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Found 484 results

  1. [SP/MP][COOP] LMS 1-8/2 CAAS CAAS is a Singleplayer or Coop mission for 1 to 8 players now (was 4 before) and 2 optional enemy pilots, featuring pilots on the Altis main airport. Mission file: https://steamcommunity.com/sharedfiles/filedetails/?id=2206040060 Mission setting: Island: Altis Daytime: 2020-08-17, 05:00 - time multiplier ×30 by day, ×60 by night - can be changed Weather: cloudy - can be changed Mission goal: Wander in Altis skies waiting for the new task to pop. This mission has no ending. Tasks: Destroy convoys, tank battalions, helicopters, jets… and AA! Gear: A-164, Black Wasp, helicopters (AH-9, AH-99, UH-80) Functionalities: - camera intro - briefing & tasks - fully voiced (using Fixed Wings BI showcase) - translated (EN/FR) - randomised: random tasks happen on a random spot on the island - vehicle respawn - loadout selector - HUD colour changer - NO MODS REQUIRED at all - Jets DLC required to pilot the Black Wasp. Feedback: You can contact me on ARMA Discord, or Steam or BI forums for praises, improvement ideas or threats on my (virtual) life. No Paypal here, just tell me if you enjoyed it and I will be more than happy 😉 LAST UPDATE: 2020-11-10 19:33 - bug reports and suggestions are always welcome, otherwise this mission might be in its final state 🙂 Changelog:
  2. I created a mission where you are controlling a Blackfoot gunship. This mission can be played in mutiplayer as well. But there is an issue. After a few minutes (ca 5 - 10min) the Blackfoot gunner starts to experience extreme camera shaking. I did test the mission with a friend and he did send me this: and this: He was the host btw. I did test this again with my and my girlfriends PC and the problem was still there. Does anybody else encouter this Problem?
  3. Introduction Who in lawless lands will stand up for the weak? Poor mexican village is harassed by brutal banditos. The villagers grow desperate and finally decide to resist. But what chance these poor folk may have against well armed gang of marauders? They weren’t able to buy enough weapons with these very few posessions, they have left. Instead they found seven gunslingers for hire, brave souls ready to defend the poor against the oppression of the wicked. After all – in these lawless lands men are cheaper than guns. Details This scenario is simple, quick-to-play MP mode, where players job is to save village from brutal bandits attack. It is a spin-off of the Seven Samurai scenario. Although it can be played solo, SP even, it is meant for COOP. This is my very first project of such nature, I never made anything MP-focused before and that's exactly why I wanted to create just once something of that kind. The village is picked each play at random from any proper locations found on the map (Altis, although porting to other maps should be very easy). Randomized is also available gear (the content from owned DLCs and loaded mods should be potentially included) and hostiles. Scenario includes several mission parameters, that allow to customize the tactical and enviromental factors from the lobby. Melee mode requires KA Weapons Pack NEW (melee mode will autodisable if mod not present). It should be considered experimental, fun mode, work best in solo gameplay, there may be glitches for non-server players. Rules: 1. Players start inside the safe zone. As long any player is out of the safe zone, the countdown is going to zero. 2. When the countdown is ended, the safe zone is removed and the attacks will begin soon. 3. Players can arm themselves from the boxes located in the center of the safe zone, at the flagpole. 4. Bandits will attack from random directions in random waves. 5. If too many villagers die - the mission is lost. 6. If all Magnificent are dead - the mission is lost. 7. If all bandits are dead - the mission is won. 8. Civilians will 'shout' about known hostiles near using 3D exclamation mark icon over their heads. Color of the mark indicates how close the enemy is (green - far, yellow - close, red - very close). 9. Player names change colors depending on player's status: dead - dark red; generating noise/speaking - white; incapacitated - purple-red; no ammo - yellow; critical wounds - reddish; serious wounds - purpleish; moderate wounds - blueish; all OK - blue. 10. There's no respawn, only spectating mode after death, but revival is often possible. Porting: Need to be confirmed yet, but seems, that porting is as easy, as changing map name in mission folder name, so for example: MagnificentSeven.MCN_HazarKot -> MagnificentSeven.Altis. Target map should have some "NameVillage" locations with at least 9 enterable buildings in 200 meters radius around. Download The Magnificent Seven 1.00 (Dropbox) The Magnificent Seven 1.00 (Steam Workshop) The Magnificent Seven 1.00 - open folder (Dropbox) Original Seven Samurai scenario Requirements Hazar-Kot Valley Optional: Technically below mods are not required to run the scenario, but western-style weaponry, clothes etc. are taken from them. Without weaponry scenario is unplayable in practice, so at least some of them should be loaded, all of them - recommended. CUP Units CUP Weapons IFA3_AIO_LITE Project