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Found 484 results

  1. Hello everybody, I googled for a long time but found nothing.. I've created a multiplayer mission and need a savegame for a daily server restart. Player data and vehicles do not need to be saved. I have to save team points and captured cities (sector modul, already triggered..). Is anyone aware of a possibility? I once played the mission overthrow. There was a way to save "Persistent Save" and "Load Persistent Save" something would be nice. best regards
  2. Leo TuPaS

    TuPaS Team

    New TuPaS MOD Visit our site download our OFP mod and joing on line game https://goo.gl/ui2usQ The readme files of the add-ins are included in the mod folder. We do not stay with the credit of others' work as some think. The TuPaS mod includes a variety of add-ons from various mods with the only purpose of enjoying the game for online games.
  3. Hello, i am starting with scripting and have some ideas and a point where i want to start. The basics to multiplayer scripting are known to me and i made a couple scripts already for the purpose what i wanted to have (a personal arsenal for people). We are a merc-based group and we really liked antistasi but it has too many flaws for us so i decided to finally start our merc-based campaign. Now i started with my roadmap for the arsenal: 01: Check the amount of loot/equipment in a specific box (!) 02: Add the specific items in the box to an ace-arsenal (!) 03: Check if the amount of items in the ace-arsenal exceeds 20 (!) 04: Make items, that exceed the amount 20, unlimited. (!) 05: Save all the data so it can be restored after a server-restart/restart (!?) (!) = Figured it out (?) = Still trying to figure it out (!?) = I know where to look for this. I discussed it already with a friend of mine and we decided to go with the 'while' to keep on checking a specific inventor, a box, called "merc_arsenal_box", either with a onaction activation on the arsenal-box, or with a sleep timer of roughly 15 minutes or so. Thats practically not really hard either way. But the real problem i face now is, that i am able to put stuff int he ace arsenal without problems - unlimited already. Thats one of the basic functions i can go. Put things in the ace arsenal already unlimited available. And i dont have a clue how i can achive the same, but with a limited availability like 19 items of weapon x. Do i oversee something, a function as example? Or does the ace arsenal not have any method of having a limited amount of items in it? Please dont post any working code, just directions where i should look and specific snippets (Example: Look on ace arsenal framework, the function fnc_thisisit_lookhere [1,2,3,4];) Thank you all in advance for your help & time Narsiph.
  4. Hi all: I have been doing missions where always in the initServer.sqf I do conditionals for missions in the following way: initServer.sqf private _run = true; private _files = datosInfo; // files private _doc_adquirido = true; //notifications documents adquires objetivoSecundario = 0; publicVariable "objetivoSecundario"; //Markers _mrk1 = createMarker ["mrk1", icon1]; //Creation Marker _mrk2 = createMarker ["mrk2", icon2]; //Creation Marker _mrk3 = createMarker ["mrk3", icon3]; //Creation Marker _mrk4 = createMarker ["mrk4", icon4]; //Creation Marker while {_run} do { //Mision One if (!alive _files && _doc_adquirido ) then { objetivoSecundario = objetivoSecundario + 8; publicVariable "objetivoSecundario"; ["objSecond", ["Members Add 8 PTS!"]] remoteExecCall ["BIS_fnc_showNotification"]; //Markers _mrk1 setMarkerShape "ICON"; _mrk1 setMarkerType "mil_unknown"; "mrk1" setMarkerColor "ColorWEST"; //"mrk1" setMarkerText "Conseguir Archivos."; _mrk2 setMarkerShape "ICON"; _mrk2 setMarkerType "mil_unknown"; "mrk2" setMarkerColor "ColorWEST"; //"mrk2" setMarkerText "Conseguir Archivos."; _mrk3 setMarkerShape "ICON"; _mrk3 setMarkerType "mil_unknown"; "mrk3" setMarkerColor "ColorWEST"; //"mrk3" setMarkerText "Conseguir Archivos."; _mrk4 setMarkerShape "ICON"; _mrk4 setMarkerType "mil_unknown"; "mrk4" setMarkerColor "ColorWEST"; //"mrk4" setMarkerText "Conseguir Archivos."; _doc_adquirido = false; }; //END MISSION CONDITIONAL. }; //END WHILE But now I realize that in a bad way I'm doing it wrong, because the server will stay working only that conditional, leaving aside any process that is part of this, since additional scripts for the server do not work for me when I use the while and until the process finishes, but is there another way to execute a conditional when it is fulfilled in initServer.sqf without using while? to make the server continue to work on other scripts and not make a practically infinite loop?
  5. Hello guys, i hope you can help me with this? look i have this code for an helicopter rotor fail trainning: _vehicle = vehicle player; if (_vehicle isKindOf "Air") then { _vehicle addAction["<t color='#ff0000'>DESTROY: MAIN ROTOR</t>","(vehicle player) setHitPointDamage ['HitHRotor', 1.0]; hint 'ROTOR DESTROYED';",[],-98,false,false,"",'']; But i want it to run on every helicopter for everyone inside so it fails for every player inside the helicopter, i tested yesterday but i only saw the dmg the copilot didnt, he was still flying as normal, but in my pc the engine was damaged and stopped, but as my friend was copilot he continued flying as normal. I was testing this into the debug console on a dedicated server in nitrado, i excecuted it as global and local, without results Thanks guys i hope u understand my description.
  6. Ry4nD

