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Found 484 results

  1. 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
  2. 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
  3. Hello everyone. I am trying to make a Multiplayer mission where people have to get teleported into a vehicle. I got a Blackfish called "unit1" flying, and I want every player in the server to be teleported into that vehicle. I have tried many different command but nothing seems to work. I thought "moveInCargo" should work, but that only works on local units, not remote units. Things that I tried: {_x action ["getInCargo", unit1]} foreach allPlayers Player1 moveInCargo [unit1, 1]; Player2 moveInCargo [unit1, 2]; Player3 moveInCargo [unit1, 3]; Player4 moveInCargo [unit1, 4]; Player5 moveInCargo [unit1, 5]; Player6 moveInCargo [unit1, 6]; Whatever I try, only me (The host) gets teleported into the vehicle. Other players don't. Does someone know how to make this work?
  4. Gents, New version (1.63) of "Night Tigers", a multiplayer cooperative mission centered on night operations in Vietnam has been worked up. You can find it here: http://steamcommunity.com/sharedfiles/filedetails/?id=907850156 I'll be posting it up on the Armaholic website as well. (For anyone new to Arma, Armaholic is a wonderful repository of all things Arma related; missions, scripts, tutorials, ad infinitum. By all means check it out. http://www.armaholic.com/ Mission info can be found below: Coop: recommended 2-4 players (will allow 9) (single player not tested) Requirements: ArmA 3 Unsung Vietnam War mod, CBA_A3, Apex DLC April, 1967. You are part of a MACV SOG team which has been ordered to locate and destroy several NVA AA guns in the "Muah Quah" area of operations located on Doung Island of the Rung Sat Special Zone, Vietnam. Mission features: (1) the ability to respawn at one of three points in the event the player(s) suffer any misfortunes in the field. ( Make sure you spawn at HQ initially.) (2) Highly immersive soundtrack which lends itself well to the eerie movement through the waterways and jungle. (3) Numerous sound effects add to the atmosphere. (4)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) (5) On call artillery fire support. (Accessed via the "0" (ZERO) key at the top of your keyboard. Scroll wheel options availlable after that. (6) Option to insert/remove earplugs at any point in the mission. Make certain you take one of the PBRs parked at the "River Rat Boathouse" once you've seen the general and kitted up. (7) Random enemy patrol script ensures replayability. (8) 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. It is also very important to the flow and immersion of the mission to begin at Headquarters, see the general to get your orders and then take one of the PBRs located at the "River Rats Boathouse" to begin the mission. 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 and Sushi 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 Regards, Oddball
  5. Hey Everyone, So I just got a new Arma 3 server up and running, and I wanted to invite the community to come check it out. Please feel free to join, hang out and get tactically nerdy. As we stop the Insurgency! Now to make everything easy for everyone with trying to locate the mods. I created a Steam Collection for the mods being used on the Black Team One: RHS/CUPS BMR Insurgency server. If you have any issues make sure you have all the correct mods installed and loaded first. A lot of issues I've seen is people are missing RHS or SMA. Please feel free to hit me up on steam Unknown Gambit but I go by Hoyt Carrie in game. Server info: Server Name: Black Team One: RHS/CUPS BMR InsurgencyIP: 63.141.249.146Port: 2342Slots: 50Game Mode: Modded version of BMR's Insurgency on X-cam Taunus: https://forums.bistudio.com/forums/topic/171050-bmr-insurgency/ Mod Collection: http://steamcommunity.com/sharedfiles/filedetails/?id=906947908 Required Mods: @CBA @Cup Terrians Core @Cup Terrains Maps @Cup Weapons @Cup Units @Cup Vehicles @TRTK [TRYK's Multi-play Uniforms] @RHSAFRF @RHSUSAF @RHSGREF @RHSSAF @Specialist Military Arms (SMA) v2.7.1 @X-Cam Taunus Ver 1.1 @ASR AI3 @Enhanced Movement @Clafghan Optional Mods: @JSRS @BLASTCORE @Enhanced Soundscape @DynaSound 2 @Advance Rappelling @Advance Sling Loading @Advance Towing @Advance Urban Rappelling Removed: @Jonzie Mega Mod Pack (Due to issues with Workshop. Might come back) Updated: I added Clafghan and Insurgency for that Map into the Rotation as well. Coming Soon: Task Force RadioNew Ranking System Alive (TBD)New Maps (TBD)New Missions to play
  6. Hello, I am working on a PVP scenario where only OPFOR is allowed to respawn. The synopsis of the scenario is that a team of 18 OPFOR soldiers with basic gear has to track down and kill two BLUFOR spec ops soldiers with advanced gear. Once the BLUFOR is killed, the mission is over for both sides. I've managed to set up everything correctly apart from the respawns. I've tested it out; BLUFOR has no respawn point, but instead just respawns on OPFOR's respawn point. How should I script it so that BLUFOR is refused to respawn? Keep in mind that both sides consist only of real players.
