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Found 341 results

  1. Hi, I am currently trying to find a way to check if local player is function caller in sqf file. I have civilian with addAction, which calls this script: _caller = _this select 2; if (local player == _caller) then { _handle = createdialog "Interaction"; } I need to show the GUI only to player using the action. Sorry if it's somewhere on these forums, but I was unable to find it. Thanks for your answers 🙂 WendAF
  2. Hello, community! I am creating a MP mission, but I want to use a script for saving my proffered loadout. For example, when I get killed, I need to spawn with the same gear. I did a little research last night and I found a script that works for me only. I haven't tested it with friends, but it doesn't work for bots. There it is: in init.sqf // Set Units current Loadout Fnc_Set_Loadout = { _unit = _this select 0; _unit setVariable ["Saved_Loadout",getUnitLoadout _unit]; }; // Get Units current Loadout Fnc_Get_Loadout = { _unit = _this select 0; _unit setUnitLoadout (_unit getVariable ["Saved_Loadout",[]]); }; in initPlayerLocal.sqf player addEventhandler ["Killed", {_this spawn Fnc_Set_Loadout}]; player addEventHandler ["Respawn", {_this spawn Fnc_Get_Loadout}]; Would it work for other players when they use the playable units or not? If not, what could be done? Thanks in advance and cheers!
  3. ASYMMETRIC WARFARE Version: 3.0 Asymmetric warfare is war between belligerents whose relative military power differs significantly, or whose strategy or tactics differ significantly. Asymmetric Warfare is a 37 person COOP MP mission. It can be played as single player as well. Asymmetric Warfare is setup as a "Find 'em, Fix 'em, and Finish 'em" mission. Foreign Terrorist Organizations have invaded the Island of Altis, in the Aegean Sea. Your platoon is operating as part of a larger NATO task force. Task Force Aegis has been formed by NATO to stop the FTO's by conducting various offensive and defensive tasks. FTO's consist of paramilitary infantry units, supported by technical vehicles with HMG/AT weapons systems. Support units consists of local bandits with little military training. Armed with small arms, grenades, and rpg's, they pose a considerable threat to NATO/US forces. FEATURES: 1. ASIPP by Spunfin. 2. Automated UAV over the A.O. 3. Supply room to draw equipment. 4. Marine interdiction mission with spawned destroyer and fast attack boats. 5. Dynamic Weather and Time. 6. This is a WIP project. If all works on the dedicated server, then I will rapidly expand missions. Testing functionality of tasks/scripts. 19 MAR 2019 - Version 2.0 Released 7 APR 2019 - Version 2.1 Released 4 SEP 2019 - Version 3.0
  4. Hi, im getting a strange message when i try to launch and join MP servers, i know it all worked fine before i moved some things around from one drive to another, i've played Arma and recently also downloaded Apex, it all works fine except when i want to join and play on a server. I can\t launch my own server, i tried various ways, nada, always the same error message: "No entry: C:\Users\(*Myusername)\Documents\Arma3\mpmissions\tempMissionMP.Altis\mission.sqm.Mission" I think maybe i deleted some folder by mistake and now it cant find some directory to launch or something. Does anyone know how i can fix this please? looked online cant find anything. Many thanks if you can help. BTW i was trying a MP on Tanoa so not sure what the Altis .sqm had to do with it anyway?
  5. Greetings, I have been running a dedicated Arma 3 server for about 10-15 players with 32 mods. I've noticed that players weapons, after they were done firing, would continue to fire. For example, if player X fired down range then holstered his rifle, his rifle would continue to fire for all the other players in the server. This happens when there's 2 or more players on the Zeus server without anything else spawned in. Its more so obnoxious when 10-15 players are in a firefight and there is continuous rifle fire even though the battle has ended and everyone is yelling at each other to stop firing. The players on the server all have a ping of 100m/s or lower. The server specs are decent. I've tried running the server without mods to see if this was a mod related issue but found it continued to persist. I've spoken with another community about this issue and they have also experienced the same problem. Anyone know what might be causing this and if there's a way to fix this?
