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Found 484 results

  1. Hello all, I have been having this problem on and off throughout my time playing vanilla and modded ARMA in the two game-modes that I predominantly play (I&A and Zeus). However, after ARMA shifted to the x64 platform I stopped having random CTDs when playing vanilla but the problem for modded gameplay still exists - noticeably, the problem ONLY ever arises when I am in an air vehicle. I could be on the server for 3 hrs as infantry, in a ground vehicle and I will experience no issues whatsoever in my modded server (or any public server for that matter), but If I spend anywhere between 10 - 30 minutes in a Ghosthawk/Kajman/A64D/Mi8/Blackfish/Y32 (basically any vanilla or modded helicopter or VTOL) I will CTD. The error I get on the server is the generic Steam Authenticaton Failure. This problem is a sort of carry-over from my previous thread 3 months ago with the only difference been that it a different gamemode (Antistasi 1.8.0) been played on a dedicated server at home (the server is hosted on a different PC) and I am the only client affected. None of my friends have experienced this issue on the server as they primarily don't fly any air vehicles but as I occasionally do provide transport/CAS, I am always subjected to this issue. -------------------SYSTEM SPECS---------------------------------- Win10 i7-8700K CPU 16GB RAM (x2 8Gb @ 2133) 1080Ti Graphics card ---------------Arma 3 Steam Startup Parameters---------------- -malloc=system -----------------------MODS----------------------------------------- CBA_A3 RHSUSAF RHSAFREF RHSGREF ShackTac User Interface Taskforce Arrowhead Radio (beta) Blastcore - Phoenix Unofficial Phoenix Upload JSRS Soundmod JSRS Soundmod - AFREF Soundpack JSRS Soundmod - GREF Soundpack JSRS Soundmod - USAF Soundpack JSRS Soundmod - Reloading Sounds ------------------------Attached RPT(s)--------------------- https://justpaste.it/50t4x https://justpaste.it/3zngh https://justpaste.it/6vrs1 https://justpaste.it/4pdtg ------------------------------------------------------------------------ It has to be said that while the issue mentioned in the previous thread was resolved by removing the JSRS mod, I wanted to check if the RPT files show any errors related to that mod that could be triggering the CTD this time around -or- if there is any clue as to what might be causing this issue altogether. It is also worth nothing that when we first started playing, the server mods only consisted from CBA_A3 to Taskforce Radio (the last 2 mods were added 2 weeks ago) and I did not experience any CTDs when playing with those original mods; that said during that initial period I was not in the cockpit long enough to trigger the CTD as it usually takes AT LEAST ~ 10-15 minutes before I get struck by one. Anyhelp or insight would greatly be appreciated. Thanks again.
  2. 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
  3. 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.
  4. 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"; };
  5. Hello, I'm relatively new to Arma 3 scripting and the such, but I've been theorizing on something for my mission which I am constructing in Alive (Along with a bunch other mods) Anyways, everything's going in stutters but getting done none the less, limited arsenal... Cinematic first launch.... Etc... BUT I am getting consistently and frustratingly stuck on one issue, and I can't seem to find a solution through the internet. Basically, the idea is that after the players reach a certain point the mission evolves so originally players only have what they have at the beginning including loadouts and some stored gear in vehicles but after this 'First Phase' then a Field HQ/FOB will spawn, with accompanying Hide Terrain Object modules, respawn points and arsenal. What I need, if possible, is to create a trigger or a script that removes objects on the map and places a base composition of my design. I originally looked into experimenting with object presence and its probability, if there was a script to switch 0 to 100 and vice versa, but apparently this is only checked before/at mission start and thus was a dead end. Anyways, if anyone knows a way to bulldoze an area and develop it into a FOB mid-mission then I would appreciate the help. Thanks
  6. SBP Team prepared an interesting mission with story for this Sunday. I'll be attending, too. TV stations report that a big meteorite has made a sonic boom upon entry into the atmosphere and fallen down in a remote region of Fapovo Island. A team of American ufo-hunters believes that was actually a spaceship. A local gypsy community is also sending in their team as they believe a worthy material might be picked up there for later sale. Police and Army are heading at the location, too. They are ordered to arrest anyone carrying a firearm or illegal material from the crash-site. Phase 1: TvTvAI Ufohunters: retrieve as many foreign material as you can, bring it to the camp Gypsies: retrieve as many foreign material as you can, bring it to the camp Cops/Army: arrest people carrying firearms and/or space material (illegal by local laws) Respawn: prison camp. Phase 2: Coop - all teams from P1 need to work together in order to save themselves and reach the local helipad or boat docks. Respawn: hospital. Slots available: 24. SBP priority. When? Thursday Mar 12, 21:00 CET (8PM UK) Addons required: http://www.vojak.si/rabim/ Where? ts.vojak.si - for password drop me a PM or contact us on our Discord. We play on our dedicated server, password available on TS. Current attendance list 1. Spidi 2. IceBreakr 3. Sahbazz 4. Heric 5. BMXrider Free slots remaining: [19]
  7. 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
  8. So I'm currently trying to make a mission like that from Ace Combat's multiplayer where each team is trying to take out the other's ground or sea assets first while in aircraft. Currently I'm just using a sector control game mode that works fine just using modules. What I've done is make it so dying and respawing for players doesn't take away tickets and the cap area is a tiny area in the middle of the map which players will ignore (this is a private multiplayer things so we just agree to ignore it) Now the point of the question. There is also a bunch of AI trucks driving around, when one of them dies I want it to take a specific number of tickets away from the side it belonged too. Therefore, destroying all of Opfor's teams AI trucks would mean they have no tickets and Blufor Would win. Is there something I could stick in the AI trucks "Init" in the editor that would just remove a number of sector control tickets for it's side die upon death?