  7. [Outdated] Go to thread of the new "Freemode" version Old: Mafia Team Work : Katalaki Bay by Der Kroi CIvilians Life feature video Workshop Subscribe Download from Armaholic for hosting server Screenshot gallery Description : Mafia Team Work is a fast paced and dynamic gamemode inspired by GTA IV Team Mafia Work with common objectives for both teams in PVP (also playable in single player or coop) and features a real civilian and cop life. ------------------------------------------------------------------------ Welcome to Katalaki Bay, a small coastline town, who’s inhabitants are terrorized by mafia families that fight each other to expand territories and gain respect of local godfather, Kenny Petrovic. In Mafia Team Work, your family and yourself are working for Kenny Petrovic, in direct confrontation with an other family. Your objective is to earn more respect and prove to Petrovic that your family is the only one to trust. This gamemode is a fast paced dynamic PvP mission, in a customized & optimized area of 9km². Also playable in Singleplayer and Coop with dynamic difficulty. Missions & Targets are common to both teams. Each objective completed add Respect points to your team. When game time is over, the game ends once the current mission is completed. The team that got the highest Respect score will gain the trust of Mr. Petrovic, Godfather of Katalaki Bay. At respawn location, use flag’s menu to get a car. All cars can be field-repaired anytime. Open your GPS to reach objectives faster. You can also follow waypoints (3D Icons) that point objectives locations. . RED Objective: Kill or Destroy . BLUE Objective: Take and drop (do not destroy) . YELLOW Objective: Drop location for car or briefcase (only seen by the driver/carrier) Equipment and weapons can be found in Ammo Crates on objectives, or in your Victim’s Vehicles. ------------------------------------------------------------------------ MOST WANTED ! The Wanted Level is inspired from “Grand Thef Auto”, and tells players how much police attention they are getting, or in a few missions, how much they are actively searching for the objective. Wanted Level 1 and 2 stars are related to your own actions, only the wanted mafia member sees it, and cops will only be after him. Level 3, 4 and 5 stars however, are global. All mafia members will be actively wanted by Law Enforcers. Expect cops, FBI agents, and Army to come in number, protecting objectives assets against the mob. How it works Level 1 : Depends on checks and stops (usually on foot) that randomly happen on the map. If the patrol has not been neutralized or outrun, it will trigger level 2. Level 2 : Hitting a police patrol car, or shooting next to cops or on their vehicle, will trigger Level 2 star, as well as Level 1 backup calls. The various events impacting Wanted levels overlap each other. As a result, shooting down or outrun a patrol does not reset your Wanted index if another patrol is also on your trail. Despite Levels 1 and 2 are related to a single mafia member’s actions, other mobsters are not safe: if a patrol sees a mafia member, they can decide to engage him as well. Level 3-4-5 : Are related to "Take and Bring Back" type missions. Law enforcers will spawn continuously until the end of the current mission. The amount of active reinforcements simultaneously depends on the mission and the number of players connected. Backups, as well as regular patrols will head towards the objective to protect it from the mafia. Wanted Level progression is based on the number of patrols neutralized. Take down a helicopter patrol will piss the cops 2x more than losing a ground patrol. Lvl 1: Police foot patrol Lvl 2: Police patrol car Lvl 3: Police patrol car + Police helicopter Lvl 4: FBI SUV + Police patrol car + Police helicopter