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Found 391 results

  1. To cut it short since im a bit tired, i've run across peopel abusing their admin powers in Arma 3 Zeus of the Official Servers in an pretty much (what i would guess) permanently bannable way. I dont know if BIS is already aware of it and working on a fix but there are Admins using a Script (the one which'sName ive found out is called jam.) which they can copy paste into the Admin Console that activates a 3rd Party anti-Player kind of thing which kicks Players of the Server that are on something like a Blacklist and also keeps them kicked as long as the Server wont be restarted. If i understand this right since apparently i am on that list now too, an server i have played on had that activated and the admin was being extremely abusive with his powers. So ive asked the Players if we could vote a new Admin who isnt using his powers to troll and annoy us with ear raping Sounds, GBU's spawning ontop of us, him activating himself God Mode etc. has gotten that Admin angry and he put me on that Blacklist. Now after that has happend and apparently many peopel use that script when becoming admin, i get automatically "kick-bannend" for asking peopel on another server to vote for a new not abusive admin. Is that fair? No. Does that offend the Terms of Service Contract they're bounded to? I defently think so. My Question now that i want to PLEASE have answered is, if there is a way to get such Scripts bannable and removed from the Game since basically peopel something like "permanently" ban you from Zeus for trying to stop them from abusing their Powers ON OFFICIALY NOT TO THEM BELONGING SERVERS. Kind regards -Daniel DE Also excuse my broken english/gramma but im tired as hell coming home after an hard week having to deal with such bs. That kinda of fucks your Brain pretty badly.
  2. Hi! I'm Ezcoo, founder of Task Force Northern Wind. Task Force Northern Wind is intended to be a small group of developers specialized in developing multiplayer gamemodes and the required content for them in agile manner in Arma 3. The group name and logo describe the group's vision: just like the icy-cold northern wind hitting you in the face when you step out of the door in Nordics, our goal is to create immersive experiences that make players concretely feel, whether it's excitement, fear or passion. The group will be shaped by its members, which means that every member – including you – has a good chance to affect the direction we'll be taking in our future projects. I decided to found the group because I've been in the Arma modding (mostly mission editing) scene for years, but haven't accomplished much. I started as a complete noob back in 2012, having no idea of anything, but got constantly better at my niché, game design, with the right mixture of inspiration and perspiration. I consider myself pretty skilled in it nowadays. I've been part of several ambitious projects that didn't take off for some reasons: either they turned out to be too large projects for the team or – most importantly – the chosen development method was suboptimal considering the ambitiousness of the projects. Regarding the latter reason, it took me a while to understand why I was failing to deliver despite of having the honor to work with such amazing teams of developers I actually was working with. Eventually I figured it out. The reason is that I'm strongly the type of developer that utilizes agile methods with very short feedback loop and iteration interval. I've been working with and in teams that have had developers from all around the world, which lead to a single iteration lasting for a day or even several days, which, in turn, lead to difficulties in managing and designing the project on my part. That's why I decided to found Task Force Northern Wind – a developer group deploying a set of practices that utilize agile development and tight cooperation between developers, ultimately leading to better results. Task Force Northern Wind is looking for you, if you're able and willing to take part in development of multiplayer gamemodes during European noons, meaning approximately the time between 09:00 and 19:00 GMT. We're seeking people with a friendly and cooperative mindset; in addition, while tolerance to the consistently present bad humor is not required, it just will make your life a lot easier! If you're a scripter/programmer, we'd love to hear from you if: you master full stack development from database setup and integration to user interfaces in Arma, especially considering the multiplayer environment; OR you master some of the skills required in multiplayer mission development and you're available to work with other developers when they need you approximately during the above-mentioned time window. If you have other skills that you think we might be interested in, make sure to contact me on Steam or join our Discord and poke us! See you on the battlefield!