Infinite Nolosha Pack Western Notes The basic premise is based on The Magnificent Seven movie by John Sturges, which in turn is a remake of Seven Samurai movie by Akira Kurosawa. I highly recommend to watch these classics, knowing them helps you feel and tune in better during the gameplay. Credits & licenses Scenario utilizes slightly customized A3 Wounding System - AIS Revive by @Psychobastard. My thanks to: @Gunter Severloh for testing, video overview and some good advices. Katana for melee mode from KA Weapons Pack NEW by KICKASS. Additional sound effects (edited: stereo to mono, normalized, most shortened/cut fragments) from: 1. http://soundbible.com/ By: Mike Koenig, Sound Explorer: Attribution 3.0 license, Vladimir: Public Domain license, man: Sampling Plus 1.0 license; 2. https://www.zapsplat.com By: ZapSplat, Audio Hero, PMSFX: ZapSplat's standard license, Still North Media: CC0 1.0 Universal license. Terms of Use
  4. Hello forum, Recently I made a mission that involves a linear campaign with 6 different timelines. In it you switch between ai characters after a certain trigger is activated. (Screenshots from Tier 1 Stories: Afghanistan) Link to Mission The problem i've ran into is that switching characters works in singleplayer by utilizing a trigger with "selectPlayer" in its init. But when on multiplayer/coop it no longer works. Does anyone know a workaround or have any ideas? The goal is to make this scenario coop. Thank you for your time.
  5. A mission I made (in-pbo credit is for my in-game name :)) There isn't really a particularly plausible story or such; the east-ies have set up all their units in defence of Kavala, where-as west tries to take them on at a significant numerical disadvantage for some surely serious reason, etc. 😛 Personally I've played and tested it on Veteran, so I'd suggest that but other difficulty-levels should work fine. Some things it does and doesn't have It was primarily made to be used for play with a private group of people rather than hosting on a public server but do as you please 😛 (It doesn't really try to do anything on the security front) It supports being run on a dedicated server. It doesn't support JIP. It can technically be played solo (if you can be bothered to team-switch for 6 hours 😄 Unless you're a wizard with AI-management maybe). It has a fairly comprehensive parameter list (there may be a couple that probably look mysterious, that's on purpose 😜). It doesn't really support translation (it does have a stringtable but there's some lacking dev as far as I remember, for that to "just work"). It doesn't rely on any add-ons (vanilla). Editing You'd need to regex the following in mission.sqm before editing it in the game's editor (otherwise the game would remove any such entries altogether, once saving): Search: (\$STR)(\w+)(;) Replace: "@STR$2"$3 (including quotes) Because I'm using the $STR_... way to reference the stringtable in mission.sqm ("@STR_..." has been fine for editing and running as server-player but had issues at least when the clients first acquired the mission from server in testing). Asset use Feel free to use any code or asset in there (the musical elements I cannot speak for though, since they're parts or modifications of pre-existing work (sfx are fine though)). Or use/re-release the mission itself in modified ways, etc. It's not all the neatest code though :] Bugs I most likely won't personally bug-fix the remaining things that are broken in there. The core features and actual gameplay shouldn't really have significant issues though. Some examples: The vehicle group "Tiger" can spawn stuck or in a dangerous location despite a light attempt to counter that, if placed to a custom location. The mission-provided UAV stuff doesn't necessarily sync with the UAV-terminal UI. The parameter-driven teamswitch/respawn/death handling can look a little "obvious"/rough. Revival parameters are entirely untested; might work, might not. Download [Updated: 22:28 24.08.2020: v1-03] https://drive.google.com/file/d/1IlY1AVf1WZvjJ4hXOtlBKRZ38ychZ_Ub/view?usp=sharing Hopefully somebody will get some fun out of that 🙂
  6. I need some help for respawn loadouts. I'll make a server for me n my crew play and enjoy it. I make the base, vehicel respanws, put the player slots set up the server. Everythign was fine but respawn it have a problem. I change the player special states "enable stamina off" ofcourse. Put the infantry respawn module set delay bla bla.. Whatever. when i test in game to respawn i killed myself with a granade and force respawn screen come on my screen. I'll hold the space bar and forced respawn has correct work. But when i dead and take respawn my character has reset, reset loadout, reset my edits, everything have reseted on player. I'll try that scripts on server file; initPlayerLocal.sqf pLoadout = getUnitLoadout player; onPlayerRespawn.sqf player setUnitLoadout pLoadout; This does not work and i search some different scripts and find this; PlayerKilled [player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory; PlayerRespawn [player, [missionNamespace, "inventory_var"]] call BIS_fnc_loadInventory; but this scripts not work maybe make mistakes but dont think so. How can i fix this issiue????