Lvl 5: Military armored vehicle + Police patrol car + Army helicopter with sharp shooters------------------------------------------------------------------------ Features : _ Detailled civilian life, on car, on foot, chatting... _ Cops on patrol, reinforcement, apprehend. _ The difficulty level and the amount of weapons are dynamic, depend on the number of player connected. _ FBI and Army reinforcement link to the research level. _ A fast paced dynamic PvP mission, in a customized & optimized area with terrain cleanup for nice driving (9km²). _ Reinforcement system with research level for some Take and Drop missions. _ Stunt Jump with score. _ Bellow 80km/h, you can get out of your vehicle safely. Get out at higher speed is still possible, but is at your own risks. _ 15 detailed missions each with a large random combination. (Others will come). _ Event random with awesome stuff (Heli Army crash for the moment and one Army convoy very soon). _ When a vehicle’s engine is destroyed, it will ignite, and blow up after a moment. _ You can be polite and salute civilian, or you can dis em, or steal their car, and deal with consequences. _ Respawn with a car, no sway, 126% speed on foot, BIS revive. _ Custom sound for ambient life, dialogs and Hint. _ Ballas and Triads gang with an exclusive car color. _ Kill tickets. _ Every player's respawn with same weapon/stuff. Do you want the best ? Rush to the curently mission and get your reward ! _ If you like Hip Hop, you like this mission 😉 _ No mods are required to play this mission, no mods are accepted on the server ------------------------------------------------------------------------ Official Dedicated Server : OFFLINE ; Back with a new version: Freemode ------------------------------------------------------------------------ SinglePlayer/Host/Lan If you want to play SINGLEPLAYER, simply host a LAN game in the Multiplayer menu, Server Browser, host Server tab. ------------------------------------------------------------------------ Many more information on your Website : https://mafiateamwork.com/ ------------------------------------------------------------------------ Custom Difficulty Settings for the better experience : difficulty="Custom"; class DifficultyPresets { class CustomDifficulty { class Options { autoReport=0; cameraShake=0; commands=2; deathMessages=1; detectedMines=2; enemyTags=0; Armor=1; friendlyTags=0; groupIndicators=0; mapContent=0; multipleSaves=0; reducedDamage=0; scoreTable=1; staminaBar=1; stanceIndicator=2; thirdPersonView=0; visionAid=0; vonID=1; waypoints=2; weaponCrosshair=0; weaponInfo=2; }; aiLevelPreset=3; }; class CustomAILevel { skillAI=0.75; precisionAI=0.1; }; }; // Change thirdPersonView=0 to thirdPersonView=1 if you really want third person view. ------------------------------------------------------------------------ Workshop Subscribe Website Youtube channel Steam group to be kept informed of the event organized on the server. Facebook Page Discord Channel Armaholic Page
  8. Hello all, I am working on a multiplayer scenario I've called "Hide and Seek": Opfor has to find and kill the Blufor units within x minutes, while Blufor has to stay alive until then to win. If Opfor manages to kill Blufor, it's a win for them but a loss for Blufor. If Blufor manages to stay alive throughout the countdown, Blufor wins and Opfor loses. To avoid stalemates and extreme "camping" on Blufor's end, I've added a little side quest where Blufor shall be able to trigger a "mission complete" ending by blowing up a specific Opfor vehicle. This dhall, of course, trigger a "mission failed" for Opfor as well. I struggle to find a way to script/trigger this, as I can only achieve one mission ending at a time. Can anyone with more experience please help me script this properly? Thank you!