  9. Author: JTS Introduction Open world post-apocalyptic cooperative mission with a story line. This is the continuation of Virus X - Scientists & Virus X - Antidote. Search for food, ammo and weapons to survive. The nights are dark and the weather is hostile Description August 15, 2028. 5 years have passed since the last stalkers made their way to Chernarus to find their comrade who survived after being bitten by an infected. The survivor was rescued and successfully delivered to the military base of the Russian Federation, which is located near Chernorussia. Everyone hoped that he was an antidote that would help to destroy this aggressive virus. However, the blood of the survivor could not destroy the virus, but only weakened it. The military created a special fluid that was sprayed with helicopters all over the island. Now, most infected people are weak and move very slowly. But most importantly that this fluid destroyed the most dangerous type of infected - demons. So now at night you can move much safer. Not long time ago a group of soldiers on their special mission found secret documents about patient zero, who was the source of the virus. It revealed that patient zero was transported several times from hospital to hospital at the time of the outbreak. A group of experienced stalkers who work with the military and have been in infected Chernarus more than once have been tasked with finding a patient zero and taking blood samples for research as well as collecting all data about patient zero and leave Chernarus Features - Inventory (Virus X - Antidote, modified) - Dynamic weather - Day/Night cycle - Toxic rain, which depends on the weather - Story scenes - Extended car driving (Camera shake when driving. The strength depends on speed and what type of surface you drive) - Visual task-waiting function (Task starts when all players are in the task area) - Custom task system - Highly modified 'ravage' settings - Custom loot system (Virus X - Antidote, modified) - SP & MP compatible - Compatible with JIP - Save-game support - Push object function - Ability to drop an item from inventory (Virus X - Antidote) - Post-soviet color correction - 2 localizations: English & Russian - Random start-location Notes - Not working on dedicated server - In ARMA 3, loading mission from a save does not happen the way you think - Correct way to load saved game: Go to lobby (Here you see players in slots), go back to mission list (Here you can see and select island), select Virus X - Patient Zero and press 'Continue' button - Incorrect way to load saved game: Go to lobby (Here you see players in slots), press 'Continue' button - Use correct way to load the game from a save. Otherwise you may get the slots lost - Use J button to to open tasks - There are 2 actions when you loot objects: First is from ravage mod, called ' Search' and second is Virus X, called 'Inspect'. So don't forget to check if this action is available - It is recommended to enable music in your game settings - Read briefing carefully - NOT COMPATIBLE WITH ACE and other mods, which change the behaviour of AI (like ACE) - Be sure you disable all not needed mods before you start the mission (Mission will be disabled if using prohibited mods) - To avoid problems, it is recommended to run the mods in a specific order (See steam workshop) - Recommended monitor settings: 1920x1080, 16:9 - Recommended In-Game UI settings: (UI Size: Normal) - Be careful when pushing objects. Arma doesn't like when you play with its physics - Don't forget to save the game before leaving the mission - If host-player die - the mission will be failed - If you're a client and you got killed, it is better to load saved game. Otherwise the slot is lost - You can't save the game when you , for example: Driving a car, in a story scene or toxic rain is in process - 3 players in cooperative mode - Sometimes, when you load the saved game - an error may appear. This is some kind of protection against the uknown wind bug that happen on Chernarus. Just follow the instructions and you're good to go Credits & thanks Urban (Mission testing) LinkinPunk (Script testing) ALIAScartoons (Monsoon script, Tornado script) Asaayu (Abandoned Roads script) Screenshots Requirements - CBA A3 - CUP Terrains - Core - CUP Terrains - Maps - CUP Weapons - CUP Units - CUP Vehicles - Ravage - PLP Containers - MrSanchez' Headlamps Download (Steam workshop) Download (Armaholic) (Recommended)
