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Found 484 results

  1. Hi Hopefully someone can help having run all over the internet for a answer. I have created a mission and have issue on the end mission trigger calling a function from dedicated server or if I host it myself. Its a basic trigger with condition for BLUFOR to be present and on activation run end1" call BIS_fnc_endMission; This works fine on my PC where the mission was created but clients connected dont see it and from what I have read the function is called by the local client. and is not broadcasted to the others if condition is met. I read that it should be a publicvariable or RemoteExecCall but unsure how to get this to work. should it be in the init or description files. I used eden to create mission but uncertain where to put the commands. I also setup some triggers that call SQF files that spawn some enemy units, would this be the same same if on a dedicated server. We have played the mission a few times and have held back from making triggers fire but it seems to work from clients triggering it. Hopefully someone can help me :-) Cheers
  2. I'm not managing to solve. I created a mission + mod Rio de Janeiro B.O.P.E. Everything works according to what I created, but a problem this inconvenience for the players. On any server restart when mission, players return to the lobby where they will go pick your solts players. to reenter the game many players back as gulls, having to log out several times in order to enter normally.
  3. I'm trying to enable respawning in my mission, and I want the player to be able to choose where they spawn. So I enabled "Custom respawn position" from the dropdown in the multiplayer attributes menu, and selected the "choose respawn position" checkbox. But if I start a mission in multiplayer, there is no gui to select your respawn position, and when I return to the editor, the box is unchecked. It also happens if I exit the editor and reload the map. This is incredibly frustrating and is driving me crazy. Here is a link to the mission.sqm; https://mega.nz/#!QRFRyYiB!9cLRRDJ_YKToDMRyjKrtQ3CEVLHpkylYYLfRjd77jpI
  4. Simple question and simple answer. If you ask: Why when game also use VON? Then answer is: Imagine it as 'addition' or 'expansion' to VON and NOT as replacement! Fully optionable. Mumble's Link can be used by any other application including TeamSpeak 3 etc. What exactly would this mean is not implementing whole Mumble but only linking to Mumble via Link plugin : http://mumble.sourceforge.net/Link * this will allow positional placement of voice according to ingame world coordinates etc. Why Mumble ? it's opensource and technology wise outperforms other solutions on market HomePage : http://mumble.sourceforge.net/ Mumble's future plans : http://mumble.sourceforge.net/Upcoming Mumble's Access control list & Group system : http://mumble.sourceforge.net/ACL_and_Groups Mumble's URL support : http://mumble.sourceforge.net/Mumble_URL Mumble's userbase statistic : http://www.sjuengling.de/mus/ * note this is only from users who 'allow' statistic tracking
  5. So when I go into the map on Arma, you can shift and click to place a marker, so that when you are off the map you can see the distance and direction your marker is. But my problem is that when I shift and click to place a marker it does the circle loading symbol for the mouse the first time, then the second time I do it, the game closes for no reason. I get no error message, or that it's crashed, and no one else gets this problem but me... :huh: This is really frustrating because when I am going to missions or helping a friend out and I do this, the game closes and I have to start up the game again and go back onto the server which takes several minutes, is there any fix to this?! :unsure:
  6. Background Information For the past year and a half, I've been working on building and bringing together a server community. I've been a frequent Arma Life player (mainly Takistan Life, when it was still based in Arma 2), so I have a strong passion for RP game modes. I have tried and failed many times in the process but it hasn't discouraged me, I am still motivated to reach my goal. While playing on popular Taki Life, and Altis Life servers I felt that something was missing. Although I loved the chaotic environment of Takistan Life, and the never ending mischief of terror bombings and police shenanigans, it got quite old after a while. My main goal for this project is to create a profitless RP community that thrives and is sustained by passionate members, yet can still be fun and interesting for beginners. I plan on making this a modded Life RPG, though I am completely liberal to the idea, and if that isn't what you guys want, then I am willing to listen to your voices. However, keep in mind that this 'proposal' is based around a modded Life. Overview I plan to significantly increase the amount of content for the civilian faction, in order to boost interest for that particular faction so that players will be more motivated to be part of the carefully designed economic system I plan to implement. Furthermore, I plan to add a level system, or some sort of skill based stat chart that will enable players to access