    SEALS_NA.Malden

    SEALS_NA.Malden Halo into the hot zone and complete all tasks, don't forget your parachute! A full MILSIM experience, Good luck. This is the 1st edition of the mission and is a WIP, a unique experience. This mission is designed for a multiplayer environment, however you can also enjoy it in single player. I hope you enjoy it as much as I do. Git clone; https://github.com/rcantec/Seals_Na.Malden Steam Link; https://steamcommunity.com/sharedfiles/filedetails/?id=1550735339 To play this mission the following addons are required; RHSUSAF;CBA_A3 The mission is compatible with all other addons. To begin using the Software; Move the file into the following directory (assuming you have the Steam version of ArmA 3); C:\Program Files (x86)\Steam\steamapps\common\Arma 3\MPMissions Special thanks to BangaBob, Engima, cobra4v320 and PHRONK for the use of their scripts to make some things happen. The Software is distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. The Software is not an official addon or tool. Use of the Software (in whole or in part) is entirely at your own risk. This mission is (c) 2018 RCANTEC(RyanD) rights reserved. Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) https://creativecommons.org/licenses/by-nc-nd/4.0/
  7. Ry4nD

    Seals.Malden

    https://steamcommunity.com/sharedfiles/filedetails/?id=1530574889 Halo into the hot zone and complete all tasks, don't forget your parachute! Good luck. git clone git@gitlab.com:rcantec/seals.malden.git SEALS.Malden Halo into the hot zone and complete all tasks, don't forget your parachute! A full MILSIM experience, Good luck. This is the 1st edition of the mission and is a WIP, a unique experience. This mission is designed for a multiplayer environment, however you can also enjoy it in single player. I hope you enjoy it as much as I do. To play this mission the following addons are required; ace;RHSUSAF;CBA_A3 The mission is compatible with all other addons. To begin using the Software; Move the file into the following directory (assuming you have the Steam version of ArmA 3); C:\Program Files (x86)\Steam\steamapps\common\Arma 3\MPMissions Special thanks to BangaBob, Engima, cobra4v320 and PHRONK for the use of their scripts to make some things happen. The Software is distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. The Software is not an official addon or tool. Use of the Software (in whole or in part) is entirely at your own risk. This mission is (c) 2018 RCANTEC(RyanD) rights reserved. Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) https://creativecommons.org/licenses/by-nc-nd/4.0/
  8. Hello, I'd like to ask you if there is possible to make any sort of outro using cutText or titleText where is showed how many civilians, opfor and blufor units (including players and AI or separately showed AI and player casulties of each side) were killed during whole mission. I'd like to use it in multiplayer mission. I'm using ACE and ALiVE so all AI units are spawned by ALiVE modules. So I'd imagine it like this: Civilians casulties: 4 Civilian buildings damaged: 14 BLUFOR AI casulties: 38 OPFOR AI casulties: 46 BLUFOR player casulties: 12 OPFOR player casulties: 14
  9. Hi, I am trying to implement an alarm system in my base using triggers, but I don't know how to create the code / logic ... can anyone help me, plz? So far I've done these triggers: Setup triggers: Setup alarm Setup turn on Setup turn off Loudspeaker Turn on alarm: OPFOR is in the area BLUEFOR is in the area INDEPENDENT has been detected by OPFOR INDEPENDENT was detected by BLUEFOR Turn off Alarm : OPFOR left the area BLUEFOR left the area (if there is 1 bluefor and 1 opfor in the area and only 1 leave, the alarm stops ringing - I need to fix it) But I'm having critical issues with these triggers: Another INDEPENDENT team is in the area (the trigger is activated even if it is only me in the area) Another INDEPENDENT team detected me (same problem as above) I imagine that the ideal and simplest logic would be to check if there are more than 1 group in place to trigger the alarm, is it possible to configure a trigger to do this?
  10. Evening people So I'm currently in the process of making a missions which is coming along rather well but I've now ran into a problem (which I was aware would happen), and I'm unsure how to go about it. Context: Upon spawning there two sides "west" & "civilian" When the CivPop players spawn I wish for one of them at random to be selected to have a certain option and also be hinted they are the chosen player. The option I wish for them to have is an "AddAction" which when activated will execute a script.In that script I wish for it to force that unit to switch Side to "east", change their loadout, play a sound file, hint to "west", and then remove action. Currently I have a onPlayerRespawn.sqf file with the following (Var shooter is currently on "east" side) sleep 5; shooteraction = shooter addAction [ "<t color='#C00000'>BEGIN CARNAGE</t>", "shooter.sqf" ]; Within the shooter.sqf is the following shooter say3d ["pumped", 25, 1]; shooter removeAction shooteraction; All of the above code works fine, it's quite simple, I've got the sound file to play fine and the action to be removed; but now how would I go about the rest. Upon spawning: Choosing random CivPop player to have said option and hint informing them upon spawning When activated: Forcing chosen player to side "east" Forcing chosen player to change loadout to what I list To play the above sound file and finally remove action Any help would be great. I'm still quite Amature to development for Arma but I have a passion to learn. Sadly I'm stumped .
  11. jake maisy