  3. Trailer: Welcome to BIRDY WARS - WHERE Little Birds SOAR.... LOL.. yeah.. always wanted to do something like that.. anyway, This is a mission I made based of "Heliborne" with focus on only ground support. Wanted the game with an Arma 3 flight model, so this is what I came out with. A project made out of fun, but I thought it would be fun so I decided to put in the workshop. I wanted to play Heliborne but I was looking for something closer to Arma 3's flight model and also wanted an actual reason to transport units and land them, rather than the usual heli-taxi mission you see made in the community. (Not because that's what the waypoint says, but because you have to insert the troops there to maybe flank or capture the sector faster.) So Birdy Wars is what came out of that desire. (I ended up focusing on this so much more than actually learning how to fly the helicopter though... T-T ) Wonder if I can make a trailer out of it :P Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1174045120 Dropbox: https://www.dropbox.com/s/rclahashddpbnxh/BirdyWarsV153b.Altis.pbo?dl=0 Quick SP and MP Description: SP (player in MP actually) - Be able to practise transporting troops to LZ or doing combat runs on AI running around to secure sectors - Just fly.... Don't bother about anything else MP - Go against each other to support your ground AI units to capture the sectors. - Play in Either Ground support Only or Pilot vs Pilot Actual Feature Description: - 6v6 Ground Support Only or Pilot vs Pilot modes (Set in Parameters; WIP) - 3v3 Ground-based Support (1 armed and 2 unarmed vehicles.) - AI-based Sector Control (You support the AI to capture the Sector) - Pawnee for combat roles and Humming Bird for support roles(Spotting, Reinforcements) - Vehicles available same way with armed and unarmed(only reinforcing.) - Spotting:- Apply enemy side in range with smoke/flares depending on day/night. (range set in parameters) - Reinforcements:- Pick up small units from base and inserting them close to sectors to make them assist the attack on the ground. - Simple Repair and Rearm function back in base after landed and engine turned off. - "Advanced" AI to move/attack sectors according to sectors controlled. - AI Patrols on sectors taken by their sides accordingly - Map Tracker to help keeping friendly units' position in check - RHS compatible; Specifically RHS USAF and AFRF. (Set in parameters too.). Default in Vanilla mode. RHS MELB and Humvee used for RHS Enabled games. - Added Parameter to allow armed players and also Virtual Arsenal ammobox near Spawn area. (Off by Default) Some Screens. Roadmap(Might sound a bit too massive though, lol) - Better Clean-up system - AI polishing. (Not like FFIS or bcombat, but just how the AI's waypoints is being decided.) - Limitations of different features to prevent overuse/server crash. Nonetheless, I do hope you had fun! Also, please do comment in regards to possible bugs so I can try to solve it as there is a limit to how much I can search and find with a single brain. PS: Please don't expect quick response and also quick solution to issues as I am doing this in my free time from work. Hope you can understand. Thanks.
  4. This script is best used with a keyhandler, however if you have a bit of experience with coding you can get it also work with addaction. This script works in MP ******************************** Download the sounds here (or use your own ones) Make a folder called sounds and put the two files inside this folder Put the following code in your description.ext class CfgSounds { class Siren { name = "Siren"; sound[] = {"sounds\Siren.ogg", 5.0, 1}; titles[] = {1, ""}; }; class Yelp { name = "Yelp"; sound[] = {"sounds\Yelp.ogg", 5.0, 1}; titles[] = {1, ""}; }; }; Put the following code in your keyhandler: case 33: {//F key if (_shift) then { _vehicle = (vehicle player); if (isNil {_vehicle getVariable "EmergencyVeh"}) then { _vehicle setVariable ["EmergencyVeh", false, true]; }; _ComVeh = _vehicle getVariable "EmergencyVeh"; if (vehicle player != player && (driver _vehicle == player && _ComVeh isEqualTo true)) then { if (isNil {_vehicle getVariable "siren"}) then { _vehicle setVariable ["siren", false, true]; }; _SirenState = _vehicle getVariable "siren"; if (_SirenState isEqualTo true) then { _vehicle setVariable ["siren", false, true]; } else { [[[_vehicle],"scripts\siren.sqf"],"BIS_fnc_execVM",true,false,false] call BIS_fnc_MP; _vehicle setVariable ["siren", true, true]; }; }; }; if (_ctrl) then { _vehicle = (vehicle player); if (isNil {_vehicle getVariable "EmergencyVeh"}) then { _vehicle setVariable ["EmergencyVeh", false, true]; }; _ComVeh = _vehicle getVariable "EmergencyVeh"; if (vehicle player != player && (driver _vehicle == player && _ComVeh isEqualTo true)) then { [[[_vehicle],"scripts\yelp.sqf"],"BIS_fnc_execVM",true,false,false] call BIS_fnc_MP; }; }; }; Create a folder called scripts. Inside this folder create a file called siren.sqf and put the following code into it: Private ["_vehicle"]; _vehicle = _this select 0; _repeat = true; while{ (alive _vehicle) && (_repeat isEqualTo true)} do { _vehicle say3D "Siren"; sleep 5.5; _repeat = _vehicle getVariable "Siren"; }; Inside the folder scripts create a file called yelp.sqf and put the following code into it: Private ["_vehicle"]; _vehicle = _this select 0; _vehicle say3D "Yelp"; Thats it! As always, if you have any questions feel free to ask! Cheers Puffin
