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Found 482 results

  1. 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
  2. So recently I have been making a map for me and my friends. I want to make it so that if one of us dies, the game loads the previous autosave after 3 seconds. everything works just fine, but when it tries to load the game, it says Mission Failed" and I have to restart the whole scenario. It's as if it is trying to load the save but it is failing and popping up with that screen. can someone help? the command I am using to load the autosaves is the loadGame; command in a trigger that's activated when the group number drops below 5.
  3. 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.
  4. 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 ?
  5. 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
  6. 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
  7. GEORGE FLOROS GR

    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
  8. 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?
  9. 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?
  10. 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.
  11. 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
  12. GoDlike_RU

    [COOP19]Breakthrough

    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
  13. 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).
  14. Hey guys! So basically I've got a bit of an issue with a sector control mission I've been making. It's a fairly standard framework for sector control. Currently running it on a dedicated server. If only one player is on the server when one team's tickets are depleted, the mission ends and resets as normal, but when there are multiple players the mission ends, but doesn't reset. Players are sent back to the role screen as usual, but then on respawn are sent back into the old mission again; tickets and capture points do not reset either. Also, the server is not set to persistent. The mission resets if no human players are spawned in. Any ideas? Here is a link to my mission on dropbox.... https://www.dropbox.com/sh/rjvr8ng8719ujzy/AAAXPA1TpRdvHuJfymsztJwQa?dl=0 Thanks, Billy.
  15. I created a mission in the Eden Editor and I wanted to add a little script which is going to allow me to access the virtual Arsenal in anytime I want, anywhere through the scroll wheel, and another little script which is going to disable the fatigue system and thus I could have infinite stamina. Here is the code:(the file is saved in the mission folder[Documents]) Init.sqf player addAction ["Aresenal", {["Open",true] spawn BIS_fnc_arsenal;}]; player enableFatigue False; player addEventHandler ["Respawn", {player enableFatigue false}]; So here is my problem, the script works just great in the editor when I test the mission. but when I try to host a server[not a dedicated server] It doesn't work. I'm not really good at ArmA3 scripting I'll be so happy if someone could just tell me what code should I use and where do I need to put it. I'll be happy if someone could help me, thanks...
  16. 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.
  17. We've created 27 maps that are of the Attack & Defend type on Apex/Altis lanscapes with the RHS mods. There are (2) Red and (2) Blue bases with a neutral base in the center. Each base has vehicle and player respawn points with armories (except the neutral). Each base has a "sector" with attributes set for who captures it. The uniforms and weapons are also loaded and saved (we will create an option to alter weapons once we get some of these questions resolved) On the below list are the areas we need help with. We've searched the internet but most of the answers are 3-5 years old and were having trouble sorting through them to find what we need. Thus, we're reaching out here to hopefully find the help and willing to pay for it. We have a Paypal account or can do something like purchase Amazon gift cards or if you have another way to collect your fee, it's ok with us. We're hoping to find one person that's knowledgeable with Arma scripting/triggers & modules who can answer all the questions as oppose to going through several people for them. If you'd like to get an idea of what our maps look like, there's (2) in the "Map Team" on our TeamSpeak (globalconflictA3.teamspeak3.com) These are the questions we need help with: 1. The KOTH maps all have a "rearm box" and players don't have to open it to rearm, they just click rearm. How can we get this option/script? 2. Currently, if we use any ammo, when we respawn the loadout doesn't replenish, it stays the same as when we died. Is there a script to reload all ammo automatically? Can this be applied to resupply vehicles as well? 3. How to set up the helo and tank "rearm" locations. 4. Each friendly base has a respawn with the possibility that the opposing army can take it. Can we make the respawns unavailable to the side that owned them when thier captured? 