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Found 335 results


    Zombie Survival Course

    by GEORGE FLOROS [GR] Description: Survive - Loot and Clear the Areas. 31 Different Enemy Faction. Fight VS Zombies or NPCS.Supporting almost EVERY map (ArmA 1/2/3). Gameplay with a lot of options (MODULAR environment). Features: Respawn VCOM AI Psycho's aid system JIP compatible Game Mode selection 31 Different Enemy Faction Supporting almost EVERY map (ArmA 1/2/3) Long lasting Gameplay with a lot of options And much more Installation: Place the mission file in the MPmissions folder inside your Arma 3 installation. Your ArmA3 installation should be in yoursteamfolder/steamapps/common - Optional VCOMAI userconfig - The mission is using the VCOMAI . To use the extra settings see the Install Instructions of VCOMAI folder . Usage: Recommended and/or optional addons and mods to use with Zombie Survival Course: Heros Survive http://www.armaholic.com/page.php?id=31161 CUP Terrains Complete http://www.armaholic.com/page.php?id=30045 CUP Weapons http://www.armaholic.com/page.php?id=27489 CUP Units http://www.armaholic.com/page.php?id=29301 CUP Vehicles http://www.armaholic.com/page.php?id=29716 RHSUSAF http://www.armaholic.com/page.php?id=27149 RHSAFRF http://www.armaholic.com/page.php?id=27150 RHSGREF http://www.armaholic.com/page.php?id=30998 Operation: TREBUCHET http://www.armaholic.com/page.php?id=28614 Notes: It is supporting almost EVERY map ! (ArmA 1/2/3) , just by changing the name on the end of the mission name like : Zombie_Survival_Course.Stratis to : Zombie_Survival_Course.Tanoa 3 Game modes to choose A. Clear Area , ( Suggested for Zombies ) B. Clear Area + Destroy Communication tower ( Suggested for NPCS ) C. Capture + Hold Area ( Only for NPCS ) It is possible even to play with Virtual Arsenal available , if you enable it from the Extra Mission options . The Loot spawn system from Heros Survive is DISABLED . The Loot Script by BangaBob will be running instead + it works on any map . To Check + test the spawn of the items , there is also an option on the parameters , on the Loot Probability , to Enable Debug Weapon = 0 Magazines = 1 Items + Heros Survive items = 2 Vests = 3 Backpacks = 4 Heros Survive items = 5 2 extra pics to see the spawn of the items Select your desired Environment There is included in the selections , also Loot for , Community Upgrade Project [ CUP ] to activate it you must have the certain addon [ Weapons + Units + Vehicles] . For changes , go to the mission parameters . Your Selections may have effect on the performance , check more the parameters settings. If you want to enable the Heros Survive (SURVIVAL mode) , enable from the parameters and also you MUST have enable this addon , in order to play this mode! If the Survival mode is enabled , you will see on the right side the survival icons . Every time you are starting the mission , the starting position will be on random. If it stops generating objectives , then you should restart the mission. - Optional VCOMAI userconfig - The mission is using the VCOMAI . To use the extra settings see the Install Instructions of VCOMAI folder . Credits & Thanks: A3 Wounding System Script by [TcB]-Psycho- =BTC=_TK_punishment Script by BTC Giallustio TAW view Distance v1.4 Script by Tonic AI HALO Jump Script by cobra4v320 Heros Survive Scripts by heros Loot system Script by BangaBob Advanced Rappelling Script by Duda Advanced Urban Rappelling Script by Duda Advanced Towing - Script by Duda NRE Earplugs Script by NemesisRE VCOM AI Driving Script by Genesis92x Vcom AI 2.81 Script by Genesis92x Mag Repack Script by Outlawled Monsoon Script by aliascartoons Snow Storm Script by aliascartoons Real Weather by code34 Generic Dust Particles Script by Goon Generic Snowstorm Particles Script by Goon Situational Music Script by DemoCore Addon-Free Stat Save System [BETA] by Stealthstick/Zooloo75 Randomly generated roadside IED's by brians200 Engima's Civilians Script by Engima Engima's Traffic Script by Engima findSafePos Script by Joris-Jan van't Land taskPatrol Script by Joris-Jan van't Land Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v2.3 Added Headshot + Killfeed Script v2.0 Optimize Unit Spawn distance , for Roaming Selections Optimize for Suiside Bombers Spawn Minor fixes v2.2 Downgraded A3 Wounding System Script by [TcB]-Psycho- to 15102016 ,because of errors v2.1 Optimized Unit Spawn for Roaming Selections Updated A3 Wounding System Script by [TcB]-Psycho- to v24062017 Added Suiside Bombers (civilians) v2.0 added options for: Civilians , Vanilla / APEX or CUP Civilian traffic , Vanilla / APEX or CUP ( vehicles ) Ambient life , Vanilla ( animals ) Roaming ZOMBIES Roaming NPCS ,Vanilla / APEX / CUP / RHS Roaming NPCS vehicles ,Vanilla / APEX / CUP / RHS / TREBUCHET Weapon Jamming Vehicle Crew Display Killing Civilias feed AI chatter Ambient Radio Chatter BIS_sandstorm v1.2 Minor fix (error with Ryanzombies) v1.1 Fixed some issue with Zombies and Demons classnames Added compability with , Operation : TREBUCHET v1.0 - Zombies and Demons Forum topic: - BI forums - Armaholic forums Armaholic Zombie Survival Course v2.3
