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Found 484 results

  1. jake maisy

    Maisy's Mil Sim

    would any want to join my mil sim group i am creating? i have a server and we plan on doing zeus made missions, and campaigns on the weekends, we are scheduled to launch this coming Saturday and really need players, theirs no recruitment atm we are looking for players that just want to have a good time and enjoy aspects that Arma 3 offers that a lot of players dont get access to, there are no time requirements or skill requirements, We do plan on being realistic and structured but at a its a video game and we are going to make sure we have fun kinda view. discord with more information https://discord.gg/Wx3vQw4
  2. Hey guys! Total Rookie comeing to scripts and need help with a smaller problem. I wan´t a function where players on a dedicated server, can walk up to a object and with the holdactionkey get intel, and new tasks etc. And also send the intel aswell as create the task for all players on the server. Thing is I have got everything working (sorta) For some reason the intel and the new task thats being created is only being created for the player thats interacting with the object. example, a group of players walks up to the object. Only one of them interacts with the object thats giving them Intel in a intel tab. after a while it creates a new task. Only the player that picked it up can see it on the map. Played through a couple of missions and sure it´s emmersive thats players need to share the intel, however it causes some problems that not everyone can see it. here is the setup i´m using: on the mission I place down 1 object and nameing it in the veriable field: Intel1 Then i place down a trigger with: Heres whats inside intel1, I know theres alot of stuff, but might aswell keep it all so you pros can see whats wrong. Thank you all! BR Killet
  3. Hi, I'm still looking for the best way to manage some revive heal in SP and MP session. SP works fine but I can't find a reliable solution for MP, with the EH handleDamage. Restarting from the basement, I'd like to share this test I can't explain the result: I placed 2 playable groups in editor. and 1 trigger (true) to run this code: {_x addEventHandler ["handleDamage", { params ["_unit","","_dam"]; hint str (getAllHitPointsDamage _unit); _dam min 0.86 }]; } forEach allunits; This code is running on each hosted/clients. The EH is supposed to limit all the hits at 0.86 max. This way the unit is wounded but never die (OK in SP or units on hosted server). PS: I know, I can write the hint inside of a loop rather than inside of the EH, but that doesn't change anything for the following issue: If I JIP on the 2nd group leader, so the group will be remote to the client's PC. The group owner changes. Normal. Then if I continue to fire against these remote units, the EH still fires (I can see the new value for getAllHitPointsDamage), so the hint is "ok" then the EH code runs but the remote units die! - I can shoot the units of my group: they never die, - all remote units are dying... Everything goes as the EH fires locally (normal: E.L.) but this localization is not updated to the new localization of the unit! This EH is hard to manage, even for so small behavior as modifying a value for hit damage. I miss something, probably. Any help appreciated. Thanks.
  4. Ry4nD