certain features that will only be available to sufficiently experienced players (ie. Mining will become more efficient as you level up your mining abilities) as well as basic abilities (Stamina, Accuracy, etc.) improving over time. Though this idea is still very young. I also plan to add a simple crafting system so that players will be able to craft a few basic objects. Obviously the system will not be extremely advanced because this isn't a survival game mode, though I remain optimistic. I believe that a justice system is one of the most important aspects of an RPG, so I will definitely be implementing a court system. I will not be whitelisting the cop faction, though players who are willing to join will need to partake in a short training course and agree to the cop faction's terms of agreement. For the main cop faction, I am planning on adding several branches of law enforcement. We have a lot of other unique features planned. If you are interested in learning more about our project feel free to hop on our teamspeak and talk to us personally. Release So when will this be available to play? I am working on this project with only a single partner at the moment who is helping me with the web development. I am developing the Arma side of the mod completely alone. I hope to have a rudimentary beta by the end of January 2016, though development is still very slow. As you can see, I have all of the concepts and features planned out, and I have a basic understanding of how to code 95% of what I am planning to offer. All I really need now is manpower. This is why I am reaching out to the community, and asking for support. If this results in positive feedback from you guys then that would mean a lot to me and would really motivate me in going forward. If any of you happen to be interested in contributing to this project, or helping out with development then I will be sure to find a way to thank you. I am not looking for money, I am only interested in contributing to the Arma community, and to create something that everyone can enjoy. So if there is anything any of you would like to add or recommend, please voice your opinion and I will listen to anything you guys suggest if I think it would benefit the community. Edit: We are looking for a terrain editor/map creator! Anyone who can fill this position please add me on steam. Steam: pixelmonkey1 Teamspeak: tssyd1.vilayer.com:10060
  7. Hi all. I have a question about some wasteland servers. Few years ago i played on a wasteland server that don't have shops at all. I try to find these servers but can't. All servers i got when i filter sandbox the server list is wastelands with gun shops genaral shops and no loot in buildings only in cars. I like very very much the buildings loot wasteland servers like battle royal but wasteland. Can some one tell me how to find those kind of servers?
  8. Hello, Here is my issue today! I have a script the spawns ai for tasks. I want it to be executed in the server init since this MP, but modules are initialized before the initServer.sqf. What happens is... since the modules (tasks specifically) are initialized first mission triggers thinks that all are completed since the ai units were spawned after the modules initialization (I hope you are still following). When I place the script in the init all is well, however this would execute every time a player joins...correct? Is my only option to script out tasks rather then using the 2d tasks module in the editor? If so, does someone want to give and straight forward how to create tasks and sync it to script trigger and all MP players? ie. create, cond, act on, success. Any help would be awesome! Travis aka dubl
  9. Hello, I was wondering if it is possible to save the mission before rebooting the server, so that after the reboot the mission is in the same state? If so how? The mission is an insurgency using EOS, COS and some other scripts. I do have saving set to false and auto save, but I just want to know if it is possible to even load a save mission on the server. We spend time taking sectors and then reboot and all progress is gone. Not the end of the world, but it would awesome to actually beat the mission. init: // Disable saving enableSaving [false, false]; https://community.bistudio.com/wiki/enableSaving Ideas? Thanks, Travis aka dubl
  10. UPDATE: In case you missed the End Game Multiplayer livestream, you can now watch the on Arma 3's official YouTube Channel. Plus, if you want to try out End Game yourself, you can play Arma 3 for free this weekend on Steam, and pick it up with a massive 50% discount! ------------------------------------ This Thursday, May 7 at 18:30 UTC - live from Bohemia Interactive HQ, the Arma 3 devteam is hosting a special End Game livestream! Introducing the brand new End Game multiplayer mode - which was recently released in a free platform update, members of the Arma 3 devteam and community will be sent into battle to fight for victory in a 'best out of 3' multiplayer session. Special guests include End Game's Multiplayer Designer Nelson Duarte and Arma 3's Creative Director Jay Crowe. P.S. Be sure to follow Arma 3 on Twitch and/or set yourself a reminder by joining the event on Arma 3's Facebook Page.