  2. I understand we aren't able to create Multiplayer servers on Macs (which sucks) but It's not that big of a deal. I also, however, can't access any of the multiplayer servers if there are any. Once I press switch servers it's just a continual spinning wheel with no end. So is this some sort of bug, or can I not access any servers on a Mac?
  3. SmallMilitaryEncounter Generator A dynamic mission for ARMA3 that generates small military encounters. The intent of the mission is to have something similiar to an Domination / Invade & Annex type COOP missions, but in a smaler and more infantry focused scope. And have a mission that is easily customize able, at least in my opinion. Most things you may want to change can be found in the files under config/. Also the mission is build from scratch and not a derivative of some other mission existing. I hope that most of the stuff works quite stable, but the mission didn't have very much "stress-testing" or balancing. This is also a reason why I relase it here, gather some feedback/criticism. You can follow further development via GitHub. Missions: _SMEGen_.Altis - default Enemy Faction: CSAT - default Player Faction: NATO _SMEGen_CUP.Chernarus - default Enemy Faction: CUP NAPA - default Player Faction: CUP USMC _SMEGen_CUP.Takistan - default Enemy Faction: CUP Takistan Army - default Player Faction: CUP US Army SMEGen_IFA3.Staszow - default Enemy Faction: IFA3 Soviet Forces - default Player Faction: IFA3 Wehrmacht DOWNLOAD from GitHub DOWNLOAD the PBOs DOWNLOAD from Armaholic FIND in my Workshop Changelog V.050 Mission Parameters select the enemy faction select a reward set select the amount of simultaneous mission sites select the AI skill level ( militia / regular / special forces ( for details check T8/config.hpp )) select if you want to keep your gear after respawning select if you want vehicle patrols between objectives Available tasks Currently there are 4 types of mission-sites with different tasks available. There is always a set of tasks available. If those tasks are finished a cleanup will happen and a new set of tasks will be generated. All sites on which tasks are spawned are currated in the config files! Towns clear occupied town destroy 2 mortars destroy 2 resupply vehicles kill HVT and his Guards gather INTEL from HVT Military Bases clear occupied base destroy 2 mortars destroy 2 resupply vehicles kill HVT and his Guards collect INTEL from HVT Road-Positions destroy broken down convoy clear road block / checkpoint IED site: clear IEDs or gather INTEL Installations destroy communication base (radiotower) recover UGV and return it to base (stomper) download INTEL in a compound Rewards Player Gear A player ranks up with every succesfully completed task. With every new rank the player will get acces to more, better gear in the virtual arsenal. Vehicles for completing a set of missions: mobile HQ / mobile respawn armed light APC armed light helicopter After completing two mission one vehicle will be spawned, starting with the MHQ. If one vehichle gets destoryed it will be respawned instead of spawning the next tiers vehicle. There won't be multiple iterations of the same vehicle. The reward vehicles can be found outside the base in the hangars. Also vehicles can be reapired in a service station in the main base. Vanilla Systems The missions uses various vanilla systems: BIS tasks BIS dynamic groups BIS virtual arsenal BIS respawn menu Time Acceleration: the time is accelerated: 4h IRL = 24h in game. If you want to change this, there is a module placed in the mission. Additional Scrips And the mission uses some other scripts: T8-Units Script FAR Revive (but in my own 'flavour' with some of the later sqf improvments) download data script (a bit updated version of my script) Singleplayer I use the singleplayer mostly for debugging. There are also some keys preset to help with porting the mission to a new map. You will need the following extension for SP debugging: KillzoneKids MakeFile extension KillzoneKids DebugConsole extension Keys: F5: log current player position as 'town' F6: log current player position as 'military base' F7: log current player position as 'road' (direction of the player matters! look down the road) F8: log current player position as 'compound' (use open, even space approx. 75m x 75m ) F9: exports the logged positions to a file with arma-config formating. http://imgur.com/a/hD6mM License # SME.Gen - SmallMilitaryEncounter Generator # A dynamic mission for ARMA3 that generates small military encounters. # Copyright (C) 2015-2016 Hauke Sven "T-800a" Fischbach # full License: https://github.com/T-800a/SME.Gen/blob/master/LICENSE This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. When publishing a derivative of this product you may not use a name that might create the impression that your version is an official release. Some folders of this project may contain a seperate LICENSE file. Should that be the case, everything in that folder and all subfolders is subject to that license instead.
  4. Adrian Gołębiewski

