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Found 484 results

  1. Hello, A server owner has tasked me with creating a script to teleport him and his group of admins to a position on the map determined by a mouse click. We're doing this via "player addAction" and he already has a trigger set up to "removeAllActions player" when done. The owner needs the action to first open the map, where he will LeftAlt-LMB click on a position, and the script to teleport him and his group to that position without breaking formation. For the sake of simplicity, could the addAction possibly be put in the Init field of a playable character which execVM's a squiff? I also found this elsewhere on the forum: fnc_teleportGroup = { params ["_group", "_position"]; private _leader = leader _group; { private _dir = _leader getDir _x; private _dist = _x distance2D _leader; _x setPos (_position getPos [_dist, _dir]); } forEach units _group - [_leader]; _leader setPos (_position getPos [0, 0]); }; [group player, [x,y,z]] call fnc_teleportGroup; How can this be modified to both open the map on the addAction's activation and close it after the teleport is done? I want the xyz to be replaced with the leader's relative coords. Like a translation of a shape whose vertices are members of the group, except done with a script. I used to be able to do this but in the years since 2015 I have lost my ability and patience to write scripts myself. Big, ginormous thanks in advance.
  2. When you group units together into a squad, they adopt a default name, usually along the lines of Alpha 1,1. This is the name that shows up in the character select lobby when hosting a server. I know you can change the role description of the squad by going into it's attributes, and the name change is reflected in the editor. But their name stays as the same default in the multiplayer lobby, Alpha 1,1. Is it possible to change their name so it appears different there too?
  3. VERSION INFORMATION Version : 1.74 Release date : 10 SEP 2022 Arma3 Version : 2.10 Vol 1 can be found here CHANGELOG Note: Both the Wolfpack website and Github repo are NO LONGER maintained.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 'Wolfpack_readMe.pdf' document with mission information, client/server information, training information, etc. It is recommended to disable all AI enhancement functionality (Vcom AI, ASR AI, bCombat, etc) on both the server and the clients. Version 1.74 General: Various issues and optimizations. Updated: Insignia and texture issues finally fixed with ArmA3 2.10 Updated: Applied ADF 2.28 framework. DOWNLOAD INFORMATION Download Wolfpack Vol. 2 via Mega: https://mega.nz/file/4VRwXQzJ#yAK45EofU1I7O7UXN_XUQlSyQ_mSPiGywrkXgmk0ei4 [v 1.74] Download Wolfpack ALL-IN-ONE via Mega: https://mega.nz/file/ZI4myIKY#ZkOqL1TIfxZTjS6ElRhmHnLomFoOhP6IG7OLC1KJsqU [v 1.74] Steam Workshop: http://steamcommunity.com/id/whiztler/myworkshopfiles/ [v 1.74] REQUIRED ADD-ONS None OPTIONAL/RECOMMENDED ADD-ONS Community Based Addons A3 (CBA A3) Advanced Combat Radio Environment (ACRE 2) Taskforce Arrowhead Radio (TFAR) Commanders Tablet (cTab). Advanced Combat Environment 3 (ACE3) OPTIONAL SUPPORTED ADD-ONS RHS / Project Opfor RHS / 3CB Factions Community Factions Project CUP NIArms ABOUT WOLFPACK Wolfpack is a multiplayer (14 slots) special operations campaign consisting of ten challenging assault, demolition and reconnaissance missions, three bootcamp training missions and a warmup mission. Features: 10 Special Operations/Recon Missions 3 Bootcamp training missions; 1 Warm-up Mission for warming-up, mod line testing and general training (11 tasks/side-missions); Challenging and Immersive gameplay in a lively area of operations; Detailed Special Operations style briefings (in-game and PDF/TXT for forum briefings); Optimized for dedicated server play. Headless client fully supported; Support for (optional) mods such as NIArms / RHS / Project Opfor / 3CB Factions / CUP / Community Factions Project; Challenging opponents; Automatic detection of ACRE2, TFAR, cTab and ACE3 add-ons. STORYLINE June 2034, Altis is in turmoil. The island has been cut off from the outside world due to economical and physical blockades. The local populous has grown impatient with the government and the AFF in particular. Several demonstrations have resulted in the deaths of tens of civilians. The government was losing control rapidly and called in the help of CSAT. A mistake that would cost them dearly. CSAT saw a golden opportunity to get a much needed foothold in the Mediterranean area. The AAF requested a single battalion of CSAT Infantry. Instead CSAT send the entire 2nd brigade and soon CSAT outnumbers AAF by 11:1. Altis government realized that they lost control completely and stepped down. CSAT