    Maisy's Mil Sim

    would any want to join my mil sim group i am creating? i have a server and we plan on doing zeus made missions, and campaigns on the weekends, we are scheduled to launch this coming Saturday and really need players, theirs no recruitment atm we are looking for players that just want to have a good time and enjoy aspects that Arma 3 offers that a lot of players dont get access to, there are no time requirements or skill requirements, We do plan on being realistic and structured but at a its a video game and we are going to make sure we have fun kinda view. discord with more information https://discord.gg/Wx3vQw4
  12. Hey guys! Total Rookie comeing to scripts and need help with a smaller problem. I wan´t a function where players on a dedicated server, can walk up to a object and with the holdactionkey get intel, and new tasks etc. And also send the intel aswell as create the task for all players on the server. Thing is I have got everything working (sorta) For some reason the intel and the new task thats being created is only being created for the player thats interacting with the object. example, a group of players walks up to the object. Only one of them interacts with the object thats giving them Intel in a intel tab. after a while it creates a new task. Only the player that picked it up can see it on the map. Played through a couple of missions and sure it´s emmersive thats players need to share the intel, however it causes some problems that not everyone can see it. here is the setup i´m using: on the mission I place down 1 object and nameing it in the veriable field: Intel1 Then i place down a trigger with: Heres whats inside intel1, I know theres alot of stuff, but might aswell keep it all so you pros can see whats wrong. Thank you all! BR Killet
  13. Steam; https://steamcommunity.com/sharedfiles/filedetails/?id=1527503124 Git clone ; https://github.com/rcantec/Sandstorm-ace.takistan.git Insurgency style mission for Takistan, complete with all the tools you need for a full MILSIM experience. This is the 1st edition of the mission and is a WIP, a unique experience. This mission is designed for a multiplayer environment, however you can also enjoy it in single player. I hope you enjoy it as much as I do. To play this mission the required addons are ACE, CUP Terrains, Maps, Weapons, Units. CBA_A3. The mission is compatible with all other addons. To begin using the Software; 1. Move the file into the following directory (assuming you have the Steam version of ArmA 3); C:\Program Files (x86)\Steam\steamapps\common\Arma 3\MPMissions Special thanks to BangaBob, Engima, cobra4v320 and PHRONK for the use of their scripts to make some cool things happen. The Software is distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. The Software is not an official addon or tool. Use of the Software (in whole or in part) is entirely at your own risk. This mission is (c) 2018 Doctor Vanilla rights reserved. Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) https://creativecommons.org/licenses/by-nc-nd/4.0/
  14. https://github.com/rcantec/Malden_Insurgency Steam Download https://steamcommunity.com/sharedfiles/filedetails/?id=1365442530 Malden_Insurgency Malden Insurgency Insurgency style mission for Malden, complete with all the tools you need for a full MILSIM experience. This is the 1st edition of the mission and is a WIP, a unique experience. This mission is designed for a multiplayer environment, however you can also enjoy it in single player. I hope you enjoy it as much as I do. You can join my Discord here for questions or help with the mission. https://discord.gg/EYWahZn If you want to try the mission you can test it on my public server. To play this mission no addons are required. To begin using the Software: Move the file into the following directory (assuming you have the Steam version of ArmA 3): C:\Program Files (x86)\Steam\steamapps\common\Arma 3\MPMissions Special thanks to BangaBob, Engima, cobra4v320 and PHRONK for the use of their scripts to make some things happen. The Software is distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. The Software is not an official addon or tool. Use of the Software (in whole or in part) is entirely at your own risk. This mission is (c) 2018 RCANTEC(RyanD) www.rytechlab.com rights reserved. Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) https://creativecommons.org/licenses/by-nc-nd/4.0/
  15. Ry4nD