  7. Introduction In these war torn lands no one cares for common people. The locals fall victim to unpunished bandits who plunder the peasants without mercy and murder the resisting. Inhabitants of this village became so desperate, they decided rather to die in defence than to endure suffering any longer. Still, they are simple folk, not familiar with combat. Therefore they decided to seek help of the ronins, masterless samurai. Namely those of them hungry enough to work for food, because villagers have no any valuables to offer. They found seven volunteers. These dangerous people were feared in the village, but ready to die in defence of the helpless. Without a payment, not expecting any gratitude, without hesitation... Video Details This scenario is simple, quick-to-play MP mode, where players job is to save village from brutal bandits attack. Although it can be played solo, SP even, it is meant for COOP. This is my very first project of such nature, I never made anything MP-focused before and that's exactly why I wanted to create just once something of that kind. The village is picked each play at random from any proper locations found on the map (Altis, although porting to other maps should be very easy). Randomized is also available gear (the content from owned DLCs and loaded mods should be potentially included) and hostiles. Scenario includes several mission parameters, that allow to customize the tactical and enviromental factors from the lobby. Melee mode requires KA Weapons Pack NEW (melee mode will autodisable if mod not present). It should be considered experimental, fun mode, work best in solo gameplay, there may be glitches for non-server players. Rules: 1. Players start inside the safe zone. As long any player is out of the safe zone, the countdown is going to zero. 2. When the countdown is ended, the safe zone is removed and the attacks will begin soon. 3. Players can arm themselves from the boxes located in the center of the safe zone, at the flagpole. 4. Bandits will attack from random directions in random waves. 5. If too many villagers die - the mission is lost. 6. If all samurai are dead - the mission is lost. 7. If all bandits are dead - the mission is won. 8. Civilians will 'shout' about known hostiles near using 3D exclamation mark icon over their heads. Color of the mark indicates how close the enemy is (green - far, yellow - close, red - very close). 9. Player names change colors depending on player's status: dead - dark red; generating noise/speaking - white; incapacitated - purple-red; no ammo - yellow; critical wounds - reddish; serious wounds - purpleish; moderate wounds - blueish; all OK - blue. 10. There's no respawn, only spectating mode after death, but revival is often possible. Porting: Need to be confirmed yet, but seems, that porting is as easy, as changing map name in mission folder name, so for example: SevenSamurai.Altis -> SevenSamurai.Tanoa. Target map should have some "NameVillage" locations with at least 20 enterable buildings in 150 meters radius around. Download Seven Samurai 1.02 (Dropbox) Seven Samurai 1.02 (Steam Workshop) Seven Samurai 1.02 - open folder (Dropbox) The Magnificent Seven spin-off Notes The basic premise is based on Seven Samurai movie by Akira Kurosawa. This project is my humble homage to this movie in fact. I highly recommend to watch this classic, it is great, highly inspiring piece of art and also knowing it helps you feel and tune in better during the gameplay. It may be easy to die in this battle, so remember - do not feel bad about your death. It is anticipated and welcomed. You're a samurai, and this is a good, honorable death, such is your way. Savor such a noble end of life! Credits & licenses Scenario utilizes slightly customized A3 Wounding System - AIS Revive by @Psychobastard. My thanks to: @Gunter Severloh for testing, video overview and some good advices. Katana for melee mode from KA Weapons Pack NEW by KICKASS. Additional sound effects (edited: stereo to mono, normalized, most shortened/cut fragments) from: 1. http://soundbible.com/ By: Mike Koenig, Sound Explorer: Attribution 3.0 license, Vladimir: Public Domain license, man: Sampling Plus 1.0 license; 2. https://www.zapsplat.com By: ZapSplat, Audio Hero, PMSFX: ZapSplat's standard license, Still North Media: CC0 1.0 Universal license. Changelog Terms of Use