  5. I've been having quite some headaches trying to figure out how to make a sidemission generator Basicly what i want is via player input (like pressing a button via addaction) to be generated a side mission with custom units on either a few specified possitions or on a random possition. I think it will be simpler by using scripts, but if there is a stragiht up init would be nice aswell If anyone can help it would be appreciated
  6. As part of a multiplayer mission, there's a downed AAF pilot. The unit is setUnconscious, and had a "revive" option. Here is it's .init: if isServer then {this setUnconscious true;}; this addAction [ "<t color='#B70000'>Revive</t>", { _help = [_this select 0,_this select 1] execVM "law\pilotRevive.sqf"; pilotRevive = true; }, "",0,true,true,"","(side _this == west) && (lifeState _target == 'INCAPACITATED')",3 ]; pilotRevive.sqf the following. params [["_casualty",objNull],["_caller",objNull]]; if ((isNUll _caller) || (isNUll _casualty)) exitWith {}; if (isMultiplayer) then { (_caller) playMove "AinvPknlMstpSnonWnonDnon_medic0"; sleep 5; (_casualty) setUnconscious false; (_casualty) playMove "AinjPpneMstpSnonWnonDnon_rolltofront"; sleep 4; //was 3 (_casualty) playMove "AmovPpneMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon"; sleep 5.25; //was 1.25 [_casualty,""] remoteExec ["switchMove",0,true]; (_casualty) enableAI "ALL"; (_casualty) setUnitPos "UP"; (_casualty) setHit ["legs", 1]; (_casualty) doMove [6675.358,11257.388,0]; sleep 2; (leader group (_caller)) groupChat "The pilot thanks us."; sleep 3; (leader group (_caller)) groupChat "He says we can go. He will radio for CasEvac."; sleep 1; } else { (_caller) playMove "AinvPknlMstpSnonWnonDnon_medic0"; sleep 5; (_casualty) setUnconscious false; (_casualty) playMove "AinjPpneMstpSnonWnonDnon_rolltofront"; sleep 4; (_casualty) playMove "AmovPpneMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon"; sleep 5; (_casualty) switchMove ""; (_casualty) enableAI "ALL"; (_casualty) setUnitPos "UP"; (_casualty) setHit ["legs", 1]; (_casualty) doMove [6675.358,11257.388,0]; sleep 2; (leader group (_caller)) groupChat "The pilot thanks us."; sleep 3; (leader group (_caller)) groupChat "He says we can go. He will radio for CasEvac."; sleep 1; }; The events work fine in singleplayer; the unit rolls over, gets up and hobbles to the position with his injured leg. In multiplayer, he currently goes from down to up with no transition, and his lifestate remains unconscious. I think i'm not really understanding what needs to be executed where here. I tried executing the playMove's on each client before but I was getting reports that the unit was getting stuck in a loop of different animations and ultimately ended up still lying face down. But then I saw that playMove has a global effect, so I stopped executing it on all clients. Except now the intermediate actions all seem to be having no effect, and the sleep commands didn't seem to appear. Help would be much appreciated, since I can only test this properly on the community test server which is a pain to keep doing. Thanks, Law
  7. hi all long time since scripting ;) back with this http://steamcommunity.com/sharedfiles/filedetails/?id=1255777321 a SP & MP batlefield style mission: description: * 2 team red vs blue * a warzone * a lot of imerssion tweaks for realism: * ai use flashlight thanks Jboy * ai talk thanks RUGDSAI & thanks Jboy * VcomAi do the rest * random amocahes * mortar script random amo & flare shooting * air flyby * fog script * color correction * side markers on map thanks Quiksilver * injuries script by Persian MO for the gameplay: i ve buit a script who calculate in a loop each unit on the batleground by side, where you can set the max amount of players ,the time to loop spawnscript .... it spawn group (random amount) in 3 random location for each side, with specific gears , each kill give point the first team with 50 kills win the match... a script is also calculate numbers of kills for the hend mission contition.. can someone give me feedback about it?
