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  1. RELEASE INFORMATION Version: 1.09 Release date: 03 May 2019 ARMA III version: 1.92 ABOUT The Two Sierra campaign follows a NRF VJTF platoon during three tours of duty. Each tour takes place in a specific ‘Armaverse’ driven by a storyline loosely based on historical facts. The campaign missions support up to 36 players (30 + 6 JIP). FEATURES 3 tours of duty, 12 missions + 3 warmup missions offering challenging and Immersive gameplay in a lively area of operations; Each mission is accompanied with a detailed operations order (OPORD’s in-game and PDF/TXT for forum briefings), AO map and additional intel; Pre-configured TFAR for quick game start. Media (PDF, images) to be used with forum postings (mission cover image, AO map, objectives, etc.). Optimized for dedicated server play; Challenging opponents; Automatic detection of ACRE2/ TFAR, cTab and ACE3 add-ons. Optional mod compatibility (RHS/Project Opfor/3CB Factions/CUP/CFP) for BluFor & OpFor MISSION BALANCER Since v1.05 the Two Sierra missions are balanced based on the number of players active. Few notes: Less players = less OpFor / more players = more OpFor Recommended min. players: 12 Mission balancer setting can be overruled using the mission params at mission start. Tour 1 and 2 warmup missions have mission balancer running. Tour 3 has no mission balancer. DOWNLOAD INFORMATION Download Two Sierra ALL-IN-ONE via Mega: https://mega.nz/#!kRJCHCxa!sU9jncFzjX2wKgErNmdlLoVKGBeKbXEMPTNtTSx0OxY [v 1.09] Download via Armaholic: http://www.armaholic.com/page.php?id=29616 [v 109] Steam Workshop: https://steamcommunity.com/workshop/filedetails/?id=530541775 [v 1.09] Facebook: https://www.facebook.com/two.sierra.arma/ REQUIRED ADD-ONS Community Based Addons ARMA 3 (CBA_A3) CUP Terrains RECOMMENDED ADD-ONS To enhance game play, the following (optional) client add-ons are recommended: Advanced Combat Radio Environment (ACRE) -or- TaskForce Arrowhead Radio (TFAR) Advanced Combat Environment 3 (ACE3) Commanders Tablet (cTAB) RHS + Project Opfor and/or 3CB Factions CHANGELOG Note: Both the Two Sierra website and Github repo are NO LONGER maintained. Please use this thread, Steam or Armaholic as your source for updates and information. In the archive you’ll find a '2Sierra_readMe.pdf' document with mission information, client/server information, training information, etc. Version 1.09 Added: Mod compatibility (RHS/Project Opfor/3CB Factions/CUP/CFP) for BluFor & OpFor Fixed: Vehicle service points working as they should. Updated: Spawn on demand. Now via framework function. Updated: Dynamic civilians uses mods if available (Project Opfor/3CB Factions/CUP/CFP). Updated: 2sierra_readme.pdf ReadMe document. Updated: Applied ADF 2.15 framework. If you have a VIDEO or SCREENSHOTS of your community playing a Two Sierra mission, please let me know. With your permission I'll post the content on the Two Sierra Youtube Channel.
  2. Armaverse Nordic is hosting a 24/7 server for Iron Front with team vs team missions The missions are built on Arma 3's Warlords game mode and use HoverGuy's Simple Shops framework (GitHub, BIS forum thread) to provide players the freedom of choice regarding gear, vehicles etc. while still at the same time somewhat restricting the access to top-tier assets. Warlords game mode offers Sector Control / CTI hybrid style gameplay. This game mode unleashes the ultimate all-out combined arms warfare Note about the overall gameplay: the server is forcing Veteran difficulty, so 3rd person mode will not be available. Available missions include action for the following factions of Iron Front: the German Army, the Soviet Army, the United States Army and the Army of United Kingdom. The game server is provided with the possibility to use Advanced Combat Radio Environment 2 (Get it from GitHub, Steam Workshop) To join the ACRE2 enabled TeamSpeak server head over to ts3server:// or direct IP ( to connect from the TeamSpeak. About modifications Required: @CUP Terrains - Core - The Community Upgrade Project Terrains core pack Get it from >> Armaholic, Steam Workshop @IFA3_AIO_LITE - Iron Front in Arma 3 Get it from >> Steam Workshop, other sources please see: http://ww2ina3.com/wiki/index.php?title=WW2_Download#Mirrors Recommended: @CBA_A3 - Community Base Addons Arma 3 (required with Task Force Arrowhead Radio and ShackTac User Interface) Get it from >> Armaholic, Steam Workshop @ACRE2 - Advanced Combat Radio Environment 2 Get it from >> GitHub, Steam Workshop @ShackTac User Interface - ShackTac User Interface Get it from >> Armaholic, Steam Workshop @Immersion Cigs Get it from >> Armaholic, Steam Workshop @IFA3_WW2StyleCompassAndWatch Get it from >> Steam Workshop @ASR_AI3 - AI enhancement mod for Arma 3 Get it from >> Armaholic, Steam Workshop To easily download all the modifications that are listed above you can also use a Arma 3 Mod Preset file! Just download the preset HTML file to your PC and drag-and-drop the file to the Arma 3 launcher to directly start downloading all the required and recommended modifications from Steam Workshop. Arma 3 Mod Preset Armaverse Nordic Iron Front @ pastebin.com You can find the raw paste data inside the spoiler below. Just copy-and-paste it for example into Notepad and save the file as HTML. For now there won't be any other possibility to send feedback other than this very forum thread so be it either hate mail, positive feedback or suggestions please leave a comment below! Please consider a donation to help keep the server operational (all donations will be directed to the monthly server fee). To donate, click the direct link below between the PayPal icons. https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=V5FHKHW9H57NU On behalf of Armaverse Nordic Asmodeus