  8. Is it possible to be able to get the mission revive settings for use in a script? I guess an ability to to get/read the description.ext file is what I am looking for. So I can do something like this: if ( reviveMode == 1 ) then { hint "Any player can revive."; }; Thanks in advance S
  9. Hello everyone, I've made a custom mission, using custom mods (from the 506th) and additional addons, along with my own custom faction made through ORBAT. The mission works very well, just some oddball errors. To the point: My friend is able to join the server with ease, no hiccups or errors. Everything operates as normal: Joins the server, chooses a slot, I start the mission up, he downloads the mission file just fine, but then the map's loading screen (tanoa) gets stuck at around 85% of the way. On the map brief, his player even goes to the blue rectangle at that point. Hitting continue, he can still hear everything fine, just as if he were actually in the mission and I can see his name on the player he's chosen. We've tried what seems like everything at this point and I'm at a loss: - Deleted all MPMissionCache (on both of ours) - Made sure his mods works in the editor - Made sure we had the exact same mods loaded, AND in order - Applied the "fix", done correctly as done in the video, found in this video where an init.sqf is applied in the mission file and exported to the MPMissions folder, and I load THAT mission in: https://www.youtube.com/watch?v=3Y4JuvoT1Gs - Restarted several times Note that when in the editor and loading this mission, or saving it for the first time in the particular editor session, I get this error: []: 'bin\config.bin/CfgPatches/tiad_506th_Light_Laser_switch/' not an array Also note that when loading the mission on the server we (both) get this error: No entry 'bin\config.bin/CfgWeapons.506th_atrophine'. Mods loaded are as follows (in this order): - 506th IR - Community Based Addons v3.15.1 - 506th IR - Advanced Combat Environment 3.13.2 - 506th IR - Mod Pack 3.3.8 - 506th IR - CUP Terrains - Core - 506th IR - CUP Terrains - Maps - 506th IR - RHS: Armed Forces of the Russian Federation - 506th IR - RHS: GREF - 506th IR - RHS: Serbian Armed Forces - 506th IR - RHS: United States Forces - 506th IR - Task Force Radio (TFAR) v1.0.325 - CBA_A3 - C2 - Command & Control - ALiVE - Ares - Achilles - NIArms All in One - L3-GPNVG18 Panoramic Night Vision - MLO All-in-One Collection - UnderSiege Patches & Insignias Link to download the .rpt file: - .RPT FILE How can I fix this? What am I missing here? I've spent a lot of time making the mission (too much to admit, especially since it was my first ever real attempt at making a polished mission)
  10. York215

    Respawn Trouble

    So i set up a respawn position logic device and titled the variable name repawn_west, set my multiplayer options to have respawn at custom positon and we are playing as blufor. All of my testing i do in the editor and trying the scenario in SP/MP work perfectly fine. I respawn on the token like i should. As soon as i opened up the server and tested it with a friend he wasn't spawning on the marker, he was spawning on position of death despite me making no changes to the scenario. I can't seem to figure out the problem Edit: it doesn't spawn them on their current death location but at their first death location
  11. I have a vanilla mission though I am running a few client side mods. The mission revive is set: Revive Mode: Enabled for all players Required Trait: None Required Items: Medikit Incapacity Mode: Basic I thought this would allow any player with a Medikit to revive another player but that does not seem to be the case. Only the medic can revive and they don't need a Medikit. Am I doing anything wrong? S