  11. Kickstarter is currently LIVE until Sat, Nov 14 2015 at http://kck.st/1jrdbZ7 Help this game be made! Description from their website http://warofrights.com/: About the game War of Rights is a multiplayer game set during the perilous days of the American Civil War, in the Maryland Campaign of September, 1862. Campfire Games is devoted to presenting the gruesome and glorious elements of the period, while maintaining the highest level of historical accuracy and realism as is possible with the wonders of CRYENGINE. Players in the game will be able to play on multiple battlefields of the campaign, from the confluence of the Potomac and Shenandoah Rivers where the Siege of Harper's Ferry took place, to the ridgelines of South Mountain, and to the meandering waters of Antietam Creek at the Battle of Antietam. Additionally, players will also be able to choose from a list of regiments that fought in each battle as well as what rank to fight as, whether they want to slog it out as a lowly private, or if you want to orchestrate the carnage and mayhem as a major general. Uniforms and bodily features will all be customizable for other players to see as you march and fight in the lines of battle according to the tactics of the period. As a General, you will operate in your headquarters equiped with a map of the battlefield and constantly receiving reports of friendly and enemy positions. Send out new orders to the regiments to move forward, or fall back - all in real time. The orders will move down the chain of command, to the Colonels, Majors, down to the Captains in charge of the individual regiments, all of whom have the option to follow the orders of their trusted commander, or rebel against his wishes and fight as you see fit.
  12. Ive bee ntrying to run a mission now on a dedicated server and i have even gone so far as to remake it but the same issue appear; The mission don't start. It only kicks me out in the selection screen. Does anyone know why and have any one experience with this? RPT log: 20:01:45 Starting mission: 20:01:45 Mission file: Operation_Soft_Stone_v1_1 (__CUR_MP) 20:01:45 Mission world: Altis 20:01:45 Mission directory: mpmissions\__CUR_MP.Altis\ 20:01:47 Attempt to override final function - bis_functions_list 20:01:47 Attempt to override final function - bis_functions_listpreinit 20:01:47 Attempt to override final function - bis_functions_listpostinit 20:01:47 Attempt to override final function - bis_functions_listrecompile 20:01:47 Attempt to override final function - bis_fnc_missiontaskslocal 20:01:47 Attempt to override final function - bis_fnc_missionconversationslocal 20:01:47 Attempt to override final function - bis_fnc_missionflow 20:01:47 Attempt to override final function - rhs_fnc_findangle 20:01:47 Attempt to override final function - rhs_fnc_calcbalistic 20:01:47 [101619,1944.12,0,"XEH: PreInit Started. v2.0.0.150817. MISSINIT: missionName=Operation_Soft_Stone_v1_1, worldName=Altis, isMultiplayer=true, isServer=false, isDedicated=false"] 20:01:51 [101619,1947.9,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_cache_disable.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] 20:02:01 [101986,1957.94,0,"WARNING: PostInit did not finish in a timely fashion"] Server log: 20:06:48 Reading mission ... 20:06:56 Cannot open object z\ace\addons\javelin\data\reticle_titan.p3d 20:06:57 Mission Operation_Soft_Stone_v1_1.Altis read from bank. 20:08:27 Roles assigned. 20:08:27 Reading mission ... ((20:06:56 Cannot open object z\ace\addons\javelin\data\reticle_titan.p3d) this is known. and is not a issue cause it works on other maps.) Mission File: http://pastebin.com/pv37Bg0X
  13. Hey guys, quick question (Which maybe useful for others to read). What are some ways I can debug my MP code without having to go actually online and/or pay for a dedicated server? (I also noticed Here that the content has disappeared, how come?!?) Also, I was not able to join my own dedicated server as I keep on getting kicked. So since my PC is beastly, I launched Arma 3 two times with different roles: 1st Arma 3: Hosted a server WITHOUT arma3server.exe. 2nd Arma 3: Joined the server as the client. Is this another way of testing client-side for multiplayer scripting? Thanks, :ok: Rawner135
  14. Hello, I have been starting to get things in order for a side search and destroy task to run. So, I have been reading the wiki, but I have run into an issue with a simple trigger test to learn how to script one. What am I doing wrong with the trigger? Once I get that working I can start to figure the trigger !alive or destroyed object bit. Thanks, dubl init: null=[] execVM "scripts\seekanddestory.sqf";
  15. I'm having some problems hosting a dedicated Arma 3 server on linux. I set the server up following this guide: https://community.bistudio.com/wiki/Arma_3_Dedicated_Server#Instructions_.28Linux_o.2Fs.29 The server used to work like that until several months ago, but when I'm trying to use it again now, I cannot get any missions started. As a player, I can connect, select a mission and press OK, but once the mission finishes loading, I find themselves back in the lobby again. If I keep pressing OK to start the mission, this will continue indefinitely. The server is running under Ubuntu 14.04.3 LTS 32 bit. (I chose the 32 bit version because Arma 3 itself is 32 bit, so I thought this might lead to fewer compatibility problems.) I originally encountered the problem trying to play a custom mission with a large number of third-party mods, but to debug the problem better, I ran the server without mods and with BI missions only. This is the server.cfg: passwordAdmin = "<censored>"; //password = "<censored>"; hostname = "TMSCTI"; maxPlayers = 160; motd[]= {"Welcome to our TMSCTI server"}; voteThreshold = 1.1; voteMissionPlayers = 1; kickduplicate = 0; logFile = "server_console.log"; persistent = 1; verifySignatures = 0; allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; allowedHTMLLoadExtensions[] = {"htm","html","xml","txt"}; forceRotorLibSimulation = 1; disableVoN = 1; The command line used to start the server was this: ./arma3server -config server.cfg -mod= The console output from the server can be found here: http://arma-tms.de/screenlog.0 (It's a bit too large to paste here verbatim.) I've also tried setting up a completely brand new virtual server following the original guide, but this lead to the same problem. Could someone help me with that?