  3. Hi guys, I recently build a Vietnam warfare server which is based on the Vietnam warfare mod called: Insurgency Vietnam, created by Baton on Steamworkshop, and is base on Multiplayer CO-OP game play, if you are interest in it, please come and take a look. Server Name: Ooari Group World Vietnam Warfare | IP address: Requirements: Insurgency Vietnam mission The_Unsung_Vietnam_War_Mod
  4. TFM Missions Presents TFM: TERRORIST HUNT Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1914183097 TheFerretMaster Missions presents ArmA 3: TFM: Terrorist Hunt, a simple dynamic CQB game mode with a highly original name. This scenario simply lets you select a building, fill it full of enemies, then go kill them. No modifications are required and, due to the customisation and simplicity, this game mode is compatible with all/almost all modifications. The mission is fully customisable, easy to port to new islands, change enemy AI or limit player equipment. Features: Simple scenario, pick a building, pick the number of enemies, start location and time of day - then go clear the building. Mission automatically resets, allowing you to pick a new building and start again. After each building is clear, mission gives you performance data such as mission time and number of shots. Easily customisable, allowing you to use any mod with TFM: Terrorist Hunt Can be ported to new islands in less than a minute If you want to port TFM: Terrorist Hunt to new islands, change the enemy AI or limit the arsenal selections, watch this video to learn how: Changelog: v1.1 Improved location placement to make each come from a different direction Stopped box/satellite dish mating rituals
  5. PVT. james_u7qobv7

    Place-able Aircraft Carrier

    Just a place-able carrier that we can do Carrier-Ops off of would be wonderful. I have always wanted to do carrier-ops in Zeus, doing things like CAS requests, transport, amphibious assault, ETC. So if any Bohemia staff/developers look at this forum thread keep this in the back of your head.
  6. Hi, i got the following drawIcon3D script that shows the players names above their heads: onEachFrame { _units = nearestObjects[(visiblePosition player),["Man"], 17]; _units = _units; { _color = switch (playerSide) do { case (EAST): {[1,0,0,1]}; case (WEST): {[0,0,1,1]}; case (independent): {[0,1,0,1]}; case default {[2.55,0.55,0,10]}; }; if (side _x isEqualto playerSide) then { if (!(lineIntersects [getPos player, getPos _x, player, _x]) && alive _x) then { drawIcon3D [ "", _color, [visiblePosition _x select 0,visiblePosition _x select 1, (visiblePosition _x select 2) +((_x ModelToWorld (_x selectionPosition "player")) select 2)+ 1.83], 45, -2, -1, name _x, 2, 0.035, "Puristamedium", "center" ]; }; }; }forEach _units; }; the problem: this shows also the names thought objects where i cant see the player normaly... how can i fix this? also it would be nice if my enime is in a car i would see his name above the car (not works now). Thx for your answer's 😄
  7. Multiplayer Save and Load Saves a multiplayer mission in progress to be reloaded later. Downloads: Armaholic Steam Reloads units, gear, vehicles, weather/mission details, waypoints, tasks, buildings, markers, triggers, missionNamespace*, locations, etc... Mod designed for use to save the progress in player-made multiplayer missions. For best results when loading, start the original mission, then load your progress with the UI. Saved mission files are stored in the mod folder, so take care. I believe this is about as good as I can code a save/load mod in SQF. But if you can do better, please feel free to make coding suggestions here! Uses inidbi2 from code34. v1.1 Locations and MissionNamespace now saved. Note: missionNamespace items of type "CODE" are not saved, as this would decrease performance or break the process. MissionNamespace items are also not removed, so CODE items can be maintained by loading the original mission before loading your saved game. Known Issues: - Scripts running at the time of save cannot be re-initiated after. Also, full script environment cannot be re-initialised without starting the scripts at the beginning, which is likely to cause more trouble than it is worth. So I recommend loading mission progress whilst in the original mission. - Unit side anomalies reported. - Unit names not syncing globally. Will likely cause issue if scripts require a unit to have a specific name on clients. - Zeus will detach from some players in some instances. Use #adminLogged in Zeus Game Master modules, then re-login as an admin. - Use this code if the action is removed by your gamemode: player addAction ["<t color='#FF5500'>Multiplayer Save and Load</t>",{createdialog "MSLDialog";},[],-999,false,true,"","isServer or serverCommandAvailable ""#kick"""];
  8. Hello everyone, hello community! 🙂 I am about to start testing a new multiplayer style. A new type to me, of course - sector control. I have a tutorial video of how to create such a mission. - inside this video you can see that a sector module has been created, synchronized to a trigger which represents the capture area - it is easy to set x numbers of such areas with modules and triggers to cover the whole map or a larger area, for example, with the option to choose the percentage of presence in order to retake it - let's say I want to create 10 such areas. I need a script that checkes if: example 1: more than 50% of them are taken by one side or another (which means 6 in my case), OR example 2: all of them are taken by one side or another. I think it will be easier to check the second condition, but I am not sure because it won't be easy to hold off all 9 sectors under your control while trying to retake the last one. You will need to place a lot of AIs around them or have a lot of teammates playing with you with proper good skills. So, after all, we need a script for one of these options to be checked, or may be you can mention and add another one as a better solution. In this case, do I need to name the modules OR the triggers and what would the script look like? When a condition is fulfilled it should end the scenario - for example if you play for the BLUFOR (west) or OPFOR (east) and you win or you loose, such a condition can be checked in order to end the scenario. I hope you get the idea. It will be interesting if there's additional condition to make the game longer in a win-loose ratio, let's say 2:1 or 3:2 rounds won for one of the teams. I wonder if this can be done... Thank you in advance and cheers! 🙂