    Problemy z graniem multiplayer PL

    chcąc wejść na jaki kolwiek serwer ładuje mi się przez chwile i potem wyskakuje taki komunikat " matchmaking disconnected" i tak z każdym pomoże ktoś ??? :/
  5. I know the devs have said they dont plan to add multiplayer for mobile but i would love to play with my friends and im sure many others feel the same.Im not asking for multiplayer with big servers i just want to br able to host a room where me and my friends can play and that would be easier to develop as you dont need to balance the player damage or have a different loot economy. So please devs if you can start working on something like that
  6. Hello Im here on a last resort really as i have tried absolutely everything. First off the issue, so the usual go onto multiplayer find a server and click join, and thats where the fun begins. so usually as most of you know you get that nice little "Group Channel" icon down the bottom left of your screen and you know you are in the server, i dont get that, im sat looking at a picture of tanoa with all the lovely quotes at the bottom and it never loads anymore. what ive done so far, Alot really well everything me and my friend have thought off starting with the basics like making sure there are no mods, deleting MPmissions, verifying game cache etc etc then i decided to completely wipe any trace of arma 3 from my pc and start a download again but nope still same issue, i deleted my anti virus and disabled firewall to no avail, we checked the RTP file and when i join a server it just kinda gives up on loading and lets me sit and does nothing, so last night i decided to again wipe all arma traces and re-download, woke up and nope still broken, ive tried everything i can think of now and i cant think of much else. thank you all
  7. My Zeus Game Master mission works near flawlessly, except for some reason all the virtual entities die when the mission starts. I will select the Zeus virtual entity at the start screen, and when it goes to the briefing it shows "No Signal", then starts with the screen pointing up and it shows me the death screen. Why is this happening? The Zeus can work if being used by a regular unit, but that causes strange re-spawning bugs. I want a normal virtual Zeus entity to be the Game Master, but that is impossible if it dies for no reason. Am I missing something for my virtual entities to be dying? I am using version 1.56 for the Eden editor, is that the cause of this strange bug? Description.ext author="Smash Balls"; onLoadName = "Overlord 42+1 Master Altis"; OnLoadMission = "There is an almighty Overlord of which I wouldn't disobey! The NATO faction has a starting desert HQ with a handful of starting assets to use."; loadScreen = "overlordCastle.jpg"; overviewText = "Our lord of death and destruction has arrived!"; displayName = "Overlord 42+1 Master Altis|Preset Base(NATO)"; respawnVehicleDelay = 30; respawn = "BASE"; respawndelay = 15; respawnDialog = 1; respawnTemplatesWest[] = {"MenuPosition","MenuInventory"}; respawnTemplatesCiv[] = {"MenuPosition","MenuInventory"}; respawnTemplatesVirtual[] = {}; respawnOnStart = 0; disabledAI = 1; joinUnassigned = 1; aiKills = 1; class Header { gameType = ZGM; //DM, Team, Coop, ... minPlayers = 1; //min # of players the mission supports maxPlayers = 43; //Max # of players the mission supports playerCountMultipleOf = 1; };