  9. Hello everyone. I am trying to make a small minigames to play with my friends. The gamemode is pretty much the same as battle royal. A FFA arena where you have to kill everyone, and stay in the zone that is shrinking constantly. I got everything working now except for the triggers. My script is creating 2 triggers at the same place. The first trigger is getting activated when "ANY PLAYER" is "NOT PRESENT". It will then give you a hint that you should return to the zone in 10 seconds. The second trigger is getting activated when "ANY PLAYER" is "NOT PRESENT". It will then kill the player if he is out the zone and the "TIMEOUT" has reached 10 seconds. When testing this with my friend I found out that it is working correctly for me, but not for my friend. The triggers doesn't affect him. Could anyone please help me out? trg1 = createTrigger ["EmptyDetector", getMarkerPos "Marker1"]; trg1 setTriggerArea [500, 500, 0, false]; trg1 setTriggerActivation ["ANYPLAYER", "NOT PRESENT", true]; trg1 setTriggerStatements ["this", "hint 'You have 10 seconds to get back in the zone!'", "hint ''"]; trg1kill = createTrigger ["EmptyDetector", getMarkerPos "Marker1"]; trg1kill setTriggerArea [500, 500, 0, false]; trg1kill setTriggerTimeout [10, 10, 10, true]; trg1kill setTriggerActivation ["ANYPLAYER", "NOT PRESENT", true]; trg1kill setTriggerStatements ["this", "player setDamage 1", ""];
  10. Hallo, i had an idea for a Multiplayer Editor because i want to Male Missionsziel Witz my Friends, i think Mandy other people want ist top.
  11. OPERACIÓN ARDILLA Creada por Darius _______________________________________________________________________ STRATIS 09 de Septiembre de 2032 a las 18:54 horas Misión en Español El General Akhanteros de la FAA perdió su helicóptero que le iba a llevar a Altis, gracias al bombardeo de esta tarde la OTAN ha destruido casi todas las aeronaves de la FAA. Ahora él se ha escondido en su base militar al este de Agia Marina, vamos a asaltar esa base militar, acabar con los refuerzos y volver al campamento. Objetivos Destruir los refuerzos Matar el general de la FAA (Objetivo principal) Escapar de la zona Ejecución La operación se basa en una táctica de "golpe de mano" (entrar, cumplir objetivo y salir muy rápido). Alfa, se encarga de colocar cargas explosivas y emboscar los refuerzos que vienen por la carretera de la base aérea, la carretera que viene del Campamento Rogain y la otra carretera que viene desde Mike-26. ¡Destruyan todo lo que pase por esas carreteras! Los equipos Bravo y Charlie asaltarán la base militar. Salir de ahí e ir a un lugar seguro. _______________________________________________________________________ Co32_Op_Ardilla_v25.Stratis.pbo mega.nz Steam: Operación Ardilla en Steam
  12. Hi, This is my first MP script attempt and I'm having a little trouble coming up with a gameplan for coding. I'm creating a Land Nav script...works SP and now trying to convert to MP. Here is the summary: 1. Player initiates Land Nav course via addAction() scrollwheel 2. Server generates a unique land nav course by choosing random from pre-set points in an array (must be initialized somewhere) 3. Player receives grid coords which are added as a task 4. Player runs off and finds a point...logs it via addAction()...possibly unlogs it also if they change their mind 5. After finding all points player returns to start and finishes course via AddAction() option 6. Point names are compared to the answer key and player receives a score 7. Multiple people can be doing this at the same time...all with unique courses I am having trouble coming up with the MP logic/gameplan for the coding. Here are my questions: 1. What is the best way to pass the grid coord data from the server to the client (and back to server at the end)? Grid coords and logged points will be stored in an array. 2. Where should I initialize my master list grid coords (contains the coord and the alpanumeric designator)...it's the answer key 3. How can I ensure the answer key from #2 is hidden from the client and not in plain text in a client-side script file? I think this is simple but w/o experience in MP scripting I'm still lost. Short example code would be great! Thanks.
  13. So I've been away from Arma for a bit now and just getting back into editing however I'm having a bit of a problem with a addaction working in multiplayer. What I want to do is have an addaction on a player (h1), and have it so another player (s1) when using it, changes a variable which will then enable simulation on that player (h1) from a trigger (hide and seek gamemode :D ). I have it working when I'm s1 but whenever another player is s1 the addaction doesn't work. This is what I have on the addaction unit (h1) nul = [this] execVM "test.sqf"; and this is what in the test.sqf h1 addAction ["<t color='#FF0000'>Catch!</t>",{varhh1 = 1},nil,1,true,false,"","_this == s1",2,false] call BIS_fnc_MP; s1 is the player who uses the addaction. and varhh1 is the variable then I have a trigger set so when varhh1 == 1;. h1 enableSimulationGlobal true;. Any help would be appreciated!