  10. Hi. I'm new to Arma 3 scripting and mission editing. I have problems when I try to play my MP mission with some friends: 1. I have some custom textures on billboards and flags on my scenario: for billboards on their init: this setObjectTextureGlobal [0,"texture.paa"]; and for flag: this setFlagTexture "Flag.paa"; I tried the scenario on eden as SP and MP myself and was working as intended. Unfortunately when me and my friends try to load the real game with me as a host/server, we have some texture missing warnings. The strange thing is that not all the textures are missing, some of them are loading, and others don't. All off them are placed on the mission root folder. Seems that is related with a path Issue because they get on the warning my local path "D:/users/me/..blablabla.../mp_missions/misionname/" I double checked and all my textures are relative like the one you can see above. tried to re-save the mission without binary option and they told me got a script missing warning also. I learned that setFlagTexture is not MP compatible: "In MP this command has to be executed where Flag Pole is local. If you add Flag Pole in the editor, it will be local to the server, so executing setFlagTexture on the server will change flag texture on all clients. The command is also persistent and is synchronised for JIP clients." I dont understand this at all. Where I should do this. Should I add a line on the init.sqf that says something like: if (server) then { private myflag setFlagTexture "Flag.paa"; } about the missing path issues, i found this post: http://killzonekid.com/arma-scripting-tutorials-mission-root/ is this related with my issue? which one of this approaches mentioned there should i use? or should I load the setObjectTextureGlobal of each texture in the initPlayerLocal.sqf file instead? or Load them with a remoteExec? can someone provide me a snippet of how to do this correctly? Please advice.!! 2. I placed some units: all of them are with BIS_fnc_ambientanim: [this, "LISTEN_BRIEFING", "MEDIUM"] call BIS_fnc_ambientAnim; 0 = this spawn {waitUntil {behaviour _this == "combat"}; _this call BIS_fnc_ambientAnim__terminate;} and the same as the other problem. When i test it myself works fine. when I'm with friends the position and altitude of all the units are messy, they sometimes are far away, and some do others don't. som do the anim, others don`t. some are trapped in between the first and second floor. What can i do? 3. I would like to know how to test the mission like if I was one of the clients. how can i achieve this? Thank you so much. i really appreciate any help or advice you could give me. thanks.
  11. I've had a recurring problem within Arma 3 for the past year or so and it's prevented me from really playing the game. Every time I try to join a server, it doesn't matter what server (as long as it's not an official server), it always says "Battleye Initialization Failed". Every single time for the past year or so i've been trying and without fail it never works. I've tried uninstalling and reinstalling, installing battleye straight from their website, moving game directory locations, i've tried it all but nothing ever seems to work. I just want to be able to play again and i've tried contacting everyone I know of but nothing i've ever tried has worked.
  12. Access Points A simple to use system which allows mission makers to easily setup access points that allow players to reach places they wouldn't be able to normally reach (but should) *whew*. Why'd I make it? Because Tanoa looks pretty, but the skyscrapers don't have interiors, making players unable to access the rooftops by foot. Download: http://files.bitdungeon.org/arma/AccessPoints.Tanoa.v0.3.zip Multiplayer Compatible! Updated on 6-9-2016 Demo Video License http://www.gnu.org/licenses/gpl-3.0.en.html Setup Preliminary: Copy the "AccessPoints" directory into your mission. Copy the "execVM" statement into your mission's "Init.sqf". 1. Find yourself a nice building that you want to rig. 2. Place a trigger that you want a player to enter to access the roof. 3. Resize the trigger to better fit the doorway (optional) 4. Change the "Text" attribute of the trigger to follow the format "AccessPoint_UniquePairNameHere". This distinguishes this access point pair from the others. 5. Apply the change to the trigger text. 6. Copy the trigger (or create a new one, if you hate yourself). 7. Paste the trigger at the position you want players to be able to access. 8. Tweak the rotation and scaling of the new access point to your heart's desire. 9. Start the scenario and test it out! 10. Boom! That's it! You got it done like the badass you are. Changelog
  13. I'm doing some sector control missions, and I wanted to know is there a way to subtract more than 1 ticket on a player death?