    Seals.Malden

    https://steamcommunity.com/sharedfiles/filedetails/?id=1530574889 Halo into the hot zone and complete all tasks, don't forget your parachute! Good luck. git clone git@gitlab.com:rcantec/seals.malden.git SEALS.Malden Halo into the hot zone and complete all tasks, don't forget your parachute! A full MILSIM experience, Good luck. This is the 1st edition of the mission and is a WIP, a unique experience. This mission is designed for a multiplayer environment, however you can also enjoy it in single player. I hope you enjoy it as much as I do. To play this mission the following addons are required; ace;RHSUSAF;CBA_A3 The mission is compatible with all other addons. To begin using the Software; 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, cobra4v320 and PHRONK for the use of their scripts to make some 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) rights reserved. Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) https://creativecommons.org/licenses/by-nc-nd/4.0/
  5. Steam; https://steamcommunity.com/sharedfiles/filedetails/?id=1527503124 Git clone ; https://github.com/rcantec/Sandstorm-ace.takistan.git Insurgency style mission for Takistan, complete with all the tools you need for a full MILSIM experience. This is the 1st edition of the mission and is a WIP, a unique experience. This mission is designed for a multiplayer environment, however you can also enjoy it in single player. I hope you enjoy it as much as I do. To play this mission the required addons are ACE, CUP Terrains, Maps, Weapons, Units. CBA_A3. The mission is compatible with all other 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, cobra4v320 and PHRONK for the use of their scripts to make some cool 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 Doctor Vanilla rights reserved. Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) https://creativecommons.org/licenses/by-nc-nd/4.0/
  6. 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.
  7. I want this script to be used for all civilians that spawn in an insurgency esc mission
  8. Hey, all. Just wrote this event handler script the other day, and I hope to eventually implement it into a multiplayer mission. Now, I want the event handler to assign to all players on the server, so I thought I'd just create a forEach loop with the allPlayers array. The problem is, when I make reference to the _z variable within the loop it seems to mess with the commands and produce all kinds of compiling errors. As a bit of a run down, the event handler activates when the player fires their weapon. If there is a civilian in a vehicle, within 20 meters, who possesses a detonator, as well as an explosive device attached to his car, there will be a 75% chance they will detonate it. In addition, if there is a civilian driver within 50 meters, who merely carries a gun, he will be assigned to an enemy side and made enemy to the player. Now, the obvious issue is, throughout the code, the variable "player" is used, and from what I understand, it is no recommended to use it in multiplayer, hence the "forEach allPlayers" loop. Now, I thought it was merely a matter of substituting the player variable with _z, which represents a player from the allPlayers array. However, like mentioned above, it seems to cause quite a long list of errors. To be clear, the code as depicted below works flawlessly in the editor environment. Here is the code: { // All Players _z = _x; _z addEventHandler["Fired",{ _obTemp = nearestObjects [player, ["Car"], 50]; _manTemp = nearestObjects [player, ["Man"], 50]; { // All vehicles in a 50 meter radius of the player _y = _x; _hasWeap = false; if (! isnull (driver _y)) then { if ("ACE_M26_Clacker" in items driver _y && count (attachedObjects _y) > 0) then { if ((random 100) > 25 && (player distance _y < 20)) then { [(attachedObjects _y select 0), 1] call ace_explosives_fnc_scriptedExplosive; }; }; }; { // The occupants of the aforementioned vehicles _w = _x; { // The weapons of the aforementioned occupants if (_x != "" && side (driver _y) == civilian) then {_hasWeap = true}; [east, "HQ"] sideChat format ["%1", _x != ""]; } forEach weapons _w; } forEach crew _y; if (_hasWeap) then { _agGroup = createGroup (selectRandom [WEST, INDEPENDENT]); crew _y joinSilent _agGroup; { // Members of the new hostile group _x enableAI "ALL"; } forEach units _agGroup; _agGroup leaveVehicle _y; }; } forEach _ObTemp; { // All AI units in a 50 meter radius of the player _y = _x; _hasWeap = false; _unitAr = []; { // The weapons of the aforementioned AI if (side _y == civilian && _x != "") then {_hasWeap = true}; } forEach weapons _y; if (_hasWeap) then { _x enableAI "ALL"; _unitAr = _unitAr + [_y] }; } forEach _manTemp; _agGroup = createGroup (selectRandom [WEST, INDEPENDENT]); _unitAr joinSilent _agGroup; }]; } forEach allPlayers; Fair warning: I know nearly nothing about all of the multiplayer scripting quirks (and am only a beginner at programming in general), and have very little knowledge on what should be executed on solely the server, or what should be executed globally, or what should be executed by the clients, etc.. So, and pointers are more than welcome. at this point, I just need to know if I am barking up the right or wrong tree with how I am doing things.
  9. Hi guys, Today I come to a query to know if I could make my first Script correctly, //init.sqf bluNums = west countSide allPlayers; while {true} do { { if (!alive player) then { bluNums = bluNums - 1; if (bluNums <= 6 && _downAllies) exitWith { detenerTiempo = true; "EVERYONELOST" remoteExecCall ["BIS_fnc_endMissionServer", 0, true]; _downAllies = false; }; }; } forEach allPlayers; }; This script was written to indicate to the system that when they have killed a number of blufor soldiers the game ends as lost, since there are 16 blufor but I wanted the counter to subtract to the global variable -1 and to reach 6 finish the mission, because I put a player counter. The script is fine? or do you see any failure or improvement? thank you very much
  10. Hello everyone, I would like to know if someone explains to me, how can I do persistent scripts? that although a player to disconnect and reconnect the information continue to be provided since the server started? Example: A counter that is shown to the player, but when it is disconnected and reconnected can return to see the time, the same with the current time since it started? I have a counting clock, but my problem is that when someone disconnects and reconnects they can not see it anymore and if I do a JIP when the player reconnects the time starts again when the mission is not over yet. Does someone tell me how to solve it?