  12. Hello I've come across a problem where I can't connect to server from direct connect option. Whenever I click the Join button after entering IP address and port it brings me back to the main screen. I've tried all of these solutions, none of them seems to work : - I've enabled Unpn - There is no server password - My Port forwarding is working perfectly. I've even checked if the port 2302 is open or not from Port checker websites and it shows that port is open. - No DLC is included, its just a warlords server
  13. Hi Everyone, Been playing around with the CfgORBAT, modules and structures for the past few weeks as I love the concept. I've introduced it to a multiplayer server as a way of keeping tabs on the whereabouts of other squads and knowing where they fall in the mission's hierarchy. I know linking the module to a playable unit allows the ORBAT marker to follow them, however, in a multiplayer environment the module initialises before the players join and just sit there being static. I've tried tieing the modules to a trigger, that initialises when the player characters are "alive", or on a radio option so they're defiantly in the server when the module initialises, but no dice. The current only functional workaround I have is having AI with their "MOVE" disabled spawning in place when the mission begins, and when players join, they take the AI slots. That gives the module something to adhere to at least. If anyone has any suggestions or knows how to have the modules bind to players when they join, it'd be appreciated. Cheers, Val.
  14. XIM - X's Immersive Music https://steamcommunity.com/sharedfiles/filedetails/?id=2127841273 https://github.com/x-00010/XsImmersiveMusic Please note - this mod is in the early stages of development. There are likely very many bugs. The mod is likely not compatible with certain scenarios, such as NMD sandbox. We are not sure why. However, it is tested to work on Vindicta and Antistasi. Use at your own risk. Features Uses almost every single track in Arma 3 Plays calm music when daytime, and all is quiet Plays stealthy music at night time, when raining or foggy Plays combat music when the AI is shooting Syncs the currently playing track with your squad Allows you to skip the current song via the ACE self interaction menu (must be squad lead) Displays the currently playing song with a nice looking message Works in singleplayer, non-dedicated and dedicated. Examples You're in a nightime OP with your team, making your way to assault a major enemy stronghold? How about some Canton Protocol? You're in the middle of an intense firefight, with a friendly IFV wreaking havoc in Zaros? How about the This is War Marksmen DLC remix? You're just chilling at base with the lads, without much going on? Try Fighter Jets. Note This mod simply runs whenever you connect to a server, no setup or anything needed. However, all the clients and the server need to be running the mod. Thanks! Thank you to everyone in the Arma 3 discord, namely Lou and Dedmen, you guys were a huge help! Thanks to Wietse as well, we actually have the server side code :) And finally, thanks to chief22, who allowed me to look through his addon mood jukebox to help me create the foundation for this mod. Any questions? Ask 'em down in the workshop comments and I'll do my best :) Cheers lads.
  15. Hi. On my mission I put some notifications with BIS_fnc_dynamicText function as tasks are accomplished, i.e., Kill the officer. Init.sqf if (isserver) then { officer_down = false; publicVariable "officer_down"; }; I have created a task with the module and named it "kill_officer" and a trigger. Trigger Condition: !alive officer On Activation: ["kill_officer","succeeded", false] call bis_fnc_tasksetstate; Task_Kill = ["<t font='PuristaBold' t size='0.90' t align='left'>The officer is dead!</t>",safeZoneX+0.10, safeZoneY+safeZoneH-0.15, 20, 1, 0, 888] spawn bis_fnc_dynamicText; officer_down = true; publicVariable "officer_down"; Notifications work perfectly when tasks are accomplished. The problem is when a player goes offline and reconnects in the middle of the mission, all the notifications together that have been completed so far appear again. It is clear that it is something related to JIP, but for more I look for information and read, I cannot understand how JIP really works The mission was played on a dedicated server. I would appreciate any help to fix this problem.