  6. Long time reader of forums first time poster. This has been driving me up a wall for a while, I'm trying to figure out how to use "addMissionEventHandler ["eachFrame", {" properly when scripting for multiplayer missions. As it stands right now I'm using the following bit of code to make an empty prop object (big1) move smoothly through the air during the outro to the mission. addMissionEventHandler ["eachFrame", { big1 setVelocityTransformation [getPosASLVisual big1, getPosASLVisual big1 vectorAdd [0,10,0],[0,10,0],[0,10,0],vectorDirVisual big1, vectorDirVisual big1, vectorUpVisual big1, vectorUpVisual big1, 0.1]}]; Its works great in single player, and in multiplayer the host sees the object moving during cut-scene, but client players just see a stationary object. The code is executed in outro.sqf which is executed when the final task trigger is activated. I've tried using "if (hasInterface) then {..." in attempt to get it to run client-side, but that doesn't seem to be the answer. How can I get all clients to see this? Or, If I'm barking up the wrong tree and there's a better way of doing this any help or hints would be greatly appreciated.
  7. Hi. I have some problem to make this script run on Dedi Server. I want to spawn a group and hunt the player/team that activate the trigger. The spawn is correct and they are directed to the position of the one that activated the trigger. The update of the player's position also works correctly. The problem is that the _BadGuys are not deleted if the one that activated the trigger moves away more than 700 meters. I placed a trigger, with OnAct: null = [thistrigger,thislist] execvm "hunter_on foot.sqf"; and the script: _posTrigger = _this select 0; _TeamActTrigger = _this select 1; _1stManTeamActTrigger = _TeamActTrigger select 0; if (isserver) then { if (count allunits < 90) then { //verify that there are no more than 90 units on the map before spawn group _spawn = position _posTrigger ; _BadGuys = createGroup EAST; _BadGuys = [_spawn, EAST, ["O_G_Soldier_SL_F","O_G_Soldier_lite_F"],[],[],[],[],[],260] call BIS_fnc_spawnGroup; _chief = leader _BadGuys; _chief move (position _1stManTeamActTrigger); _BadGuys setCombatMode "RED"; _BadGuys setBehaviour "AWARE"; _BadGuys allowFleeing 0; /////////////////////////////////////////// //Original Script below: anthonyfromtheuk// /////////////////////////////////////////// //If the distance with the player is greater than 700 the team is deleted 0 = _BadGuys spawn { while {true} do { sleep 3; if ((_1stManTeamActTrigger distance (leader _this)) > 700) exitWith { {deleteVehicle _x} forEach units _BadGuys; }; }; }; //UPDATE the player's position and start moving to the new position while {true} do { _chief = leader _BadGuys; if ((unitReady _chief) && {(alive _chief)}) then { sleep 5; if (({ alive _x} count (units _BadGuys)) != 0) then { _chief = leader _BadGuys; _chief move (position _1stManTeamActTrigger); _BadGuys setCombatMode "RED"; _BadGuys setBehaviour "AWARE"; _BadGuys allowFleeing 0; }; }; }; }; }; Any clues? Thanks!
  8. Ladys and Gentleman, Maybe i oversaw the Question or this is something nobody asked yet. My Question is Simple: Is there a Way to work together in the Eden Editor at the same time or will a Multiplayer version of the Eden Editor released some day? With best regards Leerian Dark
  9. I made two missions that allow me to see and edit players and models that other Zeus spawn in real time without having to add-editable-objects every time with Achilles. Each Zeus can also see each other's players placed in the editor. To do I simply placed four players, four game master modules, and set each player as the owner of a module - I also put in a respawn point - and it worked. However, when I tried the same thing later for another map, it did not work. Each player was a Zeus but could not collaborate like in the other missions. Also, the Zeus could no longer see their player models placed in the editor. I found a video, and it solved not being able to see the player models but it did not answer the main problem. I also have tried this, but I cannot seem to get it to work. Why can multiple Zeus collaborate in the first two missions I made, but not when I do the same exact thing on other maps? Also, is there a sure way of making a multiple collaborative Zeus mission that works every time?