5. Currently the "tasks" show the neutral base along with the opposing army bases as "tasks" (all are visible) Can we set it so that the "tasks" start with the neutral base (with the other bases hidden) and then once the neutral base is captured, the next base appears as the next "task" and so on? (we know this is done with the triggers and modules, but can't figure out the exact process to link them) 5. We want to set the maps to play 1 hour each. Is this something that is done in Eden Editor or on a server? 6. We need help creating (3) "End Game" scenarious: a. Blue Team wins b. Red Team wins c. Draw 7. Can we make a setting that should one side take all opposing army bases, along with the neutral base, the game will end before the 1 hour timer ends? 8. How to put maps on a server? (or is this something the server support people could help me with) And lastly, there's a lot of servers out there. What options should we look for in choosing one? We dont want the cheapest, but not the most expensive either. We're anxious about getting these maps on a server soon. Your assistance will truly be appreciated.
  18. So, i'm pretty new in the Arma 3 Mission edeting and scripting, or at least for Multiplayer. My problem is, that in my Singleplayer Missions i could just use BIS_fnc_typeText2 and everything worked just fine, but now I'm trying to do this and other Stuff like Hints etc. in a Multiplayer Mission, but it only is Shown to Host or when i put it on my Linux Root Server, to no one. All the triggers Work just how I want them to, New Tasks get Assigned and everything that has to be done by Server (like let NPC eject via script and stuff like this) work also. Only Issue I have is that Hint's and BIS_fnc_typeText2 etc. are not shown to the Players except host if launched local. What i did is Adding eventhandlers that get active if you kill the Guy you have to Start the Actual Mission. this addEventHandler ["killed", {[] exec "Missionflow.sqs"}]; The Code below is executed, but hints and Stuff is only shown to host. <Missionflow.sqs> [[["Bluefor", "align = 'center' size = '0.7'", "#0000FF"], ["", "<br/>"], ["Im Anflug für ''Para-Drop''", "align = 'center' size = '1.0'"]]] spawn BIS_fnc_typeText2; ~30 [[["OPFOR", "align = 'center' size = '0.7'", "#FF0000"], ["", "<br/>"], ["Im Gebiet", "align = 'center' size = '1.0'"]]] spawn BIS_fnc_typeText2; ~110 [[["WARNUNG", "align = 'center' size = '0.7'", "#FF0000"], ["", "<br/>"], ["Jets im Anflug", "align = 'center' size = '1.0'"]]] spawn BIS_fnc_typeText2; ~120 [[["EVAC", "align = 'center' size = '0.7'", "#FF0000"], ["", "<br/>"], ["Ist unterwegs", "align = 'center' size = '1.0'"]]] spawn BIS_fnc_typeText2; hintSilent "Achten sie auf Feinde"; And all this is only shown to Host, i dont know what to do about this, how am I getting this to work in Multiplayer so all are seeing this. What I also tried is giving the Playable Characters Variable Names (a to d) and then did this: this addEventHandler ["killed", {[a] exec "Missionflow.sqs"}]; this addEventHandler ["killed", {[b] exec "Missionflow.sqs"}]; this addEventHandler ["killed", {[c] exec "Missionflow.sqs"}]; this addEventHandler ["killed", {[d] exec "Missionflow.sqs"}]; I also tried adding a trigger and set Trigger owner to the Guy you have to kill, and set Activation on not Present, which works for ingame modules to become active very good for me. And in "On Activation" i put: [] exec "Missionflow.sqs"; // and also again with the Player Variables [a] exec "Missionflow.sqs"; [b] exec "Missionflow.sqs"; [c] exec "Missionflow.sqs"; [d] exec "Missionflow.sqs"; Hope someone can Help me, didn't found anything that seems to work for me so I'm asking here now.
  19. 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?
  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. 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
  22. Hello Everyone! I'm making a mission, and i want the player use the face/skin texture i selected in the editor. But it uses the custom player face instead. Is there any way to fix this? Draoth
  23. About mission: Russian Roulette is a COOP mission best played with 4-9 players. 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. Features: Bomb defusal - Loud or stealth, two different ways to defuse Replayability - Randomization Tactical stealth action Convoy ambush 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. This mission is technically advanced in terms of scripts so there may still be bugs. Please report them to me :) 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) 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. Known issues: - Nothing for now Download: Steam - http://steamcommunity.com/sharedfiles/filedetails/?id=911029319 Github - https://github.com/GodlikeRU/GoDlike-ARMA-3-missions Screenshots: Best viewed on steam workshop page. Feedback/Bug Reports: Please tell me if you enjoyed my mission (or not). You can contact me here or on steam. I tested this mission with my friends and I can't find any bugs now. Tell me about any bugs you may encounter. I'll try to fix them ASAP. I did my best to correct any mistakes in text but im not a native english speaker, please tell me if you find any. If I see that You enjoyed my mission I will make next parts in future. Regards
  24. allnamesaretakendammit

    [PVP] Manhunt (4 vs 40 (!))