  9. Immersive-sim Arma 3 gamemod set in the decades following the downfall of modern society to a deadly viral outbreak. Your goal is carve out your own space in this hostile world and decide whether or not to take part in a war that is raging between the rival factions that have taken over the land. Surviving means making alliances and taking what you need from opposing factions, whether that be skills, resources, or their lives. Features - Persistent multiplayer sandbox environment. - Factions: The order: Rangers, Nomads, Survivalists. Anarchists: Outlaws, Scavengers. Outsiders: Hunters. Undead (WIP). - Strongholds: Fight and capture various persistent points of interest. Get rewards that depend on the captured point. (WIP) - Custom animations/Interaction system: Parkour. New melee weapon system. Various interaction animations(WIP). - Custom Damage system: Broken bones, Bloodloss, Wound effects, Fixed various arma damage behaviour bugs(clipping, floating). - Hybrid 1st/3rd person system: Custom 3rd person view camera. Vehicle 1st person view. - Tools: Inflame players with crossbow Fire Bolts or using Fuel + matches. Set traps using Bear traps and Tripwire mines. Tranquilize players using tranquilizing needles or ammo. - Arsenal: Custom guns, including hunting rifles and shotguns. Custom realistic soundshaders, including realistic attachments(suppressor) sounds. - Immersion/Horror: Custom lighting, including natural nighttime lighting and full use of TrueSky system. Ambient music. Mystic creatures (WIP). - Hunting/animals: Track and hunt animals. Chop woods, make campfire and cook meat. - Dogs/Taming: Tame dogs, give them commands. Watch their state, heal and feed them. Kill and defend yourself versus hostile player's pets. - Survival: Desease, Radiation (WIP), Scarce fuel resources, Hunger, Thirst. - Construction: World: Build crates, camonet stashes, secret stone stashes. Havens: Lock your own haven. Reinforce and modify it. Build various furniture. Raid(destroy) and rob other havens. Reinforce your haven to protect it. Gameplay: - Explore hostile post-apocalyptic environment. - Progress your character. - Cooperate with friendly classes. - Fight for objectives. - Try to survive. - Raid, steal and rob / Build, hide and reinforce. Or just give up on this hopeless and unforgiving world. This is a multiplayer-only addon that is required by BreakingPoint Second Wind servers. Links: Steam Workshop Discord How To play?: Servers: Sunken Altis: Server name: [EU#1] Second Wind Address: Port: 2402 Screenshots: Livonia server has been shut down and will be replaced by Katya terrain by Blud when it comes out. Server name: BreakingPoint[#1]: SecondWind Address: Port: 2302 Videos: Screenshots: Custom Lighting: Gameplay: ##Credits: - Breaking Point team for their open-source gamemod platform. - LordJarhead for permission to use and build custom soundshaders utilizing legacy version of JSRS framework. - lordFrith for permission and kind sharing of his Frith's Ruin mod work. - dame2010 for providing source models and assets of his Horror mod: https://steamcommunity.com/workshop/filedetails/?id=1556296528 - IN005 for permission to use his headgear assets which you can find in his MadArma mod: https://steamcommunity.com/sharedfiles/filedetails/?id=815962700 - Lythium team for permission to work with their custom skybox. ###License: Content is released under Arma Public License No Derivatives (APL-ND): https://www.bohemia.net/community/licenses/arma-public-license-nd with the exception of open-source parts which are specified in README-LICENSE.md file (can be found in gamemod folder).
  10. vDog Patrol and vDog Feral Scripts by Valmont are long time requested scripts that allows mission makers to easily add MULTIPLAYER COMPATIBLE patrol and feral Dogs to their missions in Arma 3. vDog Scripts Main Features: - Easily add patrolling ai Dogs to allied, enemy or even playable Arma 3 units. - Easily add ai Feral Dogs who will roam a trigger area and viciously attack any unit who enters their territory. - Lightweight Scripts. (Your FPSs will thank you!). - Multiplayer Compatible! - Fully featured script also comes with sound effects. (Dog barks, growls, cries etc). - Since version 1.3 the scripts also support the ACE 3 damage model! - Even thou the scripts were made with Multiplayer and Performance in mind they work in SINGLE PLAYER just as well. Requirements: - CBA Community Based addons. (Dependency removed in the latest version but CBA is still suggested just in case). - Basic Mission Editing knowledge. (For adding the commands to the unit's init and/or the triggers). DOWNLOAD: Demo Mission version 1.3b DOWNLOAD Link (Google drive): https://drive.google.com/open?id=1AJ0NYIAVklLT1jBwq4x4d47EoKiiFaUs Demo Mission version 1.3b DOWNLOAD Link (Armaholic): http://www.armaholic.com/page.php?id=35026 vDog Patrol Details: vDog Feral Details: Updates/Changelogs: Special Thanks and Credits: Known Limitations: Please don't hesitate to post any questions, suggestions, bugs and testing reports. Enjoy.