  16. Helloooooo, I noticed that this was an issue for some people and noticed that it has been submitted to the devs. But, I wanted to know if there is anything I can do. Every once in a while the following pops up in the RPT. It does write like 30+ times in a minute when it happens. 20:16:26 Error: Failed to open file a3\sounds_f\vehicles\air\noises\servo_heli_comm_vertical.wav 20:16:26 Cannot load sound 'a3\sounds_f\vehicles\air\noises\servo_heli_comm_vertical.wav' Is there anything that I can do on my end to fix this on the server? Thanks, dubl
  17. Operation Hammerdown This is a coop mission recommended for 3-8 players. It has a lot of action and the difficulty depends on how you choose to complete the main task. The whole Stratis island is open for you. Approximate playing time is 2-4 hours. Dynamic respawn is available. Steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=513531480 I will fix a own download link soon. I have created some missions to play with friends, but this is the first time I have published one. I like my missions to be atmospheric and somewhat realistic. Please write feedback in this thread. I can't wait to hear from you guys. Basic scenario: Coordinate a surprise attack at the Statis Air Base, steal the secret documents and get out of there. Your priority is Stratis Air Base, but you can assault other bases in the area to get tactical advantages like artillery, helicopters and tanks. Go in light. Or go in heavy. Your choice. Recommended for 3 to 8 players. Credits to: Me for creating this mission :D FHQ Task Tracker Get/set loadout script from aeroson Mikie boy for addAction MP and the great community of Arma 3! Changelog: 06/09 2015 - V1.0 Bugs is squashed. Tested a multiplayer playthrough with both dedicated server and hosted server. Didn't notice any major bugs. Please let me know if you do! Feedback: Please post all feedback, bugs, etc here in this thread.
  18. IMPORTANT this mission requires Zombies & Demons by ryandombrowsky and his team http://www.armaholic.com/page.php?id=28958 Now too in workshop. http://steamcommunity.com/workshop/filedetails/?id=501966277 Credits to ryandombrowsky and his team for their zombies. ------------------------ Long Night II CO-06 After events in Long Night I You are the captain of Selakano Police, you and your mates Stayed on selakano waiting for Alpha team to come back to pick u up... that didn't happen, now you try to survive on a zombie infested Altis and try to find a way to escape. At start you must survive an zombie assault on the police station, so be prepared. This mission is hard so be ready, you are a cop not superman, and there are many...many zombies. better on coop. This mission may get low fps at start dont worry. it get better as you advance. Features: -8 objetives-3 optionals -Radio chat (no voice) -There is respawn on team leader and then after task 2 you can place a spawn sleeping bag on your base. -Anyone who dies become a zombie even your teammates (AI). -Features an infested Altis, cities Pop zombies out (in numbers of 20/50) when you get close and dissapear when you exit city range (better fps). Thx to a modified Civilian Occupation System (COS) by BangaBob. -Vehicles spawn on cities. -Features full logistic system (you can load ammoboxes and objects on vehicles) -Features a build system that let you build a base. -this build system is divided in 3 stages, you need to find 3 workbenches and bring them to your base, one better than the last for build extra objects & vehicles. -Features a resource system that makes you need to find resources to build your base and vehicles, you get resources for completing tasks too. -All important places marked for you to know where to find gear & resources (there can be or maybe not). -Events on some places where gear & resources are like zombie hordes. -Deletion of bodies for improve FPS. ALL IMPORTANT INFO ON INGAME DIARY, CHECK IT BEFORE START. THX TO R3F logistics. know issues: -Little lag when start, all systems must activate and others events. -The friendly Ai sometimes kill each other or you because of cross fire. -Dedicated servers: Loding of tasks and zombies will take a minute or more depending on player count. waiting feedback Changelog: Update 3 Better performance and caching system, i hope it works better now xd DOWNLOAD: http://steamcommunity.com/sharedfiles/filedetails/?id=507571438 <--- latest release always. Long night II Co-06 (@)