    Sandstorm

    Steam Link https://steamcommunity.com/sharedfiles/filedetails/?id=1478897076 # Sandstorm.takistan Git https://github.com/rcantec/Sandstorm.takistan Insurgency style mission for Takistan, complete with all the tools you need for a full MILSIM experience. This is the 1st edition of the mission and is a WIP, a unique experience. This mission is designed for a multiplayer environment, however you can also enjoy it in single player. I hope you enjoy it as much as I do. To play this mission the required addons are CUP Terrains, Maps, Weapons, Units. CBA_A3. The mission is compatible with all other addons. To begin using the Software; 1. Move the file into the following directory (assuming you have the Steam version of ArmA 3); C:\Program Files (x86)\Steam\steamapps\common\Arma 3\MPMissions Special thanks to BangaBob, Engima, cobra4v320 and PHRONK for the use of their scripts to make some cool things happen. The Software is distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. The Software is not an official addon or tool. Use of the Software (in whole or in part) is entirely at your own risk. This mission is (c) 2018 Doctor Vanilla rights reserved. Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) https://creativecommons.org/licenses/by-nc-nd/4.0/
  16. Hey, all. Just wrote this event handler script the other day, and I hope to eventually implement it into a multiplayer mission. Now, I want the event handler to assign to all players on the server, so I thought I'd just create a forEach loop with the allPlayers array. The problem is, when I make reference to the _z variable within the loop it seems to mess with the commands and produce all kinds of compiling errors. As a bit of a run down, the event handler activates when the player fires their weapon. If there is a civilian in a vehicle, within 20 meters, who possesses a detonator, as well as an explosive device attached to his car, there will be a 75% chance they will detonate it. In addition, if there is a civilian driver within 50 meters, who merely carries a gun, he will be assigned to an enemy side and made enemy to the player. Now, the obvious issue is, throughout the code, the variable "player" is used, and from what I understand, it is no recommended to use it in multiplayer, hence the "forEach allPlayers" loop. Now, I thought it was merely a matter of substituting the player variable with _z, which represents a player from the allPlayers array. However, like mentioned above, it seems to cause quite a long list of errors. To be clear, the code as depicted below works flawlessly in the editor environment. Here is the code: { // All Players _z = _x; _z addEventHandler["Fired",{ _obTemp = nearestObjects [player, ["Car"], 50]; _manTemp = nearestObjects [player, ["Man"], 50]; { // All vehicles in a 50 meter radius of the player _y = _x; _hasWeap = false; if (! isnull (driver _y)) then { if ("ACE_M26_Clacker" in items driver _y && count (attachedObjects _y) > 0) then { if ((random 100) > 25 && (player distance _y < 20)) then { [(attachedObjects _y select 0), 1] call ace_explosives_fnc_scriptedExplosive; }; }; }; { // The occupants of the aforementioned vehicles _w = _x; { // The weapons of the aforementioned occupants if (_x != "" && side (driver _y) == civilian) then {_hasWeap = true}; [east, "HQ"] sideChat format ["%1", _x != ""]; } forEach weapons _w; } forEach crew _y; if (_hasWeap) then { _agGroup = createGroup (selectRandom [WEST, INDEPENDENT]); crew _y joinSilent _agGroup; { // Members of