  14. I am trying to finish my custom warlords mission, but have ran into a snag and cannot seem to locate the answer I seek. The unoccupied player slots are not able to be disabled due to the "DisabledAI" command breaking the warlords module spawns. Therefore, all the unplayed player slots are just idle until the sector has been assigned, then get teleported near the target by use of BIS_fnc_relPos. I was able to disable the movement by code and set the condition for code activation by the isPlayer command; but due to the base placement, the warlords units spawned still need the teleport ability to avoid a very lengthy swim time. The units should still be able to use all the options if a player takes the slot, or is JIP. I was going to have them utilize the Zen_OccupyHouse if they are staying at base (hopefully I can enable movement and they don't try to just swim there). This is needed for both West and East playable units. Any help to bypass the teleport initialized by Warlords would be wonderful.
  15. Hi guys, I recently build a Vietnam warfare server which is based on the Vietnam warfare mod called: Insurgency Vietnam, created by Baton on Steamworkshop, and is base on Multiplayer CO-OP game play, if you are interest in it, please come and take a look. Server Name: Ooari Group World Vietnam Warfare | IP address: 199.60.101.242:2317 Requirements: Insurgency Vietnam mission The_Unsung_Vietnam_War_Mod
  16. TFM Missions Presents TFM: TERRORIST HUNT Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1914183097 TheFerretMaster Missions presents ArmA 3: TFM: Terrorist Hunt, a simple dynamic CQB game mode with a highly original name. This scenario simply lets you select a building, fill it full of enemies, then go kill them. No modifications are required and, due to the customisation and simplicity, this game mode is compatible with all/almost all modifications. The mission is fully customisable, easy to port to new islands, change enemy AI or limit player equipment. Features: Simple scenario, pick a building, pick the number of enemies, start location and time of day - then go clear the building. Mission automatically resets, allowing you to pick a new building and start again. After each building is clear, mission gives you performance data such as mission time and number of shots. Easily customisable, allowing you to use any mod with TFM: Terrorist Hunt Can be ported to new islands in less than a minute If you want to port TFM: Terrorist Hunt to new islands, change the enemy AI or limit the arsenal selections, watch this video to learn how: Changelog: v1.1 Improved location placement to make each come from a different direction Stopped box/satellite dish mating rituals
  17. PVT. james_u7qobv7

    Place-able Aircraft Carrier

    Just a place-able carrier that we can do Carrier-Ops off of would be wonderful. I have always wanted to do carrier-ops in Zeus, doing things like CAS requests, transport, amphibious assault, ETC. So if any Bohemia staff/developers look at this forum thread keep this in the back of your head.
  18. Hi, i got the following drawIcon3D script that shows the players names above their heads: onEachFrame { _units = nearestObjects[(visiblePosition player),["Man"], 17]; _units = _units; { _color = switch (playerSide) do { case (EAST): {[1,0,0,1]}; case (WEST): {[0,0,1,1]}; case (independent): {[0,1,0,1]}; case default {[2.55,0.55,0,10]}; }; if (side _x isEqualto playerSide) then { if (!(lineIntersects [getPos player, getPos _x, player, _x]) && alive _x) then { drawIcon3D [ "", _color, [visiblePosition _x select 0,visiblePosition _x select 1, (visiblePosition _x select 2) +((_x ModelToWorld (_x selectionPosition "player")) select 2)+ 1.83], 45, -2, -1, name _x, 2, 0.035, "Puristamedium", "center" ]; }; }; }forEach _units; }; the problem: this shows also the names thought objects where i cant see the player normaly... how can i fix this? also it would be nice if my enime is in a car i would see his name above the car (not works now). Thx for your answer's 😄