  8. This code below only works when running the server locally and only I can see the new task. When i put it up on our server no one sees it. Also when running locally on my box my mates also dont see the task. I have been working on this for days. Im sure its because i dont under stand arma scripting but how do i get this new task to show up and be in everyone's tasks list? I dont want to use third party task managers, i want to run this one script and have it show up for all blue for. params ["_missionabrev", "_taskid"]; _v_taskname = _missionabrev + "EndTask"; _v_markername = _missionabrev + "Marker_1"; SMEndTask = player createSimpleTask [localize _v_taskname]; SMEndTask setSimpleTaskDestination (getMarkerPos _v_markername); SMEndTask setSimpleTaskDescription ["Side Mission Update: Kill remaining Hostiles!","Side Mission Update: Kill all remaining Hostiles","Side Mission Update: Kill all remaining Hostiles"]; SMEndTask setTaskState "Created";
  9. I've noticed some server admins here in the past, so I'm hoping you guys can help out! I've got a virtualized Debian server running, and it worked just fine before the latest update (1.80.143869 is the issue). I've followed this medium guide, and it was fine. It worked on LAN and WAN, with and without mods. One day, it just stopped working. Now, even with a fresh VM that has access to WAN, a fresh install of arma3server, open ports for the game and Battleye, my friends and I can't connect over WAN. LAN works as expected. Over WAN, all we get is an error saying "Connection failed", and my terminal doesn't show an attempted connection. I can post my log if needed. Any tips would be greatly appreciated! Also, I'm not installing it on a Windows server. I am keeping my lab Linux only, especially since it was working previously. Incoming connections are from x64 Windows clients. Distro: debian-9.0-standard Version (server and client): 1.80.143869 Open ports: 2302-2306 UDP; 2344 TCP/UDP to; 2345 TCP to Configs: https://pastebin.com/sC7mYsJL
  10. New missions that have exported screw up our server. I tried editing both the Escape Malden and Tanoa missions to be comparable with the mods my milsim group uses. While they are uploaded to the server, the logged in admin is unable to use the #missions command to revert to the lobby screen. Is this being caused by a piece of code BI put into the missions to prevent us screwing with them, or is it a product of the mods I am using? Has any one else had something like this happen? As far as I am aware, no other mission makers have had this same issue, so it's also possible it could be an issue with my Arma files. List of mods below CUP Terrains - Core http://steamcommunity.com/sharedfiles/filedetails/?id=583496184 CUP Terrains - Maps http://steamcommunity.com/sharedfiles/filedetails/?id=583544987 Pegasus 6th - Terrain http://steamcommunity.com/sharedfiles/filedetails/?id=1130468064 RHSUSAF http://steamcommunity.com/sharedfiles/filedetails/?id=843577117 RHSAFRF http://steamcommunity.com/sharedfiles/filedetails/?id=843425103 Pegasus 6th - WEU http://steamcommunity.com/sharedfiles/filedetails/?id=1122878265 Pegasus 6th - Vehicles http://steamcommunity.com/sharedfiles/filedetails/?id=1122870272 CBA_A3 http://steamcommunity.com/sharedfiles/filedetails/?id=450814997 RHSGREF http://steamcommunity.com/sharedfiles/filedetails/?id=843593391 RHSSAF http://steamcommunity.com/sharedfiles/filedetails/?id=843632231 Pegasus 6th - Core http://steamcommunity.com/sharedfiles/filedetails/?id=1122861524
  11. I know I'm damn late with this announcement, but somehow we missed the official forums ;) news has been in Arma 3 Events and All about A3 facebook groups & my twitter. Tonight 2100 CET / 8PM UK we launch an international multiplayer coop event on my Isla Abramia named Operation Wild Fox. Video briefing will follow shortly, meanwhile all information about the event can be found at this address: http://www.vojak.si/wildfox/ It would be cool if you could join, required mod list is pretty standard, nothing fancy to add, regulars: ACE, RHS, CUP etc. You're all invited.
  12. Hello any help on this would be much appreciated, after playing from 1 minute to 4 hours my game crashes and displays the error code 0xC0000005 STATUS_ACCESS_VIOLATION. I have done all of the suggested things in the launcher after searching the error into google i.e malloc=system, turning up CPU count, using different memory allocators and also renaming the Arma 3 AppData folder so it makes a new one. I love playing Arma and don't want to stop. Please advise. Many thanks in advance.