  8. I have a decent understanding of locality. And I've read the Biki pages on BIS_fnc_MP and remoteExec. I understand that remoteExec is the newer, preferred approach, but that the other still works too. But I have not been able to wrap my head around the syntax/usage of either of these. So I'm asking for someone who really does understand them to expand on what the Biki has and explain the usage -not just syntax, but how to use it in different situations. A variety of examples (and why it's done the way it's done in each example, and the effects of the variations) would be awesome. Anyone able to do this? It'd be a real benefit to all of us who make multiplayer missions!
  9. I recently bought Arma II:OA on steam (holy steam sale) and tried the multiplayer but got this error. /You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.chernarus, caweapons_ammoboxes, CAWater, cawater2_fishing_boat./ I only bought Arma II:OA but this error is driving me crazy, is there a way to get these files without buying Arma II and if not, can I refund arma 2:oa and buy arma ii and copy its files and refund it again and re buy arma ii:oa and paste the files there ?
  10. Multiplayer client can't pick up items (ammo things) in the deadbody's vest/uniform/bag on inventory on mission. When change the equipments on 3den Arsenal. feedback: https://feedback.bistudio.com/T126030 it's since 1.72 update... :( STEPS TO REPRODUCE Start Arma 3 Go to Editor Place any AI unit & players(need server and client) change the AI unit's weapon in arsenal. save the mission play the mission on MP kill the AI try the pickup items(ammo) from vest/uniform/bag of deadbody's additional info: it's only in MP and client(not server) player bug. server can pickup ammos from equip changed AI unit deadbody's vest,uniform,bag.
  11. Latest V1.3: MOD THREAD MOD VERSION WORKSHOP ARMAHOLIC This script enables Curators to see the Frames-per-second of each individual client when playing in multiplayer, or yourself when in SP. Allowing the Zeus to identify if there is a widespread framerate problem, or if a few select users are experiencing issues. Comments in the code explain how to modify it if you want to change the 'Warning text' threshold which by default is 20fps. Pasting this code into the initPlayerLocal.sqf of any mission should work without a problem.Given Arma 3 is now in 64 bit it's the perfect opportunity for players to test their performance in multiplayer coop games with large scale combat. Find out who's computer is the beefiest when playing with your unit, or be able to identify which player's computers are having trouble keeping up with all the action on screen. A great tool for mission makers looking to maintain an optimized experience for their players when monitoring their progress in Zeus. DISCLAIMER: The script version is out of date and does not have all the features of the mod. The mod only needs to be downloaded client side and I recommend you use it instead. If you still wish to use the script, or simply see how it runs, it is here at your disposal. ///////////////////////////////////////////////////////// //Paste the following into the initPlayerLocal.sqf file// ///////////////////////////////////////////////////////// ////////////Script Written by DriftingNitro////////////// //////////Help from Commy2, Dedmen, and Dscha//////////// ///////////////////////////////////////////////////////// ///////////////////////////////////////////////////////// //Spawns a thread that will loop for each player and // //output their FPS to the server to be read by the zeus// ///////////////////////////////////////////////////////// [] spawn { while {true} do { player setVariable ["DNI_PlayerFPS", floor diag_fps, true]; sleep 0.1; }; }; ///////////////////////////////////////////////////////// //Waits until curators are initalized in order to check// //if player is zeus to run the fps scripts // ///////////////////////////////////////////////////////// waitUntil { private _hasCurators = (count allcurators) > 0; private _hasInitializedCurators = (count (call BIS_fnc_listCuratorPlayers)) > 0; private _curatorsInitialized = !