  14. Hey there! I've recently formed a new group, AB-12, designed for semi-casual Arma 3 players looking for a group to play with in Wasteland. I'm hoping to create a group dedicated to intense teamplay, and playing Blufor how it's meant to be played, working towards objectives as one. I'm looking for english speaking players who are team-focused, any ages and any experience levels - whether you've clocked 300+ hours or just cracked the game open, it doesn't matter, you're welcome. If you're interested, please search AB-12 on the Arma Units tab, or follow this link directly - https://units.arma3.com/unit/ab-12. Thanks for reading, Elliott AB-12
  15. So, i'm making a mission in which i used the Unit Capture and Unit Play functions so a pair of helicopters could land on a clearing in a dense forest, but i want it so that when they get off the chopper they head to an officer and the briefing starts, but i'm trying to setup a trigger that detects alive players but if i set it up to detect all 10 slots, then if mission is not full it wont start, so i want to know if you guys could help me, i remember it was something like: if !alive UnitName or _____ Any ideas? Thanks a lot! :)
  16. I want to create a task that is not bugged on a dedicated multiplayer server. Is it enough to place a trigger make it blufor present and put isServer && this in the condition bar, then synching that trigger to task modules? Or do i HAVE to use scripts to create tasks?
  17. I'm building a multiplayer mission using ALiVE, ACE, and some other mods, which is intended to be a big 3 way factional battle, with BLU_F and OPF_F to be playable while leaving IND_F unplayable as the initial occupying force to be conquered. So far so good, still tweaking some of the objective modules and taors for balance, but I already have the support and logistics all functioning well thanks to lots of reading and studying of wikis. I can call in artillery and airstrikes just fine, and so on. I must admit, however, that I'm not a very good scripter and I often have to look up how others have done things in order to figure out something. My understanding of it, in regards to everything from syntax to eventhandlers is very very limited, so thanks in advance to this great, very knowledgeable community. So here's my question: I currently have players spawn in solo, ungrouped to any AI, but I want the player to have the option, with a radio command, to spawn a group of their choosing (one of the presets from the cfgGroups list I suppose), and have it join them under their command. As a second feature, when the unit the character is playing dies I would like the player to have the ability to respawn in the group, taking control of one of the other AI in his squad, which I generally already know how to set up IF the units are already set to be "playable" (respawn = 4; in description.ext), but have no idea how to set up if we spawn them ingame as initially unplayable AI. I have no idea how to do this. I have tried other options, such as just linking an unplayable group to the player in the editor, or even making all the units in the group playable for selection, but I ran into various issues, such as not being able to command the group if I selected a unit other than the leader to play from the lobby (obviously) or just having too many units spawning all over waiting for another player to join in order to command them all, or if I want to play ungrouped I'd have all these hangers on. All these issues I felt severely limited my options and I was getting rather frustrated. I finally decided, that for what I want to do, giving an initially solo player the chance to choose a group to command or none at all would be a fun option for the player and lead to a great range of diverse outcomes for how they want to experience the mission. Please bear with me and my lack of knowledge in this, and any help that leads to a solution is greatly appreciated.
  18. Hi, I've created some MP maps, 21 so far, using the RHS MOD on Tanoa and Stratis with Eden Editor. When I play the maps, I don't see my player on the "map" or friendly bases. Can this be fixed? Also, how can I add player ICONS so I can see my teammates during play? I have many more questions but I wont overwhelm this post. But one more is...I've created Red/Blue bases with a neutral base in the center. I set the trigger so the neutral can be taken by either side and go back and forth as may happen. After the neutral is captured, is it possible to make the next base, that belongs to the opposing side, appear on the "map" as the next target? Thanks for any assistance.