  10. Re-Activated December 28 2018 to counter the growing threat of CSAT and insurgents forces. All new recruits are to report to their nearest recruiting office for assignment. Recruiting Station https://discord.gg/NHzqFws Who Are We? -We are a Arma 3 tactical realism community for those who seek tactical team play, and others who want to relive that awesome military life with out the garrison customs and courtesy drama like cult thingy. Our community fosters new players and understands most have been playing fortnite, battlefield and Call of Duty their entire lives. We are here to help you transition from run n gun Rambo lone wolf solid snake American sniper tactics into awesome well oiled CSAT killing tactical machines. We also understand that sometimes a lot of what we teach doesn’t make sense to those accustomed to player revives with a dirty reused needle. So here we offer open membership to all our causal players to come and join us on our Dedicated Server and teamspeak channel to help us take some of these towns on the chaotic KP liberation mission. If you find out that you kinda like the team and some of the Official unit members then ask to officially join the unit. What do I have to do to join the Unit? -Good question! Most of that information can be found in that discord channel I posted in the beginning. But to give you a barnie style breakdown, you first need to attend the units basic training which is broken down into 3 30-60 minute sections Red, white and blue phase. The basic training will go over unit standards, tactics and all roles available for you to fill. After that there is specialized courses for various roles. You can specialize in one or be a jack of all trades, it’s up to you! When do you guys play? - the peak hours among the unit is around 1800 Gmt and we normally hold training on Tuesdays and Fridays, with unit operations on Saturdays. Any other days of the week are normally casual days so jump on and have fun. Can I be pilot? -Sure.....in casual gameplay, going to go ahead and assume you just downloaded the game. So if you want to be a unit pilot I’d prefer you practice, and learn to hurry up and wait. Because having planes blaze down an entire village before the troops get there is kinda a immersion killer. Can I fly Transport? -only if you can land Why do you only have slots for certain roles? -let’s put it this way, if your playing on a football team your likely not running the football if your a lineman and probably not catching the football if your the quarterback. Every position has a role and specific task and if one person is not sticking to their role the whole team fails. So in the 32nd ID we build our squads in a way where just about all tasks can be completed with the least amount of players. A Squad typically consists of about 9-12 players —ALPHA TEAM— Team leader Rifleman. (AT) Grenadier Automatic Rifleman --BRAVO TEAM— Team Leader Rifleman (SDM) Grenadier Automatic Rifleman —Command Elment— Squad leader Medic RTO/FO/JTAC Machine Gunner Other roles are planned for the future as the unit expands but for now we ask that players become familiar with the available roles. And fill them when needed. How to I get into the server or teamSpeak? - super easy, first join the discord and look in the appropriate channels or direct connect here: https://units.arma3.com/unit/32ndinfantry Hopefully you fill all warm and fuzzy inside about what we offer here, and muster up the courage to join. If you have any questions please feel free to ask either here, the discord or in game and will try are best to answers all reasonable questions. See you soon........
  11. Steam workshop link - https://steamcommunity.com/sharedfiles/filedetails/?id=1618325439 MISSION Russians have invaded the small peaceful island of Malden, and are holding it's citizens captive! Execute missions to weaken the russian presence on the island and set it's citizens free! A randomly generated campaign, execute missions and lead the United States Armed Forces to capture the island of Malden and win the war against the Russian Federation. FEATURES Random AO - One of Malden's cities, the main airport, or the military island base will be selected to attack. Finish one and another is generated. Random Selectable Side Missions - If you want a bit more excitement, you can choose a side mission from the mapboard at base. It will open the map and show you all available missions. Side missions range from diffusing a bomb on your officer, to stealing an enemy supply truck, to finding and rescuing a downed pilot, plus much more. Every time you open the side mission map, there will be different missions at different locations, so if you don't like what's available, just close it and reopen it. Civilian Population and Traffic - There is a heavy civilian presence on Malden, its citizens populate most of the island and are driving cars (shocking!), and walking around everywhere. They aren't hostile to our forces. In fact the reason we are on malden is for them, as the russians have invaded and are making their life a living hell. Recruitable