  11. Good evening, community! I have found and used a couple of scripts that make enemy AI units surrender in singleplayer (SP). For example, when almost the entire enemy squad is dead and only 1 or 2 units are alive, they will surrender no matter other conditions. And I said "other conditions" because during the last 2 days I've read a lot of topics with information about their behavior and moral as a condition to make them give up. But this is not the case or the result I am looking for. I need a proper script for cooperative and multiplayer missions to give any enemy the possibility to surrender when forced to. If that with the moral is the right way to succeed, I am in! Thank you in advance and cheers! 🙂
  12. Hi, everyone from the community! I have an old MP co-op mission that I am willing to remake or upgrade, using more slots, more mods, more options and extra content. This is the mission I am talking about. I, as a host, can see 4 different messages while in game. 2 of them are Text1.sqm and Text2.sqm, which are shown after the player (in this case me) gets close enough to an object as a condition. The other 2 are informations about 2 specific keys for a menu and CAS system, provided by AliVe. 1. I want to know if the other players who join the game are going to see these texts as well, as I guess, am going to be the only one having the files in my mission's folder, and when people join, they are only going to download the mission.sqf file without these additional files. Correct me if I am wrong. 2. Are there any other ways to make all players see these messages when joining the game session, using a specific and concrete condition checked by a trigger OR already existing in some of the mission's files, for example in init.sqf, so all the players would have this option as well? 3. If this way from p. 2 is possible, what code should I use? Is this something like a check (let's say: "waitUntil..." and then the result appears)? Right now I am using an object for the player as a condition and I receive the messages, but I am not sure if all other players are going to see them, too, so what would make this possible for all playable units? Thank you very much in advance! Cheers! 🙂
  13. Hello A3 Community! Since there is no topic on HoldAction optimization and tweaking I wanted to create one so we could perhaps answer some questions and share our findings. I love the holdActions implementation in Arma 3 far better than addAction but there is always the concern about performance and multiplayer compatibility. My first question would be: 1) Are Lazy evaluation/Successive condition check doable and beneficial for holdAction conditions and if so how could I implement it and optimize this example holdAction: The holdAction is added to the players and displayed when the conditions are met. The script that adds the holdAction is executed from init.sqf: nul = [] execVM "vTakeDown.sqf"; The conditions are: I worry that these many conditions might affect performance specially when adding other similar player holdActions but targeting only civilians etc. Question nber 2: How many holdActions can we add to a player before it starts lagging things out for that particular client?
  14. Latest Version: v0.924 (July 3rd) Download from GitHub Download from ArmaHolic Previous releases: GitHub Overview Altis has fallen to the CSAT forces, and it's up to you to take it back. Embark with your teammates on a persistent campaign that will span several weeks of real time to liberate all the major cities of the island. Experience a massive CTI campaign with over 150 different capturable settlements across the entire island, Cooperate with 0 to 40 other players, with a commander role and recruitable AI troops to fill the gaps, Buy troops and vehicles using three different types of resources, Build the FOB of your dreams with an ingame "what you see is what you get" system, Fight aggressive and cunning hostile forces who react and adapt to your actions, Learn that every window is a threat thanks to the custom urban combat AI, Accomplish meaningful secondary objectives that will benefit your progression, Never lose your progress with the built-in server-side save system. How to play / How to start Tutorial video by Phlonk: https://www.youtube.com/watch?v=jC9sk7AzHAY Wiki by Bramjam: http://greuh-liberation.wikia.com/wiki/GREUH_Liberation_Wikia Bug reports It's a beta, things will break :) If you encounter a bug and want it looked into, you should be providing: SERVER LOGS (rpt files), Client logs (rpt files - one is fine, more is better), Headless client(s) logs, if applicable, Version of the mission you've been using, Modifications you've made to the original mission files, if any, Mods you're using, if any, Screenshots showing the issue, if applicable, Reproduction steps, if applicable. The more the better, fixing broken stuff is easy, reproducing issues is tough, and that's where you can really help! Follow the development > Trello You can follow the progress and see the upcoming features on Trello. If you create an account (for free) you can comment and vote, so feel free to help us prioritize the upcoming features ;) > GitHub The mission is published under the MIT license, so you can modify and redistribute it with no limitation as long as you credit me and don't hold me liable for anything. You can make the modifications you want, adding more mods for example. You can even participate in the development by submitting your own pull requests for fixes and features. > Twitter I'll be tweeting about releases and other important infos about the project, but nothing too spammy. Thanks Bohemia Interactive Studios for making such an awesome software, Farooq for FAR Revive, Jus61 and Nic547 for the German translation, Phlonk and Braghee from AUGamers for all the late night testing and their tutorial videos, Bramjam for the wiki and beta-testing effort, Larrow for his arsenal blacklist script, Aeroson for his loadout saving/loading scripts, Quiksilver for his cleanup script, Regiregi22 for the Spanish translation, All the beta testers for their invaluable feedback and bug reports. Liberation Youtube Playlist