_hasCurators || _hasInitializedCurators; ((time > 2) || _curatorsInitialized) }; ///////////////////////////////////////////////////////// //If player is a curator it will run the script and each/ //player will have their FPS appear beneath them // ///////////////////////////////////////////////////////// if (player in (call bis_fnc_listcuratorplayers)) then { addMissionEventHandler ["Draw3D", { { _distance = position curatorCamera distance _x; //if zeus camera is farther than 1200 meters away from the targets the text will not display if (_distance < 1200) then { _playerFPS = _x getVariable ["DNI_PlayerFPS",50]; //if the FPS is below 20 it turns red and becomes more visible for zeus to see so they are aware if (_playerFPS <20) then { drawIcon3D [ "",//Path to image displayed near text [1,0,0,0.7],//color of the text using RGBA position _x,//position of the text _x referring to the player in 'allPlayers' 1,//Width 2,//height from position, below 0,//angle format["%1 FPS: %2", name _x, str _playerFPS],//text to be displayed 0,//shadow on text, 0=none,1=shadow,2=outline 0.05,//text size "PuristaMedium",//text font "center"//align text left, right, or center ]; } //if the FPS is above 20 text is smaller and less visible as to not conern zeus as much else { drawIcon3D [ "",//Path to image displayed near text [1,1,1,0.3],//color of the text using RGBA position _x,//position of the text _x referring to the player in 'allPlayers' 1,//Width 2,//height from position, below 0,//angle format["%1 FPS: %2", name _x, str _playerFPS],//text to be displayed 0,//shadow on text, 0=none,1=shadow,2=outline 0.03,//text size "PuristaMedium",//text font "center"//align text left, right, or center ]; }; }; } forEach allPlayers; //Here is the array of units you wish to display the FPS text for, it can be //changed to be an array of specific units or players if you wish }]; }; ///////////////////////////////////////////////////////// /////////////////////End FPS Script////////////////////// /////////////////////////////////////////////////////////
  12. Hello. I have following problem: I made mission. It should be without respawn. In Description.ext I tried respawn = 0 and even to not define respawn. The problem is that I don't want that Init.sqf executes if someone joins in progress. He should be a seagull if he joins in progress (respawn = "BIRD" not worked, init.sqf executes anyway) and Init.sqf should not be executed on his machine. Is there some way to prevent this?
  13. Hey guys, today I tried to play King of the Hill with a new config, cause I had some problems with freezes and soundbugs when I tried the last Update on it's launch day. But today I got another (bigger) problem: I tried to join a King of the Hill server again and instantly got the message: "Connecting failed." This happend on every other server I joined too, for example: any Official servers (incl. quick search), Altis life (Vanilla), Deathmatch and King of the Hill. These things did I try to fix it/find the error: 1. PC restart (3x) 2. Router restart 3. 32- and 64-bit 4. Steam offline mode 5. Join after using the editor (editor works fine) 6. Verificate game data's (2x) 7. Deactivated Firewall and Antivirus 8. Direct connect 9. Default config (I deleted Arma3.cfg, ***.Arma3Profile, ***.vars.Arma3Profile) 10. I played DayZ (SA) to be sure there is no problem with BattlEye Every time I launched without mods! My PC: Win7 64-bit 16GB RAM AMD FX-8350 @4.00 Ghz NVIDIA MSI GTX 760 4GB SSD 128GB (Windows) HDD 2000GB (Games) ~15GB free .rpt file error I hope you can help me, Jochen
  14. Evil_Hybrid