  19. 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
  20. Hey guys! I have a mission where players can choose to be blufor, opfor and independent. Each leader of a faction has an endtrigger synced to them that should end the mission when the unit enters it. I have the triggers and debriefing working fine in singleplayer, but in multiplayer I am not able to force the end on the clients even though I use [endMission, "END1" ] call BIS_fnc_MP; in the respective trigger for each side. What am I doing wrong? I found a lot of threads where people say to execute the functions on the clients, but I just can't seem to grasp how to do this. Cheers!
  21. Hi ! For some reason, when a player disconnects, gets kicked, crash, he is replaced by an AI... I found this in the Init, would it be related to it ? OnPlayerConnected {If (_uid In ID_Players) Then {} Else {ID_Players = ID_Players + [_uid];};}; Is there a way of not getting an AI everytime a player disconnects ? Thx !
  22. Hello guys! I would like to show You my latest creation. Feels best when played with 8-19 players. About mission: It's March 2017. USA can't simply stand aside and watch how Russia is being called 'Hero' in mass media because they're the only one to support Takistan's government in their fight. We will strike today to show everyone that USA is still monitoring the situation. Your main objective will be to kill the regional ISIS leader Abdul Ak-Sahrim who is hiding inside a big town in far east. Feels easy huh? Well it is not because enemy has a lot of outposts between our forces and their leader. Not even counting armored support. Their vehicles and weaponry are mostly outdated but still deadly, you should know that best. We need to regain respect on the world and when you succeed we will commence another operation, this time on a big scale. Don't dissapoint us son. Requirements: RHS CUP ACE3 (if you do not want to use ACE, just install it and disable all its functionality) ACE3 compatibility plugins (optional but you should have them anyway) Task Force Radio now Download: Steam - http://steamcommunity.com/sharedfiles/filedetails/?id=886207077 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
  23. The 64-bit mode included in the update fixed the 3fps issue for me and improved performance a bit but it broke my multiplayer. Whenever I start in 64-bit mode, there are no servers showing for me in the multiplayer server browser. If I alt-tab and use the launcher to look for servers, it gets stuck in the "Arma 3 Apex" loadscreen as I try to join a game. It is completely fine if I start the game in 32-bit mode however, except for the sluggish performance. Is anyone else experiencing this? Any ideas on how to fix it? I disabled my antivirus just in case it was messing with something, but It did not fix the problem.
  24. 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////////////////////// /////////////////////////////////////////////////////////
  25. I have made a sector control mission. It worked previously, but I made minor changes and now it doesn't work.It only really started once I added in the system where the re spawn on the sectors changes owners depended on who owns the sector. What I mean is when I load up the game on localhost, it loads, asks me to re spawn, and then goes back to the loading screen, displaying unnamed mission, and I am stuck forever. Any ideas? I will post the mods it needs and you can see for yourself. Mods used- CUP_AirVehicles_CH53E CUP_AirVehciles_AW159 A3_Missions_F_Curator CUP_TrackedVehicles_M113 CUP_Creatures_Military_USArmy CUP_TrackedVehicles_ChallengerII sab_CU CUP_WheeledVehicles_LR CUP_WheeledVehicles_Coyote CUP_WheeledVehicles_Ridgeback CUP_AirVehicles_AH64 CUP_WheeledVehicles_Wolfhound CUP_TrackedVehicles_FV510 CUP_Creatures_Military_BAF CUP_AirVehicles_Mi8 CUP_TrackedVehicles_2S6M CUP_Creatures_StaticWeapons A3_Air_F_Heli CUP_AirVehicles_Ka52 CUP_Creatures_Military_Russia CUP_TrackedVehicles_T90 A3_Soft_F_Exp CUP_WheeledVehicles_UAZ CUP_WheeledVehicles_BRDM2 CUP_WheeledVehicles_BTR90 A3_Weapons_F A3_Structures_F_Households A3_Modules_F CUP_CAStructures_E_Misc_Misc_Market CUP_CAMisc CUP_Misc3_Config CUP_Weapons_AmmoBoxes A3_Characters_F A3_Structures_F_EPC A3_Supplies_F_Heli A3_Static_F A3_Structures_F_EPB A3_Soft_F A3_Structures_F_Ind A3_Structures_F_Heli A3_Structures_F_EPA A3_Structures_F_Mil A3_Structures_F
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