  15. Greetings to all. I usually use this script to spawn (on trigger position) hunters to hunt the players (on foot) in my multiplayer mission (dedi) and its works perfect. But updating the mission and adding vehicles for the players I realized that when a player is inside a vehicle and activates the trigger and then gets off the vehicle and continues on foot, the hunters reach the position of the abandoned vehicle and stop there, do not continue chasing the player on foot. Any help or advice is welcome. Thank You! Trigger size: 390 x 390 Activation: Any Player ActType: Present Server Only: yes Cond: this OnAct: null = [thistrigger,thislist] execvm "4hunters.sqf"; 4hunters.sqf _PosTrigger = _this select 0; _objetives = _this select 1; _objetive = _objetives select 0; if (isserver) then { private ["_hunters", "_leaderhunters"]; _CountEnemies = {alive _x && side _x == independent} count allUnits; //Spawn hunters if less than 100 enemies on the map if (_CountEnemies < 100) then { _SpawnPos = position _PosTrigger ; _hunters = createGroup independent; _hunters = [_SpawnPos, independent, ["I_C_Soldier_Para_2_F","I_C_Soldier_Para_1_F","I_C_Soldier_Para_2_F","I_C_Soldier_Para_1_F"],[],[],[],[],[],260] call BIS_fnc_SpawnGroup; //Move to player position _leaderhunters = leader _hunters; _leaderhunters move (position _objetive); _hunters setCombatMode "RED"; _hunters setBehaviour "AWARE"; _hunters allowFleeing 0; 0 = [_hunters,_objetive] spawn { while {true} do { params ["_hunters","_objetive"]; sleep 3; //If the player who activates the trigger moves more than 400 meters away, the hunters are deleted if ((_objetive distance (leader _hunters)) > 400) exitWith { {deleteVehicle _x} forEach units _hunters; }; }; }; //When the hunters reach the position where the trigger is activated (and the player is not there) wait 3 sec and update the player's new position. while {true} do { // _leaderhunters = leader _hunters; if ((unitReady _leaderhunters) && {(alive _leaderhunters)}) then { sleep 3; if (({ alive _x} count (units _hunters)) != 0) then { _leaderhunters = leader _hunters; _leaderhunters move (position _objetive); _hunters setCombatMode "RED"; _hunters setBehaviour "AWARE"; _hunters allowFleeing 0;};};}; }; };
  16. 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////////////////////// /////////////////////////////////////////////////////////
  17. 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!
  18. Hi, I have following code in my missions initServer.sqf. It spawns 5 random spots where smoke rises in the air. I want to trigger an event as soon as the player steps into the smoke, but so far no luck. I read a lot about triggers and locality. I even tried to create the triggers in initPlayerLocal but i walk where the triggers are supposed to be and nothing happens. I'm hosting the mission as MP from the editor with no clients.. _centre = getMarkerPos "CivMarker"; for "_i" from 1 to 5 do { _randDir = random(360); _randDist = (random 100) + 100; _posx=(_centre select 0) + (_randDist * sin(_randDir)); _posy= (_centre select 1) + (_randDist * cos(_randDir)); _pos2d= [_posx, _posy]; _position = [_posx, _posy, getTerrainHeightASL (_pos2d)]; _smoke = "test_EmptyObjectForSmoke" createVehicle _position; // _trg = createTrigger ["Trigger", _position]; _trg = createTrigger ["Trigger", _position,false]; _trg setTriggerArea [10, 10, 0, false]; _trg setTriggerActivation ["ANYPLAYER", "PRESENT", true]; // _trg setTriggerStatements ["this", "hint 'Trigger'", "hint 'No Trigger'"]; _trg setTriggerStatements ["this", "_Smoke = ""SmokeShellRed"" createVehicle (position _this);", "hint 'no trigger'"]; };
  19. ASYMMETRIC WARFARE Version: 3.0 Asymmetric warfare is war between belligerents whose relative military power differs significantly, or whose strategy or tactics differ significantly. Asymmetric Warfare is a 37 person COOP MP mission. It can be played as single player as well. Asymmetric Warfare is setup as a "Find 'em, Fix 'em, and Finish 'em" mission. Foreign Terrorist Organizations have invaded the Island of Altis, in the Aegean Sea. Your platoon is operating as part of a larger NATO task force. Task Force Aegis has been formed by NATO to stop the FTO's by conducting various offensive and defensive tasks. FTO's consist of paramilitary infantry units, supported by technical vehicles with HMG/AT weapons systems. Support units consists of local bandits with little military training. Armed with small arms, grenades, and rpg's, they pose a considerable threat to NATO/US forces. FEATURES: 1. ASIPP by Spunfin. 2. Automated UAV over the A.O. 3. Supply room to draw equipment. 4. Marine interdiction mission with spawned destroyer and fast attack boats. 5. Dynamic Weather and Time. 6. This is a WIP project. If all works on the dedicated server, then I will rapidly expand missions. Testing functionality of tasks/scripts. 19 MAR 2019 - Version 2.0 Released 7 APR 2019 - Version 2.1 Released 4 SEP 2019 - Version 3.0