  16. So I was adding a template to my dedicated server to update it from our old one because my unit was moving to a new map for a campaign. I was able to export the mission from Eden perfectly fine and install it into my server but upon loading it in to test it I get this error and I don't know how to fix it or solve it Picture_ca_paa the map I am using is this https://steamcommunity.com/sharedfiles/filedetails/?id=1282716647&amp;searchtext=vidda some assistance would be of great help
  17. Hi there, I've wanted to report an issue that I had for almost two weeks now. So every time I join a server it doesn't show the slotting screen, but is stuck in the server loading screen. First I thought it would take a little bit of time, so I waited for a couple of minutes. But nothing happened. I have then tried to fix this myself by verifying the files, reinstalling BattleEye, repairing the mods and eventually reinstalling Arma. I also got help from one of the mods in the community that I am in, but that didn't resolve it either. He then proceeded to check the server logs and saw that BattleEye does not show my steam ID. After deleting all cache from Arma, I noticed that the debug log got a new entry. It states as follows: "[0518/150655.357:ERROR:settings.cc(325)] Settings version is not 1". Now that is unfortunately all that I know, so that is why I could need your help.
  18. What is this. Example MP mission that has 4 working configurable clickable buttons in the briefing. Purely VANILLA, no addons These buttons can be configured to Open an external web page in your default browser Start and connect a client to your Teamspeak server ( If they have Teamspeak installed ) Download a file And most likely also allow you to link to your discord channel (not tested) No issues found while running with an anti virus and doesn't interrupt Arma (Tested in full screen mode with multiple monitors) DOWNLOAD LATEST VERSION Download Example mission and source code Following download has a working packed (pbo) mission file and the source files Txu_InfoLinks.zip (see changelog) The example mission will (If you click the links) (Please don't spam them) Allow you to Join my teamspeak server Open up the teamspeak client download page Open up our website front page Download our clientside addon pack INSERTING INTO MISSION 1) Copy the TXU_Info folder into the root of your unpacked mission folder 2) Add the following lines to your Description.EXT #include "Txu_Info\CfgControls.hpp" class cfgFunctions { #include "Txu_Info\cfgfunctions.hpp" }; If your CfgFunctions class already exists then just copy the "#include" line as seen above 3) Open the TXU_info\CfgControls.hpp Edit the txt= and url= entries for the 4 button classes in there and your done. Also if your mission doesn't have a briefing like for example OPEX, you can comment out the TXU_INFO_FrameEHId = addMissionEventHandler ["EachFrame",{[] call TXU_INFO_fbriefingEH}]; e.g. //TXU_INFO_FrameEHId = addMissionEventHandler ["EachFrame",{[] call TXU_INFO_fbriefingEH}]; so that it doesnt attempt to display in the initial briefing screen ADVANCED EDITING You can ad parameters to your Teamspeak URL For example, automatically add a bookmark to the players Teamspeak Client as well as passwords, default channels etc Complete format: ts3server://ts9.teamspeak.cc?port=9987 &nickname=UserNickname &password=serverPassword &channel=MyDefaultChannel &channelpassword=defaultChannelPassword &token=TokenKey &addbookmark=SomeBookmarkText Parameters are optional. In most cases, specifying the host and port should be sufficient. Nicknames usually should not be specified, leave this to be configured by the users in the client. So a common URL would look like this: ts3server://ts9.teamspeak.cc?port=9987 Or simplified if only the port is given: ts3server://ts9.teamspeak.cc:9987 CREDITS The orginal concept and a working example was by Larrow His original post https://forums.bohemia.net/forums/topic/169501-link-to-website-in-briefing/?do=findComment&comment=3277456 He is the one that deserves the credit for this. His original version only had 1 button and wasn't available in the initial briefing screen. My version has 4 buttons (I cant see you needing more than 3 really) LIMITATIONS The system uses classes to create buttons that are defined in the Description.ext environment. This is the only way I can see to pass an external URL link. For that reason it cannot be injected into the client using a serverside addon. So the