    Help Wanted| New server

    Hello my name is Hybrid and I would like to introduce you to an idea. One that i think will be a fun and interesting project. STAR WARS RP With a new mod that came out on June 10th I would like to make an rp server that spans the star wars universe with their permission of couse. Some ideas that i had for the server are: - In this server people choose their life bounty hunter, trucker, taxi driver, imperial guard, etc... with objectives to do to get paid - Jail is a scary thing in this server (especially for rebels) with a long time sentence maximum time between 5-6 hours but with ways of earning money inside prison or ways of breaking out of it. - War is a constant in Star Wars "hence the name" so rebels and imperials are always fighting KOS is not a thing in war so it will not apply These are some of my ideas and im open for any ideas or suggestions and my ideas above can and will probably change. This server needs staff so im looking for coders, modders, a map designer, admins, moderators, etc... For right now im looking for people who want to build this project because they want to volunteer with promise of staff position. Please fill out application below | V First name - Set of skills - Why are you applying (50 words at least)- What position are you looking for - Do you understand you wont be paid for your services "Volunteer" - Do you have a job in the outside world - (please don't tell me what it is) Email - If you are selected do you promise to not tell anyone about you invovement in this server - (trick question I don't care who you tell) In 400 words describe who you are, how well you work with others, and why you deserve to be on this project - If you are applying to community outreach try to sell me the server is 200 words if not leave blank- Before you start typing please change the font to 12
  15. I'm getting really frustrated with this game. I thought the whole point of the 3d editor was to make it easier to do stuff IN THE EDITOR, and not have to fart around with scripts etc. However, I've resigned myself to having to do so, but there are few accurate and up to date tutorials around any more, and while the BIKI might be fine for developers and those who know this stuff, it's nigh on useless to me. Can someone please help with what I'd have assumed would be a simple requirement. All I want to do is the following: 1) Create a starting task for all players. 2) Complete that task when all enemy in an area are dead. 3) Create a new task and assign to all players to go to a radio tower and blow it up 4) Complete that task when the tower is dead. 5) Create a new task and assign to all players to go to an airfield and destroy two aircraft. 6) Complete that task when the two planes are dead. I don't want the tasks created in 3 and 5 to be visible until the prior tasks are completed, I don't want the players to have any indication of what is coming next. (this is one of my current problems with in-editor setup) Of course I want this to be MP safe, JIP compatible and if you could explain in words of one syllable that would be marvellous... :) Thanks.
  16. bf.lyth

    Malden Zeus?

    When the Malden update comes around, does BI have any plans to add a zeus mode to it as well for use in the Official servers and our own private servers?
  17. Next Event: Arma 3 Co-Op Event #59 (17June 2017, 0300 UTC) Not working out with your current group? Tired of being hassled for wearing the wrong backpack? Sick of walking slowly in perfect formation for 1km? Become a Refugee! Come for the tough ops... stay for the hatchback racing! Link to the Steam group is here! Come play some casual fuck-fuck games with the refugees! Join a chill and very friendly community that... has some pretty dope custom scenarios doesn't try to be realistic only plays to have fun cooperates all the way to the end No mods are needed, so it's easy to just show up and play! We do ops for people of all timezones! Check the Event page in the Steam group for exact dates and times of upcoming events. We've got more than 60 missions to choose from across a variety of mission types in each play session and a few new ones get added every week. See how well you can handle the VCOM AI! How we play Arma 3: No role white-listing No donations No ranks No job applications No attendance policies No mandatory training Mission types: Combined arms Hostage Rescue Racing (ATV/Hatchback/Airplane) Skirmish Assault Demolition VR Terrorist Hunt Escape & Evade Search & Rescue Zeus Spies vs Mercs (TvT) Mods: we have only a few recommended mods (you can find a link to the workshop collection on the steam group page), but nothing is mandatory. As we play more Arma, we find that vanilla content gives more frames and is perfectly adequate. We will from time to time, though, have a WW2-themed week or a Vietnam-themed week!
  18. ricoarma

    Who speaks

    Hello everyone, I would like to know how to see in multiplayer, who speaks. Is there a mod, to make learn the pseudo of the player who speaks? Thanks
  19. I have a co-op mission for up to 9 players and I have respawn enabled. When I start the mission in MP, everyone starts off dead unlike the AI. . . Also my script for allowing loadouts to be persistent even after dying and respawning isn't working. Any help would be appreciated and I can go further into detail about the mission if need be. Thanks
  20. Hey guys ive had arma for a while but i never really did any research on how to use the server list, i kinda just left out all filters so i can see every server. I recently just played in a coop game mode (it only had 3 other people on blufor) and I was able to play as opfor. Im just wondering what can i do to find more specific game modes where its coop and you can also play on opfor. Most coop game modes i come across only let you play bluefor which I think is shitty. I know you can play in sandbox mode but that also has independent players and Im trying to find strictly a coop mode where its bluefor vs opfor and you can play on the enemy team as well. Thanks!
  21. Hi, I have a MP PvP system where I display a Timer at the top left of the screen. Problem : When the mission ends, and outro is launched, Timer is not at 00:00:00 for everyone. some are 15s early, some are late etc ... all players are not synced ! Here is how it works : What it looks like ingame (Video example) : When the players exits the Weapon Menu : Null = [] execVM "timer.sqf"; Timer script be like : description.ext in my Mission, outro.sqf is activated by a trigger : Many thanks for all the help I can get ! Best regards.
  22. Oddball-47 Ronin