  13. Nightwolf2112

    Arma 3 Liberation Variations

    Hello Bohemia, Over the last week I have been working on the KillaPotatoes Liberation Gamemode made available here: I am using the most current edition of v9.60 and converted the mission to allow for both a Vietnam and Halo based missions. Vietnam: Halo: Each mission profile is set to be persistant and challenging with all mods required on the steam workshop page posted and links on how to get mods. I don't have access to a dedicated server of my own but I have tested the missions as best I could through LAN hosting. Please take a look at them and let me know what you guys think and if there are any bugs/glitches with the mission. *DISCLAIMER: I am in no way a member of the KP Community nor any of the mod communities who created such awesome modifications for ARMA. All rights go to the appropriate owners and I do not claim ownership of anything other than the basis of just porting of the information. Let me know if there are any issues that must be addressed via PM please. Thank you*
  14. Nabeeh Abusaleh

    Arma 3 crash!

    Hey there, I downloaded the game yesterday, and whenever I try to launch a server, it starts to receive the server's files, however, after it finishes, the loading screen pops up and afterwards the game crashes saying (Bad file format in p3d file 'a3\structures_f\wrecks\wreck_car3_f.p3d'.) and after I press OK on the error message another one pops up saying (The exception unknown software exception (0x0000dead) occurred in the application at location 0x8b6595fc .). The last time I've played Arma 3 was before 4 to 5 months, I have uninstalled it then and today I reinstalled it. Hopefully you can help me to solve this problem, thank you for your time and have a nice day! (BTW I have saved the ArmaReport_log so if needed tell me how to send it to you).
  15. Hey guys, I am currently working on a mission where I want to use the respawn menu from the MenuPosition template in Description.ext. It works basically but when I add coustom respawn positions they are displayed with a generic name created automatically by the game, e.g.: "near Lavalle". The main issue I have is that I want to label a ModuleRespwnPosition_F with a coustom name like "HQ" but it displays two spawn locations in the menu. One is the spawn with my coustom name and another duplicated one with the generic description, mentioned above. Unfortuneatly creating a classic map marker with respawn_west is not solving the problem either. Do you know what happens here? I couldnt find any help how to turn those generic respawn names off. Thank you! Description.ext: respawn = "BASE"; respawnDelay = 3; respawnButton = 1; respawnOnStart = 1; respawnDialog = 0; respawnTemplates[] = {"MenuPosition","Wave"}; disabledAI = 1; showSquadRadar = 1; joinUnassigned = 0; disableChannels[] = {0,2,4,3};
  16. Hello Folks, this is my "new" Mission created for MP Dedicated Clan Server environment. its supporting several Mods and have lots of adjustable functions. Like: Group Manager with ranking (choose your No.1) Invite players to your Group Pre define existing Groups Kick players from your group Request joining a Group Predefine Keys for easy access the Group manager Create own persistent Groups Team Color Management a.m.m. Combat Support: Artillery support with: accurat Laser Guided Rounds a.m. Transport support with: Pickup Landing Rope insertion CAS Support with: Napalm, accurat simulated laser guided JDam and GBU! Predefine Keys for easy access Combat support a.m.m. Civilian interactions Ask for enemy locations Try to communicate and stay polite Trigger Missions by speak to civilians up to 3 missions per group at one time cancel missions in group manager (see above) Task Creator in Main base: Available Tasks: Kill Officer. Destroy Weapon Cache. Wipe Enemy Convoi Find Intel Free Hostages Deploy Communications Download Data Destroy AA or Arty Defend City (WIP) + Main Mission + Clear Area! Special Roles in seperate Slots Pilot (Air support Roles) Logistic (support your friends) EOD (Defuse Mines or IED´s) Engineer (Repair vehicles) Leaders (Manage your Team) Medics (heal 4 times faster) Restrict Arsenal (Parameter) [Configurable Whitelist Files for every Role!] Restrict CAS (Parameter) Restrict (only Pilots can Fly) (Parameter) GPS MAP Force Tracking (Parameter) Revive System (Parameter) ACE3 Supported Mission Environment (Parameter) Choosable Startloadouts for: Vanilla (Tropic/MTP) RHSUS (D/W) R3F(D/W) 3CB(D/MTP/W) BWMOD (D/W) FFAA (D/W) (or choose Random automaticly) Coosable Base Vehicle Sets: RHS,Jack French,3CB,BWMod,FFAA Mod (or choose Random automaticly) Own Logistic System with many Features... Multiple Headless Client Support FPS Optimized Mission! Dedicated Server KIT for Download Find your way to Free the Map! Read the Briefing (ger/eng) REQUIRED MODS (works without Mods too!) ACE3 + ACE Compatibility Mods Supported Maps STEAM WORKSHOP FTP SERVER MISSION FILES (latest Versions) Dedicated Server Starter Kit POST BUGS HERE PLEASE!