AI - You can recruit AI units from the officer at base. Please allow them a few seconds to get deployed and join your group. If you wish to dismiss a unit, simply walk up to him and select 'Dismiss.' Mobile Respawn - There are 3 mobile respawn vehicles, a 4 door Humvee, an unarmed M113, and an unarmed MRAP. They should have green letters above them saying M.H.Q. 1, 2, or 3. When you die, simply choose which M.H.Q. you wish to respawn on, or just choose to spawn at base. If a M.H.Q. is destroyed, it will respawn at base. Revive - You can be revived by your teammates if you are incapacitated. There is a 5 minute window to be revived before you die. Players can only revive other players, A.I. units do not revive or become incapacitated, they simply die. HALO Jumping - You can HALO Jump by choosing H.A.L.O. Jump from the mapboard at base. You can also choose H.A.L.O. Group to jump with your squad members. CAUTION: if you have joined another players group, it will force ALL GROUP MEMBERS to jump as well! Dynamic Group System - Press the Teamswitch key (Default "U") to open the group menu. Here you can create/disband your own group, invite other players, join or leave another players group. Virtual Arsenal - There is an ammobox at base with virtual arsenal, and all MHQ vehicles are virtual arsenal enabled. You may also call in a supply drop which has virtual arsenal. AVAILABLE SUPPORT (Called with 0-8 on Radio) Supply Drop - An ammobox will drop near you and be marked with green smoke. This box will have virtual arsenal. UAV Recon - Click a location on the map and after the data from the UAV comes in, all hostile and friendly units will be marked for 3 minutes. These markers will not be updated, so be aware units may move around. Artillery, Mortars, Carpet Bomb - Choose one of the 3 from the support menu and click on the map to rain down some good ol' american pop rocks on the enemies. Caution when using in cities, as it may result in lots of civilian casualties, our mission is to protect the civilians, not kill them. Laser Designated Missile - If you have a laser designator, you can call in laser designated missile strikes. You must keep your laser designator on the target until the missile strikes. (There might currently be a bug that removes the missile if you turn the designator off). Fast Travel Transport Helis - A UH-60 and MH-9 are available to transport you around Malden. When you select the heli you want, it will mark an LZ near your location and head that way. Green smoke will automatically be popped at the LZ when the Heli is near. Once you get in, choose "Give a LZ to the Pilot" and it will head to that location. After a few seconds, the screen will go black and you will fast travel to the location. If at any moment the heli becomes bugged out, choose "Detonate Heli Transport' from your action menu to destroy the heli and make the support available again. Paratroop Reinforcements - Click on the map and a squad will paradrop on your location. After the squad has landed, they will fall under your command (Or your group leader's, if you are in another player's squad). Requires both RHS USAF and AFRF. Credits: DUWS by Kibot. Modified Version by BigShot. EOS script & Occupation mission by BangaBob Civilian scripts by Enigma ATM Airdrop HALO script by PokerTour. Defuse Bomb script by Cobra4v320. Thanks to Kempco for the mapsize script. Thanks to FrankHH for correcting the typos. Thanks to Yumsum, Porte and Phil for all their patience in testing.
  12. Hi all, Here is a new WARLORD ,CUP oriented scenario, if you love Chernarus in winter! You can play in MP only but this scenario is fine on solo MP (but hard). You need all CUP mods (+CBA). Recommended addons: Enhanced movements, JSRS sound mod (with some limitations on CUP assets) MGI Tactical pack (for beginners). As usual now, there are plenty of mission parameters, coming from Warlord or added for: - All AIs in a played leader group can heal and be healed/revived by player or Ais. - you can opt for civilian life , and opt for human bombers also (enemy for reds/blues). - you can opt for weapon loots in houses. - you can mark unconscious and/or dead units. There are some enemy areas, all the map. So be cautious when you plan a path to next sector. Have fun! on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1618406445 Pbo for servers: https://www.dropbox.com/s/9gmbt17zovk39ou/CHERNARUS_WARLORDS.Chernarus_Winter.pbo?dl=0