the new hostile group _x enableAI "ALL"; } forEach units _agGroup; _agGroup leaveVehicle _y; }; } forEach _ObTemp; { // All AI units in a 50 meter radius of the player _y = _x; _hasWeap = false; _unitAr = []; { // The weapons of the aforementioned AI if (side _y == civilian && _x != "") then {_hasWeap = true}; } forEach weapons _y; if (_hasWeap) then { _x enableAI "ALL"; _unitAr = _unitAr + [_y] }; } forEach _manTemp; _agGroup = createGroup (selectRandom [WEST, INDEPENDENT]); _unitAr joinSilent _agGroup; }]; } forEach allPlayers; Fair warning: I know nearly nothing about all of the multiplayer scripting quirks (and am only a beginner at programming in general), and have very little knowledge on what should be executed on solely the server, or what should be executed globally, or what should be executed by the clients, etc.. So, and pointers are more than welcome. at this point, I just need to know if I am barking up the right or wrong tree with how I am doing things.
  17. I want this script to be used for all civilians that spawn in an insurgency esc mission
  18. Hi guys, Today I come to a query to know if I could make my first Script correctly, //init.sqf bluNums = west countSide allPlayers; while {true} do { { if (!alive player) then { bluNums = bluNums - 1; if (bluNums <= 6 && _downAllies) exitWith { detenerTiempo = true; "EVERYONELOST" remoteExecCall ["BIS_fnc_endMissionServer", 0, true]; _downAllies = false; }; }; } forEach allPlayers; }; This script was written to indicate to the system that when they have killed a number of blufor soldiers the game ends as lost, since there are 16 blufor but I wanted the counter to subtract to the global variable -1 and to reach 6 finish the mission, because I put a player counter. The script is fine? or do you see any failure or improvement? thank you very much
  19. So I recently did a clean install of windows onto my PC and re-installed arma 3. The first day it all worked fine and I was able to join multiplayer servers. However the next day I tried to join a KOTH server and while i was able to join and select a role, as the game loaded in I was kicked with the message "you have been kicked from the server". This happened for every other server I tried to join on multiple missions. Every server has a green mark with a question mark in it, but I have all the DLC and no mods running. So far I have tried -verifying game files -re installing the game -using malloc system -making a new profile -unsubbing from all steam workshop mods -attempting to join game through the launchers and none have worked, if anyone has encountered this and has a fix it would be greatly appreciated. Also may not be relevant but about the same time my game started to randomly crash with the 0x0000005 status_access_violation message although im not sure that would affect my ability to join servers.
  20. Hello everyone, I would like to know if someone explains to me, how can I do persistent scripts? that although a player to disconnect and reconnect the information continue to be provided since the server started? Example: A counter that is shown to the player, but when it is disconnected and reconnected can return to see the time, the same with the current time since it started? I have a counting clock, but my problem is that when someone disconnects and reconnects they can not see it anymore and if I do a JIP when the player reconnects the time starts again when the mission is not over yet. Does someone tell me how to solve it?
  21. DownTownAustinB