  19. WASTELAND SURVIVAL ZOMBIES & DEMONS 24 Players v.01 Needs Ryan zombies & demons. http://www.armaholic.com/page.php?id=28958 Its on workshop too as Zombies & Demons Think of a wasteland + Dinamic zombie sandbox but without lag. A survival mission without any objetive, only survive. Avaible too on workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=505011505 TEAMS: -OPFOR 12 players -BLUEFOR 12 players -ZOMBIES (AI) no limit -Features -Awsome zombie & demons mod by Ryan -Jumping zombies. -Scary noises. -Spider zombies. -Super strong demons. (only 20 can spawn at same time, usually they protect ammoboxes, not recommended to solo them.) -Some zombies can throw vehicles at you, be carefull. -ZOMBIES spawn along the island and are attracted to noises and lights (spanw & despawn depending if players are near the area.). -Respawn on base 10 secs -LOOT systems that spawns weapons/ammo and items inside the buildings. -Vehicles spawn alon the island. -Visible night (Full moon) -Autocleaning of bodies -ONE OBJETIVE, SURVIVE. -TEAM SPAWN BASES for planning from where you can teleported to action. -PLAYZONE IT'S NOW ALL STRATIS. Fight on Stratis to the dead, ally with the opposite team to survive or kill anyone on sight the zombies don't mind, they want you and will get you. Try to survive). Future plans: -Fix bug reported if any. -Move to altis. -Maybe add in future building system like in wasteland missions. Known issues: -Little lag when the zombies are spawned. (only at first) -Zombies may hit you from down the bridges and maybe from 1st floor to second (mod bug, waiting ryan to fix it) -Zombies, specially the fast ones usually act like retard :) when ssee someone on stairs or seconds floors in some houses. -Sometimes zombies get stuck on roofs when jumping. -nothing more. need feedback. DOWNLOAD steam workshop http://steamcommunity.com/sharedfiles/filedetails/?id=505011505 Wasteland Survival TvT-24 (@) IF YOU WANT A SMALL AREA SURVIVAL TRY MY OTHER MISSION : SURVIVAL ZOMBIES & DEMONS 20 Players http://steamcommunity.com/sharedfiles/filedetails/?id=504554016 OR Survival Zombies & Demons TvT-20 (@) v0.4f Changelog: 0.1: Release 0.1fix: FIXED Bluefor Respawn Fixed zombies that dont throw vehicles.
  20. [MP]SURVIVAL ZOMBIES & DEMONS 20 Players v.02 fix Needs Ryan zombies & demons. http://www.armaholic.com/page.php?id=28958 Its on workshops too as Zombies & Demons http://steamcommunity.com/workshop/filedetails/?id=501966277 SURVIVAL ZOMBIES & DEMONS 20 Players A survival mission without any objetive, only survive until there is no more undead. TEAMS: -OPFOR 10 players -BLUEFOR 10 players -ZOMBIES (AI) can reach 160 at same time with a limit of 4000 zombies. -Features -Awsome zombie & demons mod by Ryan -Jumping zombies. -Scary noises. -Spider zombies. -Super strong demons. (only 100 can spawn they are like bosses) -Respawn on base 10 secs -LOOT systems that spawns weapons/ammo and items inside the buildings. -No nightvision googles -Full Virtual Arsenal (Nightvision restricted) -Visible night (Full moon) -Autocleaning of bodies -ONE OBJETIVE, SURVIVE the 4100 zombies spawned in hordes. -BASES for gear up and planning from where you are teleported to action. -System that prevents player from exit playzone once inside. Only dead can scape. Fight on Agia Marina, Stratis to the dead, ally with the opposite team to survive or kill anyone on sight the zombies don't mind, they want you and will get you. Try to survive until all zombies die (they are like 4100 spawning in hordes). Future plans: -At this moment the playzone its small (just the city), i plan to change it to whole stratis and eventually to altis. Known issues: -Little lag when the zombies are spawned. (only at first) -Zombies may hit you from down the bridges and maybe from 1st floor to second (mod bug, waiting ryan to fix it) -Zombies, specially the fast ones usually act like ♥♥♥♥♥♥♥♥ when ssee someone on stairs or seconds floors in some houses. -Sometimes zombies get stuck on roofs when jumping. -nothing more. need feedback. DOWNLOAD steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=504554016 or Survival Zombies & Demons TvT-20 (@) v0.4f IF YOU WANT WHOLE ISLAND AND WASTELAND LIKE EXPERIENCE: - Wasteland Survival TvT-24 (@) It's my first mission of this type, so feedback its welcome :) Changelog: 0.1: Release 0.2 Fix: -Added little more zombies -Added markers 0.3: -Added Picture -Modified Zombie Health. 0.4F: -Reduced zeds health and damage. -Vehicles will spawn randomly on the city, be carefull with zombies near vehicles.. :). -Fixed zombies that don't throw any vehicle at players.