  13. # Malden Insurgency 2019 Realistic combat mission task orientated, complete with all the tools you need for a full MILSIM experience. This is a unique experience, the 1st edition of the mission and is a rolling release. This mission is designed for a multiplayer environment on a dedicated server and for experienced players, however you can also enjoy it in single player. I hope you enjoy it as much as I do. Stay sharp in this dynamic combat environment. Steam Link; https://steamcommunity.com/sharedfiles/filedetails/?id=1605460540 GitClone; https://github.com/rcantec/Malden_Insurgency_2019_ace.Malden.git Mission includes support for Ammo drops and Heli extraction/transport, CAS, Artillary; Mission contains view distance settings, dynamic earplugs. Roadside IED's are dynamic throughout the locale. Not added yet Side tasks are included as well as various active A/O zones to capture. Mission is a rolling release updated regularly for multiplayer performance. To play this mission ace; ace compat rhsusf3; CBA_A3; task_force_radio; RHSUSAF addons are required. The mission is compatible with all addons. To begin using the Software; 1. To edit the mission move the file into the following directory ~\Steam\steamapps\common\Arma 3\MPMissions Special thanks to BangaBob, Engima, sethduda, cobra4v320, Soolie, aliascartoons, tonic & PHRONK. The Software is distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. The Software (mission) is not an official addon or tool. Use of the Software (in whole or in part) is entirely at your own risk. This mission is (c) 2016-2019 RyanD rights reserved. Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) https://creativecommons.org/licenses/by-nc-nd/4.0/
  14. Hi all, Here is a WARLORD ,CUP oriented scenario, on UnitedSahrani island. You can play in MP only but this scenario is fine on solo MP. You need all CUP mods (+CBA). Recommended addons: Enhanced movements, JSRS sound mod (with some limitations on CUP assets) MGI Tactical pack (for beginners). There are plenty of mission parameters, coming from Warlord or added for: - All AIs in a played leader group can heal and be healed/revived by player or Ais. - you can opt for civilian life , and opt for human bombers also (enemy for reds/blues). - you can opt for weapon loots in houses. - you can mark unconscious and/or dead units. There are some enemy areas, all the map. So be cautious when you plan a path to next sector. Have fun! on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1604493442 Pbo for servers: https://www.dropbox.com/s/eaeg7n34fkiwdl9/SAHRANI_WARLORDS.sara_dbe1.pbo?dl=0
  15. Hi all, Welcome back to Kunduz and its caves. Taliban are now reinforced by heavy assets. Well... Destroy the base and sweep them off this region. You need: - CBA, - all CUP (Steam workshop), - any Kunduz map (fixed doors by author James2464, or script). I do recommend the enhanced movement mod by badbenson. Anyway, walls are collapsible by vehicles. You can choose a lot of parameters such as: - revive/heal for AI bros, - time acceleration, - weapon loots in houses, - civilian life + kamikazes, - and more... Be sharp with your resources and have fun! On steam: https://steamcommunity.com/workshop/filedetails/?id=1594586819 Pbo for servers: https://www.dropbox.com/s/60o3gastrnwyz7b/Another_day_at_Kunduz2.Kunduz.pbo?dl=0
  16. Good evening everyone ! I've got a few problems with my mission. I need to make a mission that is playable in local with 8 players in total. I've put my two playable teams of 4 player each (with respawn points specific for each team and respawn points synchronised to each member of the groups) and put objects (building and vehicles) and triggers (with timers) in order to make my mission. I've got Eden Enchanced installed and I've put scripts (description.ext, init.sqf, initServer.sqf, loadout.cpp and onPlayerRespawn.sqf). Here are my problems: -When people are joining and the host launches the mission, even though the host can play the mission, players joining them are stuck to the mission loading screen (put they can still hear the ambient sounds of the mission). I later found out that if I remove the possibilty for people to revive their squadmates, this problem doesn't exist anymore (although it's annoying that i have to do that for making my mission work). But this leads to the second problem... -When people who joined are in the lobby when the mission starts, they will spawn as seagulls. If they join the server during the mission, they will spawn as normal soldiers. There, sorry everyone to have disturbed you and I hope that you can help me solve this problem asap. If you need other infos, you can ask me. Have a good night !
  17. Operation Ayahuasca 56th Recon Division and MERC Gaming group are hosting a open-to-public event. This event is a series of dynamic missions spread over 2 operational days. Organized combined arms will be utilized to achieve mission-specific objectives. Multiple missions will be run on each day, with organized breaks in-between to re-kit and change roles as needed. This event is intended as a recruitment for both individuals and other units to join us on our regular, private operations that are held weekly on Saturdays and Sundays. RSVP by the end of Friday Dec. 14th with which op dates you are interested in: https://docs.google.com/forms/d/e/1FAIpQLScKqkngrBimXwohBXlfdmI1_wzTw3akwkmACCZ6HDhR-tnMgg/viewform Primary Contacts: https://www.reddit.com/user/Treadstone56RD, https://www.reddit.com/user/MundaneMERC See also: mercgg.com, MERC Discord https://discord.gg/UUZXzd8 Event Dates: Saturday Dec. 15th, 2018 @ 5:00pm PST Sunday Dec. 16th, 2018 @ 5:00pm PST Event Requirements: TeamSpeak 3 Client Microphone Arma 3 Mods setup according to the modlist Op modlist: