, TFAR, cTab and ACE3 add-ons. STORYLINE June 2034, Altis is in turmoil. The island has been cut off from the outside world due to economical and physical blockades. The local populous has grown impatient with the government and the AFF in particular. Several demonstrations have resulted in the deaths of tens of civilians. The government was losing control rapidly and called in the help of CSAT. A mistake that would cost them dearly. CSAT saw a golden opportunity to get a much needed foothold in the Mediterranean area. The AAF requested a single battalion of CSAT Infantry. Instead CSAT send the entire 2nd brigade and soon CSAT outnumbers AAF by 11:1. Altis government realized that they lost control completely and stepped down. CSAT General Tehrani has since been in power and controls all of Altis and Stratis. CSAT is now proven a serious threat to the European region. As diplomatic efforts have not lead to the anticipated result, NATO decided to send a rapid task force to free both islands from CSAT oppression. DEVGRU has been ordered by J.S.O.C. to take out several high value threads on Altis before the NATO campaign commences. Wolf has been tasked with executing 10 missions over a period of 3-4 weeks. Your first mission commences 11 June. CREDITS & ACKNOWLEDGEMENTS Concept & Development: whiztler (http://steamcommunity.com/id/whiztler/myworkshopfiles/) This MP campaign was carefully put together with the assistance, support and scripts from the following individuals/groups: Nopryl Community (www.nopryl.no), CIA community (ciahome.net), Project Milsim (reddit.com/r/ProjectMilSim/) VOL 1 MISSIONS DAY 06 - RIGA HILL - Intel shows a large AA-emplacement at a base west of Zoros Bay (codename 'Istanbul'). which gets its intel from a radar site a little north east (codename 'Barcelona'). Your orders are to insert west of Zoros Bay and take out the radar installation at Barcelona and the AA-emplacements at Istanbul. DAY 07 - U-12 - Our man on the ground, Nikos got captured by CSAT Intelligence Services. Nikos knows too much about the upcoming campaign. We need to break him out before they fly him back to the CSAT capital. Nikos is currently being held in a secret prison codenamed 'U-12'. It is located in Thelos Bay on the east coast of Altis. Wolf is to secure and retrieve Nikos Fotopoulos. DAY 08 - ICE TIGER - The last two weeks, SatNav has been tracking a heavy armored squadron consisting of 6 T140 MBT's, 1 x Tigris and supporting units. SatNav lost Ice Tiger due to severe overcast weather. According to Nikkos, Ice Tiger should be in the North Western part of Altis. We need confirmation on its exact location. Your orders are to locate Ice Tiger. DAY 09 - DRAGONFLY - Two days ago the 127 Republican Wing Squadron, an elite squadron of TO-199 bombers touched down at Stratis Airbase. The 13th MEU is scheduled to assault Stratis in three days. This can only happen when those TO-199's have been disposed off. We'll advise objectives and targets when you're on the ground. DAY 10 - DOBERMAN - Your last mission is a high risk mission in Kavala. We are still gathering intel. We'll brief you when you're oscar mike.
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