  17. 1. I wonder if it is possible to place Spawned AI from Spawn AI module under high command control? I want to make a sector control scenario for which command get to control spawned units. 2. Also, if a unit is dead, the high command function is lost. If this is possible to achieve?
  18. Introduction Today (7 Dec 2013) I am proud to announce the release of Tactical Battlefield (TacBF). This mod introduces new Team vs Team (aka Player vs Player) game play features to Arma 3 with gritty new game modes, missions within a standardised environment and consistent rules. Tactical Battlefield takes teamwork and tactics to a new level. TacBF has been under development on different versions of the ARMA engine for around 7 years and is brought to you by me (Dr Eyeball) and Wormeaten, with the support of 12thmechanised.com and the Regiment of the Grenadier Guards [RGG] Arma communities. Latest Tactical Battlefield mod download mirrors: <www.tacbf.com/dl> All Change Logs, (including change log for latest release), can be viewed from: <Change Logs Index>. Visit http://www.tacticalbattlefield.net/forum/ for more information and to join the discussion. Features: Community- Tactical Battlefield already has an established community of players who regularly play, communicate, and coordinate together in teams, sharing tactics, support, and resources and doing everything they can to shoot, kill, and blow each other up in nail-biting, edge-of-your-seat, gritty combat! Missions - around 20x Team vs Team multiplayer missions ranging in size from Tiny to Huge, with specially-designed main bases and in-built mission voting feature. Game modes Advance and Secure (A&S) - Both sides fight tooth-and-nail to dominate objectives in this dynamic and challenging game mode, or until the enemy is worn down to the nub and their 'tickets' run out. Attack and Defend (A&D) - Like A&S, but one side is on the Defensive and occupies key positions while the other side Attacks. Lost objectives can never be re-captured. Failure to capture a single objective by the attacking team will result in defeat. Search and Destroy (S&D) - Gather intel (documents & maps) by searching bodies, seek out and destroy Resistance weapons caches amidst suicide-bombers and Vehicle Borne Improvised Explosive Devices (VBIED). Roles - Teamwork-focused gear restrictions with pre-configured but customisable loadouts, including Squad Leader, Medic, Engineer, Light Anti-Tank, Heavy Anti-Tank, Marksman, Sniper, Crewman, Pilot etc. Say goodbye to AT Sniper Pilots! Weapon resting - Reduced muzzle climb and deploy bi-pods via our customized TMR code. Suppression effect - By suppressing your enemy with accurate fire, he will temporarily experience gradual shake and vision blur, enabling realistic infantry tactics for suppression fire and assault elements. This code is exclusive, has been developed specifically for Tactical Battlefield, and has been tested, tweaked, and approved by about 40 testers. Wind effects on ballistics - Marksmanship is now a real skill with support for the server-side VTS ballistics addon. [img.]http://i.imgur.com/76GwKvPl.jpg[/img.] Squad Management and map features - Join or create a Squad with a customised call-sign, and recruit new members. Toggle player name-tags. Designate fire teams and leaders and coordinate with other Squads. With special map features, assign orders, report enemy, request support. Logistics - Transporting assets using the cargo system, eg. loading containers into towed trailers. Outposts and respawns - Deploy a respawn point or build your own fortified Forward Outposts with Hesco barriers, barbed wire and mounted weapons. Advanced Medical - Includes diagnosis, CPR, Adrenaline auto-injectors, morphine and bandages. Vehicle Maintenance System - Rearm, repair and refuel APCs, tanks, helicopters, and planes. Thank you for your support As lead developer, I would like to thank everyone who worked on this mod or provided permission to incorporate their work. Special thanks to the TacBF Team who provided endless hours of testing, change reports, suggestions, administration and infrastructure organisation and all our forum members. Also a big thanks to the wider Arma 3 community for their interest and feedback, and of course Bohemia Interactive. What are the upcoming plans for Tactical Battlefield? Prepare next mission pack, enhance existing plus introduce new systems and features, finalise Commander System integration, introduce new game modes, add support for ACRE, ACE, All in Arma and 3rd party addons, plus more. Development and Contributions by Dr Eyeball - ICE/TB systems coding, AAS code fixes and improvements, configs, images, some basic models, imports. Coolbox - original AAS system code Wormeaten - original SAAS extensions, design, organisation DMC - models (the good ones) Norrin - original sling load base code mad rabbit - coding tasks Adanteh - Suppression system, NVG adjustment, general coding. Taosenai - allowing us to include TMR addon Galzohar - allowing us to include @galz_wind_ballistics addon KDK - allowing us to include vehicle textures from blu_mohawk addon. Leon - UI menu/icon graphics Swedge - Help manual TacBF team members - missions, servers, forums, plus numerous hours of testing, suggestions and organisation countless others in the community who have contributed: missions, advice, code sections or other assistance Special credits to: Dale, Hurtz and Adanteh - for organisation and management of forums and servers. Gunther - for management and hosting of servers. Looking forward to the next phase of this project. For more information please visit http://www.tacticalbattlefield.net/forum/ Sincerely, Dr_Eyeball
  19. We are a new server looking for all players! We are very active and very friendly to new people. Let me know if you're interested.