  19. Hello everyone, hello community! 🙂 I am about to start testing a new multiplayer style. A new type to me, of course - sector control. I have a tutorial video of how to create such a mission. - inside this video you can see that a sector module has been created, synchronized to a trigger which represents the capture area - it is easy to set x numbers of such areas with modules and triggers to cover the whole map or a larger area, for example, with the option to choose the percentage of presence in order to retake it - let's say I want to create 10 such areas. I need a script that checkes if: example 1: more than 50% of them are taken by one side or another (which means 6 in my case), OR example 2: all of them are taken by one side or another. I think it will be easier to check the second condition, but I am not sure because it won't be easy to hold off all 9 sectors under your control while trying to retake the last one. You will need to place a lot of AIs around them or have a lot of teammates playing with you with proper good skills. So, after all, we need a script for one of these options to be checked, or may be you can mention and add another one as a better solution. In this case, do I need to name the modules OR the triggers and what would the script look like? When a condition is fulfilled it should end the scenario - for example if you play for the BLUFOR (west) or OPFOR (east) and you win or you loose, such a condition can be checked in order to end the scenario. I hope you get the idea. It will be interesting if there's additional condition to make the game longer in a win-loose ratio, let's say 2:1 or 3:2 rounds won for one of the teams. I wonder if this can be done... Thank you in advance and cheers! 🙂
  20. Immersive-sim Arma 3 gamemod set in the decades following the downfall of modern society to a deadly viral outbreak. Your goal is carve out your own space in this hostile world and decide whether or not to take part in a war that is raging between the rival factions that have taken over the land. Surviving means making alliances and taking what you need from opposing factions, whether that be skills, resources, or their lives. Features - Persistent multiplayer sandbox environment. - Factions: The order: Rangers, Nomads, Survivalists. Anarchists: Outlaws, Scavengers. Outsiders: Hunters. Undead (WIP). - Strongholds: Fight and capture various persistent points of interest. Get rewards that depend on the captured point. (WIP) - Custom animations/Interaction system: Parkour. New melee weapon system. Various interaction animations(WIP). - Custom Damage system: Broken bones, Bloodloss, Wound effects, Fixed various arma damage behaviour bugs(clipping, floating). - Hybrid 1st/3rd person system: Custom 3rd person view camera. Vehicle 1st person view. - Tools: Inflame players with crossbow Fire Bolts or using Fuel + matches. Set traps using Bear traps and Tripwire mines. Tranquilize players using tranquilizing needles or ammo. - Arsenal: Custom guns, including hunting rifles and shotguns. Custom realistic soundshaders, including realistic attachments(suppressor) sounds. - Immersion/Horror: Custom lighting, including natural nighttime lighting and full use of TrueSky system. Ambient music. Mystic creatures (WIP). - Hunting/animals: Track and hunt animals. Chop woods, make campfire and cook meat. - Dogs/Taming: Tame dogs, give them commands. Watch their state, heal and feed them. Kill and defend yourself versus hostile player's pets. - Survival: Desease, Radiation (WIP), Scarce fuel resources, Hunger, Thirst. - Construction: World: Build crates, camonet stashes, secret stone stashes. Havens: Lock your own haven. Reinforce and modify it. Build various furniture. Raid(destroy) and rob other havens. Reinforce your haven to protect it. Gameplay: - Explore hostile post-apocalyptic environment. - Progress your character. - Cooperate with friendly classes. - Fight for objectives. - Try to survive. - Raid, steal and rob / Build, hide and reinforce. Or just give up on this hopeless and unforgiving world. This is a multiplayer-only addon that is required by BreakingPoint Second Wind servers. Links: Steam Workshop Discord How To play?: Servers: Sunken Altis: Server name: [EU#1] Second Wind Address: 185.137.234.152 Port: 2402 Screenshots: Livonia server has been shut down and will be replaced by Katya terrain by Blud when it comes out. Server name: BreakingPoint[#1]: SecondWind Address: 185.137.234.152 Port: 2302 Videos: Screenshots: Custom Lighting: Gameplay: ##Credits: - Breaking Point team for their open-source gamemod platform. - LordJarhead for permission to use and build custom soundshaders utilizing legacy version of JSRS framework. - lordFrith for permission and kind sharing of his Frith's Ruin mod work. - dame2010 for providing source models and assets of his Horror mod: https://steamcommunity.com/workshop/filedetails/?id=1556296528 - IN005 for permission to use his headgear assets which you can find in his MadArma mod: https://steamcommunity.com/sharedfiles/filedetails/?id=815962700 - Lythium team for permission to work with their custom skybox. ###License: Content is released under Arma Public License No Derivatives (APL-ND): https://www.bohemia.net/community/licenses/arma-public-license-nd with the exception of open-source parts which are specified in README-LICENSE.md file (can be found in gamemod folder).