    Arma 3 Flight Servers

    Hello everyone, I recently got into helicopter flight, I have been practicing for quite a while. I was just wondering if there are any online servers where I can just hang out and fly helicopters with other pilots, where there is no combat, but just flight and conversation. Anyone know of any servers that might interest me? It would be a great help! Steam name DownTownAustinB
  22. Hello Arma community. I am trying to get bright nights on my server via SetAperture or SetApertureNew commands. But the only way I managed to get it working is by creating "while do" loop at the beggining of init.sqf with setaperture inside it, which obviously stopped all other operations. I tried different approaches, either by creating new sqf files with setaperture loops or by calling it client-side in init.sqf, but nothing worked for me so far. Also, I know there is a setting in cfgworlds for aperture. But that's not what I need. I'd like to change apperture depending on the server starting ingame time, so that it checks if there is a night or not. This can only be done via scripting. My end goal is to bring nights into the competitive multiplayer Arma games, and setting custom Aperture looks like a pretty nice solution(if it works) to gamma-abuzing and other nasty stuff.
  23. I've been building a mission for the better part of a week now and I have everything working the way I want it, triggers are firing spawning AI, scripts are executing blowing players up its quite lovely. However with everything kicking off and running well (or at least running) I cannot get my spawn system to work properly, mission specifics in spoilers. My description.ext My init Some example scripts Any help is greatly appreciated, I'm kind of swimming in it right now and I haven't a clue what to try next... This mission is running on a dedicated server.
  24. Hello, I am in need of your guys's help when it comes to calling some functions or simply executing scripts for each player individually within Multiplayer. With the help of some friendly folk from the BI Forums I managed to come up with the below script. However, long story short is: I wanted to make a "civilian interaction" script which would allow all players to order civilians to "Get Down!" as well as "Get Out!". It is supposed to work after player respawn as well, so that's also worth pointing out. The script works fine until the point we connect to MP. From there it works only for my character (the civilian gets down and leaves the area when issued), but it does not work for other players on the server. They just play gestures and screm the voicelines I put there, but the civs do not react. I dare to believe it is due to how the script is called, where it is placed and probably something with the locality of the script and the civs called by it, if you may. I have tried calling functions, placing it in initPlayerLocal.sqf, but for the love of me, I cannot figure it out... This is how it looks currently: initPlayerLocal.sqf if (side player == blufor) then { player addAction ["Na ziemię!", {cursortarget call CivDown}]; player addAction ["Wynocha!", {cursortarget call CivGoAway}]; }; acim_fnc_playActionNow = { _unit = _this select 0; _gesture = _this select 1; _unit playActionNow _gesture; }; CivDown = { _civ =_this; _side = side _this; if (( _side == Civilian) && (_civ isKindOf "Man") && (alive _civ)) then { _random = 6; _randomResult = floor(random _random); switch (_randomResult) do { case 0: {[player, "get_down_on_the_ground"] call CBA_fnc_globalSay3d;}; case 1: {[player, "get_down"] call CBA_fnc_globalSay3d;}; case 2: {[player, "freeze"] call CBA_fnc_globalSay3d;}; case 3: {[player, "freeze_2"] call CBA_fnc_globalSay3d;}; case 4: {[player, "stop"] call CBA_fnc_globalSay3d;}; case 5: {[player, "stop_right_there"] call CBA_fnc_globalSay3d;}; }; [player, "gestureGo"] call acim_fnc_playActionNow; sleep 1; if (player distance _civ < 40) then { _civ disableAI "MOVE"; sleep 0.3; _civ setUnitPos "DOWN"; _civ setBehaviour "CARELESS";} }; }; CivGoAway = { _civ =_this; _side = side _this; if (( _side == Civilian) && (_civ isKindOf "Man") && (alive _civ)) then { _random = 6; _randomResult = floor(random _random); switch (_randomResult) do { case 0: {[player, "move_it"] call CBA_fnc_globalSay3d;}; case 1: {[player, "go"] call CBA_fnc_globalSay3d;}; case 2: {[player, "move"] call CBA_fnc_globalSay3d;}; case 3: {[player, "get_the_hell_outta_here"] call CBA_fnc_globalSay3d;}; case 4: {[player, "move_your_ass"] call CBA_fnc_globalSay3d;}; case 5: {[player, "off_you_go"] call CBA_fnc_globalSay3d;}; }; [player, "gestureGo"] call acim_fnc_playActionNow; sleep 1; if (player distance _civ < 40) then { _civ enableAI "MOVE"; sleep 0.3; _civ setUnitPos "UP"; _civ setBehaviour "COMBAT"; _civ move (waypoint_trigger call BIS_fnc_randomPosTrigger);} }; }; I have also created a onPlayerRespawn.sqf which looks basically the same in case the action gets lost, so since the current state requires the script to work after respawns, it leads me to believe that all of it should not be placed in initPalyerLocal in the first place. I will be extremely grateful for someone helping me out with making the script work for all players and allowing them to order civilians to move. Thank you! Adam
  25. Im looking for a team to help me put together a mission, the mission will be insurgency but more complex like frontlines but with ace winds and acre. it will have communication towers that can actually knock out long range communication between team members. it will require teamwork as logistics will be important. please contact me with an help, ideas, etc. Websternick01@gmail.com
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