  20. ZKs -=LOST=- Now With Base Building Latest Versions Updated 16 March 2017 Download Complete Server Package -=LOST=- ZKs V2.4 New Update -=LOST=- V2.4 -- Complete Server package - added server keys to iBuild - added action to reload flares in vehicles - added if you have a radio you can have upto 9 AI in your group - added AI in your group can not kill you or each other - when you restart your AI group with start where you are. - lots of touch ups and fixes to the code - added -=LOST=- and addons to Steam workshop Steam Links ZKs_Items ZKs_iBuild ZKs-=LOST=- Tanoa ZKs-=LOST=- Altis Required Addons Links INIDBI2 -v2.05 Database (Server Only) you can find the inidbi2 64bits dll version at this place (i dont put for the moment in a package as it for dev release) - Link & Quote from Code34 ZKs_Items Food, Drink and Good Stuff (Needed for Client,Server and HC) iBuild Addon The Building Addon (Needed for Client,Server) ------------------------------------------------------------------------------------------------------------------------ ZKs -=LOST=- is a survival mission. ----- To play online just filter ZKs or LOST ----- YouTube Videos A normal day of playing ZKs -=LOST APEX=- Altis Morning Tanoa Fail Altis Fail In this reality days are 2 hours long and nights are 30 minutes the weather changes rapidly and everyone hates you. You can work alone or in a pack, kill or be killed. If you run a Headless client it will use it to run the AI, If you don't have a Headless Client the server runs the AI (So All Good nothing to configure). If you set it to edit mode in the parameters the enemy markers will be green it no HC and blue if they are running on a HC It uses IniDBi2 as a database (all self populating) so as long as you have the addon it will create the datadases itself. and it uses ZKs_Items (you need this to collect items and use to stay alive) There are many options in the parameters. Collect tools , Food ,Water and medical supplies There are mini missions inside the mission that give you rewards (Option for scripters to add there own mini missions) If you need to know how everything works in the Mod while in game go to the Map and look in Briefing and in the Lost tab is all the information about what everything does. The things that you can do in the mission. Used Items (In Gear Dialog aka inventory) Use by dragging the item to the Assigned Watch Position. if you dont have this you will only get access to weapons and not be able to fix vehicles , Heal , Drink or Eat etc. This is running a database so you and your items and vehicles are recorded and will be the same for you next time you play.(unless someone finds your vehicle and steals it or you DIE) The AI are all Nasty . feel free to kill them. This is PVP , TEAM or friendly , play it as you want. if you get close to a player add him / her (lol) as a friend with your action menu (need to be within 3 meters) you will be able to see them on the map after that. At the moment you scavange , collect and try to stay alive. Drag items to where your watch goes in the inventory, Not all items can be used it that way. There are Mini Missions that if you complete you may get special Weapons or Items. you need to find an assortment of tools to fix vehicles. Drink and eat to keep your stamina in check everything works in actions at this point. Below is a List of what each Item does. The Items not on this list are used in the Mini Missions Enjoy!! ITEM USE LIST You can Pickup and Drop your last thrown Chemlight. Used Items (In Gear Dialog aka Inventory). Use by dragging the item to the Assigned Watch Position. Bed Roll when used will create a Sleeping Bag,Laying on the Sleeping Bag will restore your Health,Hunger and Thirst. Defibrillator If used will restore your Health, But if left in your inventory when you die will give you a second chance, When you restart you will be at your last location with all of your equipment except the Defibrillator unit. Food items will lower your Hunger. Drink items will lower your Thirst. Medical items will lower your Damage. Vitamins will boost your Fatigue endurance for 30 minutes. When you use a Drink Can it will create an Empty Can in your inventory (Empty Cans are needed to repair vehicle Hulls). When you Drink a Canteen a Empty Canteen in your inventory. If you use a Empty Canteen while its raining or next to a Water Source it will add a Full Canteen to your inventory. If you use a Empty JerryCan or Fuel Drum while near a Fuel Station or Tank it may add a Full JerryCan or Fuel Drum to your inventory. If you use a File it will select a mission and add a Document to your inventory. If you use a Document it will show locations on the map and show you in a Hint the mission. If you have an AXE-SHOVEL-HAMMER-KNIFE-WRENCH in your inventory you can use these as Melee Weapons use LMB. If you have an AXE in your inventory you can use this to cut down trees use LMB. You can use a tent to store your gear, You can only get tents from doing missions. No other players can take your gear or your tent. To pick up your tent hold the shift key while looking at it. To Add Friends So You Can See Them On The Map. When you get close to a player you will get a ADD FRIEND action. when you have added a friend then you can see where they are on the map. If you can not see the ADD FRIEND action then they may have it locked. You can lock and unlock access to add you as a friend by holding down the Shift Key You can show everyone or just your friends your position on the map by holding down the Shift Key and using the actions Items in your Inventory That Give You Actions. If you have a Rope in your inventory you can Tow or Lift other vehicles and you can get raised or lowered from flying VTOL aircraft or choppers. If you have a Grinder in your inventory you can Dismantle Wrecks. If you have a JerryCan or Fuel Drum in your inventory you refuel vehicles. (It will leave you with empty ones) If you have a Empty JerryCan or Empty Fuel Drum in your inventory you can refill them from vehicles. If you have a Weapons ModKit and Bullet Casings and you are in a Gunner seat you can add a Magizine to that turret.