  21. Good evening, community! I have found and used a couple of scripts that make enemy AI units surrender in singleplayer (SP). For example, when almost the entire enemy squad is dead and only 1 or 2 units are alive, they will surrender no matter other conditions. And I said "other conditions" because during the last 2 days I've read a lot of topics with information about their behavior and moral as a condition to make them give up. But this is not the case or the result I am looking for. I need a proper script for cooperative and multiplayer missions to give any enemy the possibility to surrender when forced to. If that with the moral is the right way to succeed, I am in! Thank you in advance and cheers! 🙂
  22. Hi, everyone from the community! I have an old MP co-op mission that I am willing to remake or upgrade, using more slots, more mods, more options and extra content. This is the mission I am talking about. I, as a host, can see 4 different messages while in game. 2 of them are Text1.sqm and Text2.sqm, which are shown after the player (in this case me) gets close enough to an object as a condition. The other 2 are informations about 2 specific keys for a menu and CAS system, provided by AliVe. 1. I want to know if the other players who join the game are going to see these texts as well, as I guess, am going to be the only one having the files in my mission's folder, and when people join, they are only going to download the mission.sqf file without these additional files. Correct me if I am wrong. 2. Are there any other ways to make all players see these messages when joining the game session, using a specific and concrete condition checked by a trigger OR already existing in some of the mission's files, for example in init.sqf, so all the players would have this option as well? 3. If this way from p. 2 is possible, what code should I use? Is this something like a check (let's say: "waitUntil..." and then the result appears)? Right now I am using an object for the player as a condition and I receive the messages, but I am not sure if all other players are going to see them, too, so what would make this possible for all playable units? Thank you very much in advance! Cheers! 🙂
  23. Hello A3 Community! Since there is no topic on HoldAction optimization and tweaking I wanted to create one so we could perhaps answer some questions and share our findings. I love the holdActions implementation in Arma 3 far better than addAction but there is always the concern about performance and multiplayer compatibility. My first question would be: 1) Are Lazy evaluation/Successive condition check doable and beneficial for holdAction conditions and if so how could I implement it and optimize this example holdAction: The holdAction is added to the players and displayed when the conditions are met. The script that adds the holdAction is executed from init.sqf: nul = [] execVM "vTakeDown.sqf"; The conditions are: I worry that these many conditions might affect performance specially when adding other similar player holdActions but targeting only civilians etc. Question nber 2: How many holdActions can we add to a player before it starts lagging things out for that particular client?
  24. 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
  25. Greetings to all. I usually use this script to spawn (on trigger position) hunters to hunt the players (on foot) in my multiplayer mission (dedi) and its works perfect. But updating the mission and adding vehicles for the players I realized that when a player is inside a vehicle and activates the trigger and then gets off the vehicle and continues on foot, the hunters reach the position of the abandoned vehicle and stop there, do not continue chasing the player on foot. Any help or advice is welcome. Thank You! Trigger size: 390 x 390 Activation: Any Player ActType: Present Server Only: yes Cond: this OnAct: null = [thistrigger,thislist] execvm "4hunters.sqf"; 4hunters.sqf _PosTrigger = _this select 0; _objetives = _this select 1; _objetive = _objetives select 0; if (isserver) then { private ["_hunters", "_leaderhunters"]; _CountEnemies = {alive _x && side _x == independent} count allUnits; //Spawn hunters if less than 100 enemies on the map if (_CountEnemies < 100) then { _SpawnPos = position _PosTrigger ; _hunters = createGroup independent; _hunters = [_SpawnPos, independent, ["I_C_Soldier_Para_2_F","I_C_Soldier_Para_1_F","I_C_Soldier_Para_2_F","I_C_Soldier_Para_1_F"],[],[],[],[],[],260] call BIS_fnc_SpawnGroup; //Move to player position _leaderhunters = leader _hunters; _leaderhunters move (position _objetive); _hunters setCombatMode "RED"; _hunters setBehaviour "AWARE"; _hunters allowFleeing 0; 0 = [_hunters,_objetive] spawn { while {true} do { params ["_hunters","_objetive"]; sleep 3; //If the player who activates the trigger moves more than 400 meters away, the hunters are deleted if ((_objetive distance (leader _hunters)) > 400) exitWith { {deleteVehicle _x} forEach units _hunters; }; }; }; //When the hunters reach the position where the trigger is activated (and the player is not there) wait 3 sec and update the player's new position. while {true} do { // _leaderhunters = leader _hunters; if ((unitReady _leaderhunters) && {(alive _leaderhunters)}) then { sleep 3; if (({ alive _x} count (units _hunters)) != 0) then { _leaderhunters = leader _hunters; _leaderhunters move (position _objetive); _hunters setCombatMode "RED"; _hunters setBehaviour "AWARE"; _hunters allowFleeing 0;};};}; }; };
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