  21. Recently I started a Multiplayer server with the intent of having a friend join me (he bought and downloaded the game explicitly to play with me). But every single time he joins, he connects is stuck spectating and then it shows he disconnected, we tried removing all addons, we tried having him host and it was the same thing only from my end, we tried different maps, different settings, different circumstances (i would save the game/not save, be in lobby, be in game) nothing seams to work, some assistence would be appreciated.
  22. Hey there! In the last couple of months/weeks, I started to became more and more interested in the content-creation part of ArmA 3. I wanted to share the results, but wasn't able to achieve a really high amount of subs yet. This leads to little to no feedback at all. That's why I present my scenario in this topic. It's a 10 players PvP map settled around the village of Girna on Stratis. A team wins if it reaches the enemy flag and holds it down for 10 seconds. It features mainly close and medium ranged engagements on a pretty small map. While most of the engagements will be infantry vs infantry, it also features a small amount of vehicles in the team spawns and the middle of the map alike. Both teams have a variety of weapons and attachments to pick from, but limited amounts punish the wasting of ressources. Other objectives, like additional weapons or ammunition in the middle of the map, the ability to capture a mortar for fire support or an armed boat can be secondary targets to get an advantage over your enemy. The main difference between this and most other missions is the decent performance of this map, caused by the scale and the overall heaviness of the scripts. I always had the feeling that this game kind of lacks maps you could just "play with a few friends", without having to deal with FPS-problems, though I'm not quite sure if this even fits into what ArmA-players want to do with this game http://steamcommunity.com/sharedfiles/filedetails/?id=476370115 If more people are interested, I'm thinking about renting a server and putting this map on it, just to see how it works out. Feedback of any kind is highly appreciated. Thank you for reading this and eventually try out the mission :)
  23. STABLE build : 1.48.131785+ branch: STABLE (note: PROFILING/PERFORMANCE/RC is compatible with STABLE) password: -not needed- ^ this password unlocks specific (branch) on steam *noteworthy: memory crashes fixed, allocation crashes fixed, (crashes from KOTH, BreakingPoint, Wasteland, Epoch etc.) and many generic crashes, tweaks for better performance etc. play IT, break IT, report IT http://feedback.arma3.com/ atm. tracking serious crash bug ! Purpose of this testing is stress test the servers to extreme if there is lag/desync or other issue then we can capture it to try fix it ;) note: make sure you don't select DEV branch (1GB+ from stable to DEV (same apply from DEV to RC)) note: if you get kicked for some BattlEye script restriction (e.g. #22) goto Editor, load Altis, exit editor, try-rejoin the server note: KOTH mission restarts when team reach 100 tickets on capture, next session auto-start soon after note: server might be restarted if needed, I will announce it in global chat ahead note: VON lag/stutter still unsolved for global/side channels (really problematic bug) note: guide how change branches : http://forums.bistudio.com/showthread.php?149411-How-to-change-Arma-3-branches-between-STABLE-amp-DEVELOPMENT-versions-STEAM-client Reddit post http://www.reddit.com/r/arma/ STEAM discussion post http://steamcommunity.com/app/107410/discussions/0/ BIForum post http://forums.bistudio.com/showthread.php?187697
  24. FallujahMedic -FM-

    Exploding Cow or Rabbit

    Years ago I played a mission where cows or rabbits (cant remember which) would attack the players. The players had to kill the animals before they got within a certain distance of the player or a satchel would detonate (that was attached to the animal). Does anyone else remember this mission or who made it?
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