only way to get this to work is as part of the mission file. That's a lot of editing for server admins and their mission devs FUTURE DEVELOPMENT If someone better at coding than me wants to rip this and optimise it more, feel free, I'll happily update the example mission and re update it. ENJOY ! CHANGELOG V.01 (Date: 18/5/2020) File: TXU_info\f\fmapEH.sqf Line 20 Changed from if(TXU_INFO_ButtonAdded)exitwith{}; to if(TXU_INFO_ButtonAdded1)exitwith{}; __________________________________________ V.02 (Date: 24/5/2020) Removed the requirement to #include "Txu_Info\CfgBaseDefines.hpp" This file has been completely removed. The default Gui class bases are no longer inherited from, this makes it much easier to import this into existing missions that define their own GUI Base classes and should not conflict with any existing Gui definitions __________________________________________ (Date: 22/3/2022) Updated link was http now https
  19. Hello, I am running a vanilla ArmA game without any mods loaded and I am unable to play APEX campaign neither in SP mode or in MP mode. After launching a solo game or a (LAN) server I am just getting a loading screen with mission description with picture, I hear "sound of the sea" like there is an empty world loaded, and the loading gets stuck. After I press "escape", the game shows a multiplayer lobby for a brief moment and then it shows loading screen for another mission which also gets stuck. After pressing "escape" key a couple times it just gets me to title screen. Any other campaign or scenario in SP works normally. In MP when I host any game I am unable to choose any slot. I can join official servers on the other hand, (when BattleEye is on). What might be the problem here? Has anyone had such an issue? Thank You for Your help, MH
  20. So I have been doing some research about a MULTIPLAYER save implementation for my missions and I stumbled upon this: https://community.bistudio.com/wiki/saveVar Its description reads: Save variable value into the campaign space. So what is this "Campaign Space"? I haven't been able to find anything on it. 1) How do we access it? 2) How do we enable it on our missions? 3) Does it work for multiplayer? 4) Can we use it as an alternative to ProfileNameSpace? Has anyone used it before and knows about this?
  21. C O I N | Counter Insurgency Operations Current version: 0.92 (beta) Filename: CO45_COIN_092.MapName ABOUT COIN is a CO-45 multiplayer mission featuring USMC recon marines who have been tasked to seize and secure various AO's occupied by Opfor insurgents and Takistan Armed forces. FEATURES COOP 44 Player slots + 1 (optional) headless client; Support for RHS and CUP mods; Multiple AO's, offering challenging opponents and immersive game play in a lively Middle Eastern setting; A variety of Side missions; Extensive replayable randomized operations; Various support options available to the CO; Join in Progress (JIP) supported; Respawn at the FOB. Teleport to team leader using the flagpole; Optimized for dedicated server play with the support of a headless client. ALL-IN-ONE PACKAGE Besides all missions, the AIO package also contains media and slotting and briefing templates for forum postings etc: Direct download: https://mega.nz/file/JVxiHaSK#uHyIXcCDBts3wmTmAaZVDQuTMnqk2ZaxtMwKbgPKPIY Armaholic: http://www.armaholic.com/page.php?id=36012 Steam collection (missions only): https://steamcommunity.com/sharedfiles/filedetails/?id=2077447852 SUPPORTED MAPS Aliabad Region, Takistan (MCN_ALIABAD); Al-Rayak, Takistan (G.O.S Al-Rayak/PJA310); Al-Salman, Iraq (swu_public_salman_map); Anizay district, Takistan (Tem Anizay); Chongo, Republic of Angola (Chongo); Dariyah Region, Sudan (G.O.S Dariyah/PJA307); Dingor, Republic of Lingor (dingor); Diyala district, Iraq (DYA);Diyala, Iraq (DYA); Farkhar Valley, Afghanistan (ARC Farkhar Valley); Federally Administered Tribal Areas (FATA); Feruz Abad district, Takistan (Takistan); Kujari Region, Sudan, (Tem Kujari); Kunar Province, Afghanistan (CLAfghan); Lythium, Afghanistan (Lythium); Reshmaan Province (Reshmaan); South-Sahrani, Sahrani (Saralite); Tora Bora Region, Afghanistan (Tora Bora); Zargabad, Takistan (Zargabad). New maps will be added in future releases. REQUIREMENTS Community Based Addons ARMA 3 (CBA_A3); CUP Terrains Core + CUP Terrains Maps; The map of choice + it's required add-ons; -or- Red Hammer Studios USAF, AFRF and GREF (requires Project OpFor -and/or 3CB Factions); -or- CUP Weapons/Units/Vehicles (requires Community Factions Projects). The following Steam Collections contains all the required mods needed to play COIN: RHS mod set: https://steamcommunity.com/sharedfiles/filedetails/?id=2057020307 CUP mod set: https://steamcommunity.com/sharedfiles/filedetails/?id=2174257521 CHANGELOG version 0.92 Added: CUP Units/Weapons/Vehicles compatibility. Requires Community Factions Project; Added: New maps: Chongo, Al-Rayak, Dingor, Farkhar; Added: Localization (CN, CZ, FR, DE, IT, JP, KO, PO, PT, RU, ES, TR); Added: Intel function. Intel provides clues, opfor location information etc; Added: Side missions (can be enabled/disabled in mission params); Added: IED's and VBED's (can be enabled/disabled in mission params); Fixed: Airlift support when the airframe was KIA.; Fixed: RPT spamming; Fixed: Invunerable turret gunners (fixed for real this time); Updated: Ambient civilians can be enabled/disabled in mission params; Updated: Ambient air traffic can be enabled/disabled in mission params; Updated: Clear map AO's and/or Side Missions, enable/disable in mission params; Updated: Advanced flight models set to 'player option'; Updated: Applied ADF 2.26. KNOWN ISSUES None UPCOMING / FUTURE RELEASE(S) Additional maps (suggestions welcome); Session Saving.. SUPPORT / BUGS / SUGGESTIONS / ETC Please leave comments/feedback/bug reports in this thread. GAME PLAY COIN's COOP missions are designed to be enjoyed by at least 10 players. A headless client is recommended. Small AO's generally consist of 35-55 Opfor, while the largest AO's can have as many as 255 Opfor. Some AO's have an army based which is populated by Takistan Armed forces. SCREENSHOTS The All-In-One archive contains a folder with media that can be used for forums post etc. Latest screenshots can be found on the Steam collection page. Screenshots from the different maps: https://imgur.com/a/Xu10Gef.
  22. Hi everyone, I'm quite noob when it comes to the server-client interaction in arma, so please bear with me on this one. So I was testing a mission with my friend, with him being the server. I noticed that when my position was close enough to him, nothing seemed out of the ordinary, but when we're sufficiently far apart, like at least several kilometers, enemy AIs stopped responding to my gunshots (not going to alert) and will not try to engage, until I'm close enough to them (like 200m+ or so, even when they have weapons with long-ranged scope), while my friend, being the server, did not notice any problem at all (he still got sniped from 600m away). We tried some other simple scenarios and this kept happening so I concluded that it must have been arma's client-server thing. I've tried googling for the reference information about this but so far no luck, though pretty sure I'm just missing the right keyword, so can anyone please refer me to the relevant arma wiki page or any info page about this? Another question is, if this is indeed an issue with arma client-server interaction, would using dedicated server address this? Thank you in advance!
  23. I just brought Contact and its replaced the loading screen when i do not choose to play Contact, how do i access MP or better still get back to the default screen? i only want to use the assets
  24. this is the error im getting after i choose a slot and click continue on our servers mission files made by us these past 2 days. bin\config.bin/CfgPatches.calanguage_missions it then kicks us from the mission. this only started after i added zues slots.
  25. Hello guys, i am trying to make super simple money script for my MP mission. I want the reward depending on the side. If u kill ur teammate or suicide it displays some text but if u kill enemy it will give u some reward. So i tried to use: if (side _killed == side _killer) then {hint "teamkill";} else {cash = (cash + 100); hint str cash;}; but seems it doesn't work //InitPlayerLocal.sqf cash = 0; { _x addEventHandler ["killed", { _unit = (_this select 0); _killer = (_this select 1); pKilled = [_unit, _killer]; publicVariableServer "pKilled"; }]; } forEach allUnits; "pClient" addPublicVariableEventHandler { if (side _killed == side _killer) then {hint "teamkill";} else {cash = (cash + 100); hint str cash;}; }; //InitServer.sqf "pKilled" addPublicVariableEventHandler { private ["_data"]; _data = (_this select 1); _unit = (_data select 0); _killer = (_data select 1); _cID = owner _killer; _cID publicVariableClient "pClient"; };
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