    Hi everyone! I'm pleased to announce that my very first MP mission is complete. I'm uploading it exclusively here on the forums so I (hopefully) can get some feedback from more seasoned players and mission makers. Before I begin describing it, here are the dependencies: CBA CUP Core CUP Weapons CUP Units CUP Terrains (takes place on Altis, but uses Arma 2 objects) NIArms Core NIArms MP5 pack TRYK's Uniform Pack About "Manhunt" takes place during the nighttime (the daytime pictures in this post is just to better illustrate what the units look like). A team of up to 4 BLUFOR equipped with silenced weapons and NVGs are dispatched to battle up to 40 OPFOR units with mere flashlights. BLUFOR can choose to either survive for 60 minutes "gathering intel about the area", or complete a side quest involving the destruction of an asset to end the mission. OPFOR squads must decide whether they shall defend the asset or go manhunting. If all BLUFOR units are killed, OPFOR wins. If time (60 minutes) runs out or the asset is destroyed, BLUFOR wins. > BLUFOR's side quest is to destroy this anti-air radar. OPFOR's side quest is to (unsurprisingly) protect it. BLUFOR: BLUFOR consists of 4 player slots, each with different attributes: The UAV Operator is the team leader, and has access to unlimited UAVs to help the team avoid incoming soldiers hunting for them. The Marksman is in charge of taking out units from a distance before they get too close to spot any members of the team. The Recon Scout (AT)'s role is to scout enemy vehicles and destroy them. NOTE: he does not get unlimited rockets. The Missile Specialist (AA)'s role is to defend the team against the enemy's search helicopter. He does get unlimited rockets. > The BLUFOR team. BLUFOR's Hunter acts as their arsenal and is used for transportation and rearming. > The BLUFOR units are equipped with HK MP5-PDWs and silenced M9. > ... apart from the Marksman, who is equipped with an MXM with a Nightstalker scope. OPFOR: OPFOR consists of up to 40 players and 7 squads. Squad 1 to 4 consist of 8 men each. Equipped with Katibas, Optic Reflex scopes and flashlights Team Leader, 6 Riflemen and 1 Combat Life Saver Squad 5 consists of 2 pilots, who's role is to fly the search helicopter Equipped with Sting 9mm with flashlights The helicopter is unarmed. Squad 6 is the mechanized infantry, and consists of 4 men. Equipped with Sting 9mm, ACO scopes and flashlights. One engineer, three crewmen 1x Vodnik with 2xRPKs Squad 7 is the mortar squad Equipped with dismantled tripods, Katiba Carbines with ACO scopes and flashlights. The team also has access to 2 unarmed UAZ, 4 Quad bikes, 2 Zamak transports, an ammo truck and a fuel truck. > This is what most of the OPFOR units look like. > The search helicopter > Vodnik > The vehicles OPFOR can use. Balance To balance a game mode where one team is this much larger than the other was definitely the hardest part, and it may be subject to change based on your feedback. Here are a few notes regarding balance: Vehicles do not respawn. It is extremely hard to spot the BLUFOR soldiers when they've found a good hiding spot. This is the reason I added a search helicopter to help ground units track them down. To counter it, I made one of the BLUFOR units an AA missile specialist. The missile specialist can only carry one missile at the time, so I made them infinite (as long as the Hunter is still alive). OPFOR gets a chopper – BLUFOR gets UAVs. BLUFOR gets a RHIB boat to allow for an alternative route onto the island where the side quest is located. To counter this, the OPFOR also gets RHIB boats to intercept them. OPFOR spends longer time getting out of base than BLUFOR. This gives BLUFOR the chance to quickly lay down a tactic before OPFOR are ready on the battlefield. To prevent BLUFOR from rushing the island, OPFOR has been given a Vodnik 2xRPK. Adding a Vodnik was the reason I made one of the BLUFOR units a Recon Scout (AT). All BLUFOR units originally had high powered weapons, and/or access to them in the Hunter. Now, only the marksman has a high powered rifle; the rest have MP5-PDWs. This gives OPFOR a greater chance at coming close to BLUFOR. To prevent BLUFOR from feeling safe on rooftops, an M252 mortar was added. The mortar team spawns with only the tripod; the tube itself is located further away. This is to prevent OPFOR from mortaring the BLUFOR spawn location at the start of the game. The mortar is not replenishable, so OPFOR must use it wisely. Can also be used to light up the battlefield. OPFOR currently has unlimited respawns. I may remove the ability in future version. Some teasers: > A typical scene in this game mode > Danger close > CSAT search helicopter patrolling the anti-air radar > BLUFOR using their RHIB _________________________________________________________________________________________________________________________________ Looking forward to see your feedback. Don't hesitate to let me know if something doesn't work properly when you play it. I also want feedback regarding balance issues. Thanks for reading my post! For those of you who choose to download and play the mission: I hope you enjoy it! DOWNLOAD LINK: https://ufile.io/01obm
  25. 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
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