https://mercgg.com/arma3/56RDvR1.html TFAR should be set up and checked prior to op! Expectations: A basic knowledge of Arma Mods & TFAR setup Maturity & patience - disruptive players and/or groups are not welcome About us 56th Recon Division and MERC Gaming group have worked together for over 5 years. Having forged a strong alliance in Planetside 2, we have brought our friendship to Arma 3 and have been running joint operations over the past year. Now, we hope to find more players and/or groups that are looking to join in on our growing operations. Both 56th Recon Division and MERC Gaming group are recruiting Arma 3 players. For recruitment details of 56RD, contact https://www.reddit.com/user/Treadstone56RD. For MERC recruitment details, please contact https://www.reddit.com/user/MundaneMERC. Do you have your own unit (of any size) and want to come out to our regular events as a group? Contact https://www.reddit.com/user/Treadstone56RD or https://www.reddit.com/user/MundaneMERC for more information, or join MERC’s discord (look for this event’s channel!) https://discord.gg/UUZXzd8 REMINDER: Event dates: Saturday & Sunday, Dec. 15th & 16th @ 5:00PM PST RSVP by the end of Friday, Dec. 14th with which op dates you are interested in. RSVP Link: https://docs.google.com/forms/d/e/1FAIpQLScKqkngrBimXwohBXlfdmI1_wzTw3akwkmACCZ6HDhR-tnMgg/viewform Contacts: https://www.reddit.com/user/Treadstone56RD, https://www.reddit.com/user/MundaneMERC, https://discord.gg/UUZXzd8
  18. I am in need of a team of people with scripting knowledge thAT can help make a mission or edit existing missions with and add ace for extra realism benefits the mod and or missions Im trying to reincarnate is Tactical battlefield. please contact with replies.
  19. Simple support system for Arty, Ammo drop, CAS, Transport, dynamic with mod support, virtual, white-listing. Works with team-switch GitHub Link Place the required modules, Place one support requester module named SupportRequester Then place virtual Support modules for each named; ArtilleryProvider, CasProvider, TransportProvider, AmmoProvider, HelicasProvider using the virtual support module Sync each virtual module back the the main SupportRequester module. You can also sync the main supportrequester back the a HQ module for audio announcments. I will include a picture to show modules. This is repeatable server side, can use all modules or just 1.
  20. # Takistan Insurgency 2019 RHS Insurgency style mission complete with all the tools you need for a full MILSIM experience. This is a unique experience, the 1st edition of the mission and is a rolling release. This mission is designed for a multiplayer environment on a dedicated server, however you can also enjoy it in single player. I hope you enjoy it as much as I do. Steam Link https://steamcommunity.com/sharedfiles/filedetails/?id=1567472309 Github; https://github.com/rcantec/Takistan_Insurgency_2019.takistan Mission includes support system for Artillary, CAS, Ammo drops and Heli extraction/transport; Mission contains view distance settings, dynamic earplugs, vehicle spawns, rearm points, Zeus. Vehicle IED, suicide bombers and hidden roadside IED's are dynamic throughout the map. Side tasks are included as well as various active A/O zones to capture. Mission is a rolling release updated regularly for multiplayer performance. To play this mission CBA_A3; CUP Terrains-Core, Maps, Weapons, Units, Vehicles, TFAR and RHSUSAF addons are required. The mission is compatible with all addons. To begin using the Software; 1. To edit the mission move the file into the following directory ~\Steam\steamapps\common\Arma 3\MPMissions Special thanks to BangaBob, Engima, sethduda, cobra4v320, Soolie, aliascartoons, tonic & PHRONK. The Software is distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. The Software (mission) is not an official addon or tool. Use of the Software (in whole or in part) is entirely at your own risk. This mission is (c) 2016-2019 RyanD rights reserved. Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) https://creativecommons.org/licenses/by-nc-nd/4.0/
  21. Hello, I'm trying to remove vegetation in an area for a composition loaded with the debug console. I can only execute the script from my client since I don't have access to the server files. { _x hideObject true } foreach (nearestTerrainObjects [_newObject,["BUSH"],50]); This code works for my client but the rest of the server can still see the vegetation. Also if I reconnect the vegetation would reappear. { waitUntil {!isNull _newObject}; { _x hideObject true } foreach (nearestTerrainObjects [_newObject,["BUSH"],50]); } remoteExec ["spawn", 0, True]; DarleneWhale on /r/armadev wrote me this which should've executed the code on all clients with JIP set to true. Unfortunately, I've hit a bump since the vegetation still doesn't disappear for the players nor me with this code. Does anybody know how I can execute the HideObject command locally so the vegetation disappears for all players on the server including the players that join/reconnect? Any help would be much appreciated.