    Dark Passage v1.03

    Dark Passage: A Mission For The Unsung Vietnam Mod http:// http://steamcommunity.com/sharedfiles/filedetails/?id=909417462 Coop: recommended 2-4 players (will allow 9) Requirements: ArmA 3 Unsung Vietnam War mod, CBA_A3, Apex DLC April, 1969, Song Da Krong Valley. The Night Tigers are once again on the prowl; this time they are tasked with a PBR patrol; going upriver to Ta Lieng Village where the NVA has set up operations. But villagers in the area have reported strange occurances along the river. What awaits The Tigers? Mission features: (1) Progressive resapwn points (thanks to Sergeant Dennenboom of Elite Warriors) (2) Virtual Vehicle Spawners availlable at LZ Savage (CH34 only) and Outpost Seawolf (PBR/M2 only) (3) Highly immersive soundtrack which lends itself well to the eerie movement through the waterways and jungle. (4) Numerous sound effects add to the atmosphere. (5)Full arsenal availlable to kit out with; both at Headquarters and Outpost Kable and scattered throughout the map. (Look for U.S. ammo crates in and around enemy installations and emplacements.) ( Bring LOTS of flares; you're gonna need 'em) (6) On call artillery fire support. (Accessed via the "0" (ZERO) key at the top of your keyboard. Scroll wheel options availlable after that. (7) Option to insert/remove earplugs at any point in the mission. (8) Random enemy patrol script ensures replayability. (9) And thanks to Sergeant Dennenboom, an "official" end to the mission. Mission Notes: It is VERY important to ensure before beginning that your sliders for "Effects" and "Music" are set to at least 50 percent. (Mission sounds/music based on those levels.) It is recommended to set the "Radio" slider to zero to reduce/eliminate annoying AI chatter. Read the briefing and check the map out to get a feel for what you need to do and how you want to go about it. It is suggested also to disable all AI in the slots not taken up by a human player Known Bugs: (1) "image: cluster.jpg" not found sometimes appears at mission selection screen. (I've apparently not the intellect to make this "go away".) (2) "no entry cfg weapons. NAM_M16'" (problem with the Unsung Delta mod Requirements: ArmA 3 Unsung 3.1d Vietnam War mod, CBA_A3. and the Apex Arma 3 DLC Credits: My thanks to Kronsky, Nemesis, and Grumpy Old Man, Sushi, and Tonic for their scripting genius. Without their tools, this mission would have been MUCH the lesser. And to Kegety for his PBO/De-PBO tool. And special thanks to Sergeant Dennenboom of "Elite Warriors" for sharing his knowledge and time with me. And lastly, but not leastly (is that even a word?) big thanks to the entire crew behind the "Unsung Vietnam" mod. They have rekindled my enthusiasm for Arma 3 ! Urban Patrol Script Version: 2.2.0 Author: Kronzky NRE_earplugs.sqf Author: Nemesis GOM - Ambient AA :Author:Grumpy Old Man sush_pow_script.sqf Author: Sushi VVS Virtual Vehicle Spawner script by: Tonic Waterfall and Ambient Light script by: Alias Steam URL: http://steamcommunity.com/sharedfiles/filedetails/?id=909417462
  23. GoDlike_RU