  11. Hello Arma community. I am trying to get bright nights on my server via SetAperture or SetApertureNew commands. But the only way I managed to get it working is by creating "while do" loop at the beggining of init.sqf with setaperture inside it, which obviously stopped all other operations. I tried different approaches, either by creating new sqf files with setaperture loops or by calling it client-side in init.sqf, but nothing worked for me so far. Also, I know there is a setting in cfgworlds for aperture. But that's not what I need. I'd like to change apperture depending on the server starting ingame time, so that it checks if there is a night or not. This can only be done via scripting. My end goal is to bring nights into the competitive multiplayer Arma games, and setting custom Aperture looks like a pretty nice solution(if it works) to gamma-abuzing and other nasty stuff.
  12. Hello, I am in need of your guys's help when it comes to calling some functions or simply executing scripts for each player individually within Multiplayer. With the help of some friendly folk from the BI Forums I managed to come up with the below script. However, long story short is: I wanted to make a "civilian interaction" script which would allow all players to order civilians to "Get Down!" as well as "Get Out!". It is supposed to work after player respawn as well, so that's also worth pointing out. The script works fine until the point we connect to MP. From there it works only for my character (the civilian gets down and leaves the area when issued), but it does not work for other players on the server. They just play gestures and screm the voicelines I put there, but the civs do not react. I dare to believe it is due to how the script is called, where it is placed and probably something with the locality of the script and the civs called by it, if you may. I have tried calling functions, placing it in initPlayerLocal.sqf, but for the love of me, I cannot figure it out... This is how it looks currently: initPlayerLocal.sqf if (side player == blufor) then { player addAction ["Na ziemię!", {cursortarget call CivDown}]; player addAction ["Wynocha!", {cursortarget call CivGoAway}]; }; acim_fnc_playActionNow = { _unit = _this select 0; _gesture = _this select 1; _unit playActionNow _gesture; }; CivDown = { _civ =_this; _side = side _this; if (( _side == Civilian) && (_civ isKindOf "Man") && (alive _civ)) then { _random = 6; _randomResult = floor(random _random); switch (_randomResult) do { case 0: {[player, "get_down_on_the_ground"] call CBA_fnc_globalSay3d;}; case 1: {[player, "get_down"] call CBA_fnc_globalSay3d;}; case 2: {[player, "freeze"] call CBA_fnc_globalSay3d;}; case 3: {[player, "freeze_2"] call CBA_fnc_globalSay3d;}; case 4: {[player, "stop"] call CBA_fnc_globalSay3d;}; case 5: {[player, "stop_right_there"] call CBA_fnc_globalSay3d;}; }; [player, "gestureGo"] call acim_fnc_playActionNow; sleep 1; if (player distance _civ < 40) then { _civ disableAI "MOVE"; sleep 0.3; _civ setUnitPos "DOWN"; _civ setBehaviour "CARELESS";} }; }; CivGoAway = { _civ =_this; _side = side _this; if (( _side == Civilian) && (_civ isKindOf "Man") && (alive _civ)) then { _random = 6; _randomResult = floor(random _random); switch (_randomResult) do { case 0: {[player, "move_it"] call CBA_fnc_globalSay3d;}; case 1: {[player, "go"] call CBA_fnc_globalSay3d;}; case 2: {[player, "move"] call CBA_fnc_globalSay3d;}; case 3: {[player, "get_the_hell_outta_here"] call CBA_fnc_globalSay3d;}; case 4: {[player, "move_your_ass"] call CBA_fnc_globalSay3d;}; case 5: {[player, "off_you_go"] call CBA_fnc_globalSay3d;}; }; [player, "gestureGo"] call acim_fnc_playActionNow; sleep 1; if (player distance _civ < 40) then { _civ enableAI "MOVE"; sleep 0.3; _civ setUnitPos "UP"; _civ setBehaviour "COMBAT"; _civ move (waypoint_trigger call BIS_fnc_randomPosTrigger);} }; }; I have also created a onPlayerRespawn.sqf which looks basically the same in case the action gets lost, so since the current state requires the script to work after respawns, it leads me to believe that all of it should not be placed in initPalyerLocal in the first place. I will be extremely grateful for someone helping me out with making the script work for all players and allowing them to order civilians to move. Thank you! Adam
  13. Im looking for a team to help me put together a mission, the mission will be insurgency but more complex like frontlines but with ace winds and acre. it will have communication towers that can actually knock out long range communication between team members. it will require teamwork as logistics will be important. please contact me with an help, ideas, etc. Websternick01@gmail.com
  14. I've been building a mission for the better part of a week now and I have everything working the way I want it, triggers are firing spawning AI, scripts are executing blowing players up its quite lovely. However with everything kicking off and running well (or at least running) I cannot get my spawn system to work properly, mission specifics in spoilers. My description.ext My init Some example scripts Any help is greatly appreciated, I'm kind of swimming in it right now and I haven't a clue what to try next... This mission is running on a dedicated server.
  15. Hi guys, I'm building a sort of training map that's getting to be quite ambitious the overall objective being to allow for multiplayer training of equipment and tactics in arma. I have a lot of equipment down and have been creating scenarios etc... for each type of equipment to instruct players how to respond to the specific scenarios. I have a few transport helicopters (little birds) placed in an area with a trigger encapsulating them (10m height) the condition of the trigger being "This" and this code in the upon deactivation field This all works great however I am running this on a dedicated server and it seems only the pilot has control of weather or not the specific vehicle component is damaged, I would like if the copilot could control this so as to have an instructor in the copilot seat randomly disabling components at inconvenient times.
  16. So, I have owned ArmA 3 for a while, (a bit more or less than a year, I sorta forgot...) but I haven't really played it much. I would like to play on a multiplayer server. The only issue is, I can't find any servers that are suitable for beginners like myself. Can anyone of you guys please direct me to some good beginner servers?
  17. Hi people, I need a little help here; Some good person can tell me what script would help me insert an image centered on an intro outro Example: before starting the mission.
  18. I made this large scale (120 slot) CTF mission at the end of last year but haven't done anything with it since so I thought I'd release it. My main intention is for it to be reading material for other developers however setup instructions are included so you're free to host it if you wish. I wouldn't look through this for quality scripting practices and optimization tips because even I'm a bit triggered by some of the stuff I saw while preparing for public release, but the concepts and general structure of the main systems could be helpful for some. The full story is on the repository so be sure to give that a read, and hopefully someone finds some use from it. Repository: https://github.com/ConnorAU/Capture-The-Flag Discord: https://discord.gg/DMkxetD
  19. Ry4nD