  20. I am trying to create a cutscene where a crate is dropped from the air. I use this crate as an 'actor' for the cutscene and delete it after it has served its purpose, after which I just simply have a second crate setup for the actual objective So far everything has been setup right, exepct for the parachute. Which doesnt seem to work properly on a dedicated server The way I have currently set it up is via a series of triggers. First I enable the simulation, unhide it and set its position using the SetPos command Then I proceed to add the parachute using this code: para1 = "B_parachute_02_F" createVehicle [0,0,0]; para1 setPosASL (getPosASL crate1); crate1 attachTo [para1, [0, 0, 0]]; para1 enablesimulation false; Now this seems to work fine in singleplayer, but on a dedicated server it either creates 2 parachutes or it puts the crate in the corner of the map, its really wierd and unreliable Any suggestions?
  21. Nightwolf2112

    UNSUNG Echo Liberation

    Hello all! Here is my official release of the KillahPotatoe Liberation game mode with the UNSUNG Echo Release that is now available on steam. Please give it a try and let me know what you guys think! http://steamcommunity.com/sharedfiles/filedetails/?id=1193946142 I have other Liberation mods up on steam as well so take a look at them as well. Let me know if there are any issues or glitches that need to be addressed. *ADVISED: with the UNSUNG Echo release there is a little glitch going on with my previous UNSUNG liberation on Cao Bong and is only playable with the UNSUNG Delta release. I will be working to update that one to reflect the new Echo update soon* I will also be posting some of my own regular missions to the workshop over the next few weeks so keep on the lookout for those as well. Once again a big shout out to both the UNSUNG and KillahPotatoe Mod teams for providing amazing content for the community and I look forward to working with them and their updates.
  22. Hi, I'm kinda new to the whole editing missions thing, so I've been using the RESPAWN ON DEATH option in all of my missions. I wish to improve that, so I wanna make it so SQUAD A could respawn on any of HIS squadmates, and SQUAD B could respawn on any of HIS squadmates, but SQUAD A can't respawn on SQUAD B. I found out how to let players respawn on other players but how can I restrict a player to respawn only at certain respawn positions? Thanks for any replies!
  23. Hello all! Here is a pure UNSUNG Echo update liberation mod on the map Da Krong! This is literally just a UNSUNG mod mission that you can load up in either the editor or your public/private server to enjoy. Again please let me know if there are any issues that need to be addressed. *ADVISE: This does not include ACE at all. If you would like to variations with ACE Enabled, I will upload copies of the missions to the public* Thank you and I look forward to hearing from you all. http://steamcommunity.com/sharedfiles/filedetails/?id=1195582852
  24. Hello. When I try to add an event handler to a newly spawned vehicle, the event handler is NOT working. [_helicopter] remoteExec ["jey_helicopter_restriction",0,true]; jey_helicopter_restriction = { _vehicle = _this select 0; _vehicle addEventHandler ["GetIn",{_this call checkpilot}]; _vehicle addEventHandler ["Engine",{_this call checkengine}]; }; But if I add an event handler to an already spawned vehicle (that has been there from the mission start) it works : chopp3 addEventHandler ["GetIn",{_this call checkpilot}]; chopp3 addEventHandler ["Engine",{_this call checkengine}]; Any ideas?