  22. https://github.com/rcantec/Altis_Insurgency_2019.Altis # Altis_Insurgency_2019.Altis Insurgency style mission complete with all the tools you need for a full MILSIM experience. This is a unique experience, the 1st edition of the mission and is a rolling release. This mission is designed for a multiplayer environment on a dedicated server, however you can also enjoy it in single player. I hope you enjoy it as much as I do. Steam Link https://steamcommunity.com/sharedfiles/filedetails/?id=1561316747 If you want to try the mission you can test it on my public server link in Discord. To play this mission no addons are required. The mission is compatible with all addons. To begin using the Software; 1. Move the file into the following directory (assuming you have the Steam version of ArmA 3); C:\Program Files (x86)\Steam\steamapps\common\Arma 3\MPMissions Special thanks to BangaBob, Engima, sethduda, cobra4v320, Soolie & PHRONK for the use of their scripts to make some awesome things happen. The Software is distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. The Software is not an official addon or tool. Use of the Software (in whole or in part) is entirely at your own risk. This mission is (c) 2018 RCANTEC(RyanD) www.rytechlab.com rights reserved. Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) https://creativecommons.org/licenses/by-nc-nd/4.0/
  23. Hi all, Remember FURY? An American Sherman, lost in core of Germany, surrounded by Nazi troops. STEAM link: https://steamcommunity.com/sharedfiles/filedetails/?id=1560958858 Here, the scenario takes place at Zargabad, (a fine CUP map). Your crew of 4 plus a US soldier are stuck in the middle of a Taliban's nest. Your Abrams is out of order and out of gas. Challenge is simple: Repair the Abrams, refuel it and escape!... Perhaps. The mission is SP or MP up to 5 players, with HEAL & REVIVE feature for AIs and player(s)! You can heal or be healed in both SP MP but it's preferable to play in "MP one player" for mission parameters. You will be leader what ever the slot you choose. In SP, you don't die. AIs fellows can heal you as you're unconscious. If not, you'll respawn after 2 minute bleed out. You can heal them as well. You can enable/disable Arsenal crates for players. So, required mods are CUP only (+CBA as dependency). I recommend also: - enhanced movement (even if this is not the best corner of map for using it); - MGI tactical pack, for beginners or smart players (not using the whole stuff, but you can stick charges on vehicles) Have fun!
  24. Leo TuPaS

    TuPaS Team

    New TuPaS MOD Visit our site download our OFP mod and joing on line game https://goo.gl/ui2usQ The readme files of the add-ins are included in the mod folder. We do not stay with the credit of others' work as some think. The TuPaS mod includes a variety of add-ons from various mods with the only purpose of enjoying the game for online games.
  25. Hello all, I would like to introduce our new mission: [SP/CO19] Operation Iron Fist Multi-player mini-campaign/coop for up to 19 players created by FF Studio. Whole mission is written in SQF language and contains more than 10.000 lines of code. ****************************************************************************************** AUTHOR NOTES: ****************************************************************************************** Mission is inspired by real battles in Staszow area on 11-13. august 1944. Our goal was create mimi-campaign but fully playable in multiplayer. Therefore mission can be completed only with 1 player. Mission is dedicated for players who would like to enjoy amazing WW2 atmosphare and feel a battles from this era. ****************************************************************************************** MISSION ****************************************************************************************** Poland, August 1944. German 16th Pz.Div launched counterattacks in an attempt to eliminate bridgehead and throw the Soviets back across the Vistula river. FEATURES: - dubbing (english only) - reviving teammates - gradually assigned tasks - player markers on map (mission parameter) - vehicle respawn - sergeant can recruit AI soldiers - sergeant can call air-strike and artillery support (0-8) THANKS: - development team of IFA3 AIO Lite MOD - development team of IFA3 Liberation MOD - development team of CBA MOD - development team of CUP Terrains - Core MOD - Tophe of Östgöta Ops [OOPS] / updated by SPJESTER for vehicle respawn - Kronzky for String Functions Library - Johnnyboy for BirdFormation script - W0lle for Unit Map Icon Set - BIS for this great game! NOTES: - ambulance trucks represents MHQs DOWNLOAD: Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1552231544 HAVE A FUN AND ENJOY IT !
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