(Bullet Casings deleted after 1 use). To Repair Vehicles you need in your Inventory. Pliers and Car Battery are needed to fix the Engine (Car Battery deleted after 1 use). Wrench and Tyre are needed to fix the Wheels\Gear (Tyre deleted after 1 use). Drill and Battery are needed to fix the Glass (Battery deleted after 1 use). Screwdriver and Duct Tape are needed to fix the Fuel Hoses (Duct Tape deleted after 1 use). Hammer and Empty Can are needed to fix the Body (Empty Can deleted after 1 use). Butane Torch And Matches are needed to fix the Rotors (Matches deleted after 1 use). MultiMeter And Metal Wire are needed to fix the Electronics (Metal Wire deleted after 1 use). To Recruit Civilians Walk up to a civilian (the ones without a gun) and use action to Join Group when you get close. Use the F keys to select your unit. (F2-to-F5). Press 4 for him to use or find Vehicles. Press 6 for him to get Items and Guns. Press ~ to get them to Regroup or Stop. For your units to pick up items Press the F# key while looking at the object and press backspace to exit the menu that pops up then you will see a unit pickup action. Hold down your Shift Key to get the Kick From Group Action. Units in your group will try and find their own weapons,ammo and medical supplies including DEFIBS Units in your group can heal themselves if they have medical supplies in their inventory. Vehicle Options Air vehicles have Ear Muffs to reduce noise. If you have a Rope in your player inventory you can Tow or Lift other vehicles and players can get raised or lowered from flying VTOL aircraft or choppers. You can eject and parachute out of most AIR vehicles (No Chute needed in inventory). You are able to push boats if they are on land (you need to get into driver position and then get out first). When your in the drivers position you can set ownership of the vehicle (this must be done to lock vehicles) You may lock vehicles only the owner can unlock them. Vehicles will stay locked for a maximum of 5 days. Vehicle inventory will be inaccessible in locked vehicles. Objective: -- STAY ALIVE, KILL MORE THAN EVERYONE ELSE -- ----------------------------------------------------------------------------------------------------------------------------------- Update V2.2 26 Feb 2017 In This Update New features in the mission, You get a message when someone Friends or UnFriends you Now you have 6 different Plot size options Small Plot 9 Squares : Required: 1 Lease, 4 Wood, 2 Nails Medium Plot 25 Squares : Required: 1 Lease, 8 Wood, 4 Nails Large Plot 49 Squares : Required: 1 Lease, 16 Wood, 8 Nails Very Large Plot 81 Squares : Required: 2 Lease, 32 Wood, 16 Nails Extra Large plot 121 Squares : Required: 3 Lease, 64 Wood, 32 Nails Factory Plot 225 Squares : Required: 4 Lease, 128 Wood, 64 Nails More information in the help menu - Press Ctrl + Tab / (action key 1) ZKs_LOST-BASE_BUILD_V20 - (all Missions and Addons included) you now have several different textures and materials to build with your friends can help you build at the same time. If you add someone as a friend it now automatically adds you to them as well friends can access your tent, buildings, workbench and with luck unlock your vehicles What if a friend steals your shit i hear you ask. well now you can unfriend them even if they are off line. and they will no longer have access to your goodies Remember - you need to assign action keys 1 and 2 on your controls options I find Tab and Q work well Hold down your Tab Key to Build (10 to 20 seconds) You can transfer Building Items to the Work bench action so you don't have to do it 1 at a time You can drop scrap metal into your watch and it will make random amount of nails - (need to be near the workbench) You can chop down trees with an axe to get random amounts of wood to build with. New APEX Update 28-Jan-2017 For Tanoa and Atlis ZKs -=LOST=- APEX - V12 In This Update show position on action menu name above the head more Zombies added sound effects for almost everything. don't you hate it when a chopper spawns under a tree - well now if you have an axe you can cut down the tree Tweaked the way the mission spawns random groups and vehicles - more random now idle chat when groups are patrolling - you may hear them before you see them. more pain sounds when you wound enemy or if the wound you or your team tweaked the boat missions Different buildings give you different supplies you can fill canteens from water sources as well as rain The mission is just more viscous ------------------------------------------------------------------------------------------------------------------------ Base Building Update 06-Feb-2017 For Tanoa and Atlis -=LOST BUILD=- V13 The Mission Required Addons Links INIDBI2 -v2.05 Database (Needed for Server Only)ZKs_Items Food, Drink and Good Stuff (Needed for Client,Server and HC) iBuild Addon The Building Addon (Needed for Client,Server) Remember - you need to assign action keys 1 and 2 on your controls options I find Tab and Q work well Hold down your Tab Key to Build (10 to 20 seconds) I also have redone a lot of the iBuild addon it now save as higher than 3 floors high- ive had 8 floors and saved well, made a compression script in the addon to convert the long building object names to 3 or 4 letters so now you can send many more objects to iniDbi2 database. added more models -Ramp, Floors and a pillar roof added a delete building object to action menu added a Transfer Building Items to the Work bench action so you don't have to do it 1 at a time made it so you can drop scrap metal into your watch and it will make random amount of nails - (need to be near the workbench) made it so you can chop down trees with an axe to get random amounts of wood to build with. ------------------------------------------------------------------------------------------------------------------------ APEX Update 24-Nov-2016 For Tanoa and Atlis ZKs -=LOST=- APEX - V11 In This Update Air vehicles have Ear Muffs to reduce noise. If you have a Rope in your player inventory you can Tow or Lift other