  25. All I need is to make this script repeatable so when it is done "Downloading" it'll reset and you can keep downloading it again and again. I assume it has something to do with the addactions and I know lines 85-90 have something to do with the addaction "Request Funds" disappearing after download but when I take those lines out It keeps the "Request Funds" but you can no longer download the files because it says "Funds approved" T8L_var_fileSize = 100000; // Filesize ... smaller files will take shorter time to download! T8L_var_TLine01 = "Funds Denied"; // download aborted T8L_var_TLine02 = "Standby"; // download already in progress by someone else T8L_var_TLine03 = "Requesting Funds"; // download started T8L_var_TLine04 = "Funds Approved"; // download finished T8L_var_TLine05 = "Request Funds"; // line for the addaction T8L_var_TLine06 = "Connecting ..."; T8L_var_TLine07 = "Connected:"; T8L_var_DialogAbort = false; T8L_var_DialogSucce = false; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// T8L_fnc_abortActionLaptop = { if ( T8L_var_DialogSucce ) then { T8L_var_DialogAbort = false; T8L_var_DialogSucce = false; } else { cutText [ T8L_var_TLine01, "PLAIN" ]; T8L_var_DialogAbort = true; T8L_var_DialogSucce = false; }; }; T8L_fnc_addActionLaptop = { { if !( _x getVariable [ "T8L_pvar_dataDownloaded", false ] ) then { _x addAction [ T8L_var_TLine05, { call T8L_fnc_ActionLaptop; }, [], 10, false, false ]; }; } forEach _this; }; T8L_fnc_removeActionLaptop = { _laptop = _this select 0; _id = _this select 1; _laptop removeAction _id; }; T8L_fnc_ActionLaptop = { private [ "_laptop", "_caller", "_id" ]; _laptop = _this select 0; _caller = _this select 1; _id = _this select 2; if ( _laptop getVariable [ "T8L_pvar_inUse", false ] ) exitWith { cutText [ T8L_var_TLine02, "PLAIN" ]; }; if ( _laptop getVariable [ "T8L_pvar_dataDownloaded", false ] ) exitWith { cutText [ T8L_var_TLine04, "PLAIN" ]; }; cutText [ T8L_var_TLine03, "PLAIN" ]; _laptop setVariable [ "T8L_pvar_inUse", true, true ]; [ _laptop, _id ] spawn { private [ "_laptop", "_id", "_newFile", "_dlRate", "_percent" ]; _laptop = _this select 0; _id = _this select 1; _newFile = 0; T8L_var_DialogAbort = false; T8L_var_DialogSucce = false; createDialog "T8L_DataDownloadDialog"; sleep 0.5; ctrlSetText [ 8001, T8L_var_TLine06 ]; sleep 0.5; ctrlSetText [ 8001, T8L_var_TLine07 ]; ctrlSetText [ 8003, format [ "%1 $", T8L_var_FileSize ] ]; ctrlSetText [ 8004, format [ "%1 $", _newFile ] ]; while { !T8L_var_DialogAbort } do { _dlRate = 200 + random 80; _newFile = _newFile + _dlRate; if ( _newFile > T8L_var_FileSize ) then { _dlRate = 0; _newFile = T8L_var_FileSize; ctrlSetText [ 8001, T8L_var_TLine04 ]; cutText [ T8L_var_TLine04, "PLAIN" ]; T8L_var_DialogAbort = true; T8L_var_DialogSucce = true; _laptop setVariable [ "T8L_pvar_dataDownloaded", true, true ]; [ [ _laptop, _id ], "T8L_fnc_removeActionLaptop", true, true ] spawn BIS_fnc_MP; }; // percentage part by cuel! ctrlSetText [ 8002, format [ "%1 $/t", _dlRate ] ]; _percent = ( _newFile / T8L_var_FileSize ); _percent = toArray str _percent; { _percent set [_x,-1] } forEach [ 0, 1 ]; _percent = _percent - [-1]; _percent resize 2; _percent = toString _percent; ctrlSetText [ 8004, format [ "%1 $ (%2%3)", _newFile, (if ( T8L_var_DialogAbort ) then { 100 } else { _percent }), "%" ]]; sleep 0.25; }; T8L_var_DialogAbort = false; _laptop setVariable [ "T8L_pvar_inUse", false, true ]; }; }; T8L_var_INITDONE = true;