    About mission: Breakthrough is a COOP mission best played with 8-19 players. This is 3rd mission in my Takistan missions series and surely not the last one! It's April 2017 in Takistan. We made huge progress past year in destroying ISIS and we hope to crush them by the end of the year. Campaign is a success for us, both in politics and war terms. We are getting more and more feared in other countries, our plan seems to work well. The one and only problem in our campaign is (as always) the USA. They started their operation in Takistan after our numerous successes. They want to rule global politics once again but we won't let them. We need to strike fast and gain control of majority of Takistan before they do. We still have initial advantage, let's not lose it. Mission description: Finally this day came. We are at the Jilavur military base on the frontline. Thanks to our specnaz units we can now assault the town with full force. Enemy dug in at the Feruz Abad town. They prepared two defense lines. We need to break through them. You need to split to two teams. One should head to north of the town and the other one with tank to south. DO NOT assault the defense lines alone. When you are ready call 0-0-1 for the friendly forces to attack from our base. We prepared armored vehicles to support you. Be aware that this will trigger all enemy units from town to defense their positions so expect heavy resistance. In the north there's enemy checkpoint north of the town. We also have information about enemy rocket artillery units in Falar city. Don't enter the town until you dealt with them or they'll toast you. Remember that you can always kill enemy artillery crew and use it to support our attack on the defense lines. After you deal with the artillery you can attack enemy HQ from the north together with south team. Ambush enemy tanks heading to first defense line and then support our attack at the second line and town. You've been supplied with a lot of Anti-tank weapons if your tank gets destroyed but try not to lose it. Try to eliminate their AA guns so our chopper can support you in every fight, it's guided rockets are deadly for both infantry and vehicles. Features: Vehicles and air support - Show your skill Replayability - Randomization Two teams layout - Two different set of tasks Freedom - It's up to you how to deal with most of objectives I tested this mission extensively with my friends and I can't find any bugs. Please contact me by steam or in comments if you see any bug or have a feature request! I will be happy to help. Join in progress is NOT supported but im not disabling it to allow in-game unit switching! Requirements: CUP RHS ACE3 (if you do not want to use it, just install it and disable all its functionality) Task Force Radio (if you do not want to use it, just install it and disable all its functionality) Known issues: - Crash when unconscious and trying to respawn THIS IS NOT MISSION BUG. I can't fix it. This is ARMA 3 or ACE3 bug. Workaround: respawn after you died, not while you are unconscious Download: Steam - http://steamcommunity.com/sharedfiles/filedetails/?id=933826356 Github - https://github.com/GodlikeRU/GoDlike-ARMA-3-missions Screenshots: Best viewed on steam workshop page. How to avoid problems: I did my best to ensure that mission will work as it should but here are some tips to make playthrough errorless: Please don't use Join-In-Progress. Start the mission only when all players are loaded in briefing screen. Don't use saves. Why so many mods?: There are just two big mods here (CUP,RHS) and small ACE,CBA, TFR so 5 mods in overall. Why there are so many mods in the list? There are minimods from ACE that ensures compatibility between RHS, CUP and ACE but they're very small. Not all mods may be mandatory. For example CUP CWA may not be needed same as RHS GREF and mission may work without them but for best experience I recommend to have them all anyway. Source Code: Available here - https://github.com/GodlikeRU/GoDlike-ARMA-3-missions
  24. Jimmakos

    [WIP] infectionZ

    NOTE: THIS IS NOT A FINISHED MISSION! -Side Note to moderators, if you think this is not the appropriate forum section please remove the thread. Currently looking for mission makers willing to help me out finish the mission, and the story line. Working alone with side help from some of my Arma 3 community friends but having a couple of more hands is always welcomed. Taking a break from the game itself and it's the latest release (1.70), but i'm willing to come back and finish the mission as soon as possible. If someone is willing to collaborate on this one, leave a comment below on let me know via PM. Find me on Steam. Discord: Jimmakos#2139 -Introducing a work in progress cooperative zombie horror multiplayer mission for Arma 3. -A 4 player SWAT squad have been sent to Podagorsk with one and simple objective, find Dr. Ivan and retrieve the virus antidote. Features: Dark ambient horror music. Main story line and side quests for players to achieve. Supply drops and balanced loadouts. Modified and fortified story line based locations on the map. Thunderstorm, fire effect, nuke, radiation script(s) from ALIAS. Female voiced playable character. A lot of jumpscares and a lot of creepy sound effects. Unique atmosphere with spooky environment. Various custom scripts. Zombies and demons support, dynamic ambient zombies spawner depending the numbers of players playing on current server. Headless zombies and scipts for making them acting like the hunter and smoker from the L4D2 game. Voice acting for important main characters. Apex simple conversation support. Custom textures. And many more to come... -Workload of the mission is currently 7 days of work on 3den editor. Youtube playlist: Pictures: (more will be added later).
  25. Does anybody sets unit insignias via script? BIS_fnc_setUnitInsignia is not working globally although funtion description states it so. Each player can only see his own insignia. There was a comment in BI page which states [[ player, "111thID"], "BIS_fnc_setUnitInsignia", nil, true, true] call BIS_fnc_MP; can be used but even with this one I am getting same result :( Anybody has a solution?