vehicles and players can get raised or lowered from flying VTOL aircraft or choppers. You can eject and parachute out of most AIR vehicles (No Chute needed in inventory). You are able to push boats if they are on land (you need to get into driver position and then get out first). When your in the drivers position you can set ownership of the vehicle (this must be done before you can lock vehicles) You may lock vehicles only the owner can unlock them. Vehicles will stay locked for a maximum of 5 days. Vehicle inventory will be inaccessible in locked vehicles. Units in your group will try and find their own weapons,ammo and medical supplies including DEFIBS Units in your group can heal themselves if they have medical supplies in their inventory. If you have an AXE-SHOVEL-HAMMER-KNIFE-WRENCH in your inventory you can use these as Melee Weapons use LMB. No other players can take gear out of your tent or take your tent. -------------------------------------------------------------------------------------------- ZKs=-LOST=-APEX - V10 Required Addons Links INIDBI2 -v2.05 (Needed for Server Only) ZKs_Items (Needed for Client,Server and HC) For Atlis Pre APEX Zks -=LOST=- V8 (Needs INIDBI2-v204 or higher)[/size] (Includes both of the required addons) ZKs -=LOST=- V6 Armaholic Download Link: (Needs INIDBI2-v204 or higher)[/size] For MSKE ZKs -=LOST=-MSKE V6(Includes just the Mission) Link to Island Addon M.S.K.E. 4 Islands Map For NAPF ZKs -=LOST SP=- NAPF V6 Link to Island Addon NAPF A3 How To Edit and Port Mission Link to instructions on how to LINKS ZKs -=LOST SP=- Single Player version of the mission INIDBI2 -v2.05 (Needed for Server Only) ZKs_Items (Needed for Client,Server and HC) V8 Update Animals just for atmosphere You see the tool,Food and Objectsin your hand that you are using Mission objectives with rewards - and if there not completed then you may have a bigger issue to deal with For your units to pick up items Press the F# key while looking at the object and press backspace to exit the menu then you will see a unit pickup action Only Basic Weapons in Houses. Updated Weapons Tweeked lots of code Lots of tweak's to the Parameters such as Different friend Marker Options Adjustable Food and Water Options Adjustable Loot Options Adjustable Side Mission completion Times and Difficulty And the T-Virus Option (ZOMBIES). V6 Update Updated some core code. Fixed briefing error. V5 Update Added : Recruit Civilians Added " Extra Database to store Civilian Stuff. updated : Some Exit Code Still compatible with CBA and IniDBi2 V2.04 or newer. How To Use Walk up to a civilian (the ones without a gun) and when you get close You will get an action to Join Group, Click that and he is on your team. Use the F keys to select your unit. (F2-to-F5). Press 4 for him to use or find Vehicles. Press 6 for him to get Items and Guns. Press ~ to get them to Regroup or Stop. V4 Update Added param option to see other players on map without adding as friends first.[/size] Fully CBA compatible now. V3 Update Updated to use iniDBi2.04 or higher- now only uses 3 databases not 5. Choppers can spot you easier Skull inventory working better when you die. defib now will not be in assigned items (which would stop it from giving you a second life) V2 Update Updated Mission to -=LOST=- V2 It now will work with both INIDBI2-v201 and INIDBI2-v202 Thanks to ROJ for the icons code34 for INIDBI2 all the players that help test the guts out of it Enjoy People
  21. Hey! I wanted to see if anyone knew if there was an issue surrounding the new Contact DLC (Platform) assets being marked as the entirety of Livonia? - For example, on my personal mission, I have an issue to where when I hop onto Hebontes and place down a single Contact DLC (Platform) asset, it locks the mission to any of my friends who don't currently own the DLC, kicking them out with the message saying the map took place on Livonia and it would auto kick them off. Was this meant to occur? Is it possibly something on my end? If it is meant to occur, does Bohemia Interactive plan to allow Contact DLC (Platform) assets to the greater Arma III community in the near future as they did with many of the Tanoa and Apex assets? Thank you for your time!
  22. Ladys and Gentleman, Maybe i oversaw the Question or this is something nobody asked yet. My Question is Simple: Is there a Way to work together in the Eden Editor at the same time or will a Multiplayer version of the Eden Editor released some day? With best regards Leerian Dark
  23. So I have downloaded the DLC content like Karts and Laws of War but I'm not able to use the different appearances that come with the DLCs in multiplayer King of the Hill games. I can play the DLC campaigns/challenges and all that no problem. I've tried on a few different servers and none of them bring up even bring up the appearances as a DLC option. Not too sure what I need to do to have access to those different appearances. Any help is appreciated.
  24. I've been trying to get holdactions to work in multiplayer, but just havent had any luck, the way i host the missions is threw a direc thost from the multiplayer tab, tried many things, and none have seemingly worked. The results are always the same; everyone can activate it but the after being done other pople can still see it, it seems to operate locally and not multiplayer. hoping someone can help
  25. Hello guys, I'm creating a mission with two soldiers. When I upload the mission to the workshop, I want to be available both as a SP,COOP when someone subscribes to it. In particular, I want the mission to be visible under the "Scenarios" screen and also when starting a network host to the map in order to play it with a friend. How can I do this? Do I have to export and upload separately and the workshop will group it as one or something else? Thanks