    Sandstorm

    Steam Link https://steamcommunity.com/sharedfiles/filedetails/?id=1478897076 # Sandstorm.takistan Git https://github.com/rcantec/Sandstorm.takistan Insurgency style mission for Takistan, complete with all the tools you need for a full MILSIM experience. This is the 1st edition of the mission and is a WIP, a unique experience. This mission is designed for a multiplayer environment, however you can also enjoy it in single player. I hope you enjoy it as much as I do. To play this mission the required addons are CUP Terrains, Maps, Weapons, Units. CBA_A3. The mission is compatible with all other 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, cobra4v320 and PHRONK for the use of their scripts to make some cool 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 Doctor Vanilla rights reserved. Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) https://creativecommons.org/licenses/by-nc-nd/4.0/
  20. Hello everyone, I have a question with the triggers, if I create an activator: How do I make that trigger belong to an owner, say that it only activates if a certain group or a certain object is present?
  21. Hello, is there any way to set the view distance in an official server? I play on Zeus official servers quite often and the view distance being so low almost renders aircraft pretty much useless, namely jets. Any way to fix this?
  22. Hi, I need a help guys, can someone make me a simple script, where the enemy on the map chases the player wherever he moves? I tried some but I did not do anything, I have not been doing anything wrong, could you help me with this please?
  23. II FaiD II

    Squad Play Idea

    Thought in regards to squad play: Would it be an idea to have X number (possible 4 squads of 4 due to map size) of squads all competing for one loot crate, they can either run to the loot crate and quickly extract (giving each squad member an item) or they could brawl it out to take the loot the other squads bought with them and extract (or carry on for the loot crate). Take all other loot off the map. The only loot available is what the players bring in or the golden shiny loot crate in the middle of the map! Would love to hear what people think of this.
  24. UNHOLY GAMING

    Friends joining lobby

    There should really be a way to invite friends into the lobby as soon as possible and if there is a way please tell me
  25. If you would be interested in a Arma 3 Earth RP where you control one of the many countries from the world, and play a long side other players as well as AI from alice and wage war on each other or develop new research from new tanks, building all the way to space technology for your country. ------------------------ The Schedule is for the RP Sunday: RP In-game (9:00 p.m. - 1:30 a.m./EST) Monday: No RP Tuesday: No RP Wednesday: No RP Thursday: Player-to-player Talks (All Day) Friday: Budget and Military Planning/Strategy (All Day) Saturday: RP In-game (9:00 p.m. - 1:30 a.m./EST) ----------------------- To join is very simple join this discord (https://discord.gg/pkhmm2J) where it's hosted. If you have any further question about the RP you can message thesmite on the Discord or on here and I will be happy to answer it.
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