General Tehrani has since been in power and controls all of Altis and Stratis. CSAT is now proven a serious threat to the European region. As diplomatic efforts have not lead to the anticipated result, NATO decided to send a rapid task force to free both islands from CSAT oppression. DEVGRU has been ordered by J.S.O.C. to take out several high value threads on Altis before the NATO campaign commences. Wolf has been tasked with executing 10 missions over a period of 3-4 weeks. Your first mission commences 11 June. CREDITS & ACKNOWLEDGEMENTS Concept & Development: whiztler (http://steamcommunity.com/id/whiztler/myworkshopfiles/) This MP campaign was carefully put together with the assistance, support and scripts from the following individuals/groups: Nopryl Community (www.nopryl.no), CIA community (ciahome.net), Project Milsim (reddit.com/r/ProjectMilSim/) VOL 1 MISSIONS DAY 06 - RIGA HILL - Intel shows a large AA-emplacement at a base west of Zoros Bay (codename 'Istanbul'). which gets its intel from a radar site a little north east (codename 'Barcelona'). Your orders are to insert west of Zoros Bay and take out the radar installation at Barcelona and the AA-emplacements at Istanbul. DAY 07 - U-12 - Our man on the ground, Nikos got captured by CSAT Intelligence Services. Nikos knows too much about the upcoming campaign. We need to break him out before they fly him back to the CSAT capital. Nikos is currently being held in a secret prison codenamed 'U-12'. It is located in Thelos Bay on the east coast of Altis. Wolf is to secure and retrieve Nikos Fotopoulos. DAY 08 - ICE TIGER - The last two weeks, SatNav has been tracking a heavy armored squadron consisting of 6 T140 MBT's, 1 x Tigris and supporting units. SatNav lost Ice Tiger due to severe overcast weather. According to Nikkos, Ice Tiger should be in the North Western part of Altis. We need confirmation on its exact location. Your orders are to locate Ice Tiger. DAY 09 - DRAGONFLY - Two days ago the 127 Republican Wing Squadron, an elite squadron of TO-199 bombers touched down at Stratis Airbase. The 13th MEU is scheduled to assault Stratis in three days. This can only happen when those TO-199's have been disposed off. We'll advise objectives and targets when you're on the ground. DAY 10 - DOBERMAN - Your last mission is a high risk mission in Kavala. We are still gathering intel. We'll brief you when you're oscar mike.
  4. RELEASE INFORMATION Version: 1.13 Release date: 03 September 2022 ARMA III version: 2.10 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 -or- 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/file/sdJjFJIa#7k1vAazsHbZvLlP2A0OmzbF4YUs2RDx7rLRRvakxBQA [v 1.13] Steam Workshop: https://steamcommunity.com/workshop/filedetails/?id=530541775 [v 1.13] 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 --OR-- CUP Units and Community Factions Project 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 1.13 General: Various issues and optimizations. Updated: Insignia and texture issues finally fixed with ArmA3 2.10 Updated: Applied ADF 2.28 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.
  5. Hi everyone, I need little help with spawning defender/garrison/static units into my mission. My question is if this is the right way to do this? What I do is open new mission on the same map as my main mission, carefully and precisely place all defender units (units that will stay on one position) save and export to SQF. I paste the code in "someTown.sqf" and then use this to spawn it in the main mission: ["someTown.sqf", "BIS_fnc_execVM", false, false] call BIS_fnc_MP; Probably there is more up to date and efficient way to do this via remoteExec but I cannot understand how to do it ... please help. Coding every static gun or defender position and heading is much slower and consumes much more time ...
  6. maty105

    Cant make lobby

    Hi there, me and my friend decided to try out multiplayer in CWA. However, I'm using multiplayer in this game for first time in my life, and we came across a problem: When I click on "New", it brings me back to the multiplayer main menu, switching from sockets to DirectPlay does nothing, just increases the loading time and in the end still brings me back to the multiplayer main menu. Is there any solution for this? I couldn't find anything on the internet, not even on Steam discussions and yes, I have port forwarding enabled on my router
  7. Triggers that have a trigger owner with activation "Whole Group"/"Group Leader"/"Any Group Member" don't work properly outside the editor. Try this: Place a group consisting of 3 or more units. Set the 2nd highest ranking unit to be the player (you'll have to kill the squad leader and take command). Create 3 triggers and set the group leader to be the trigger owner. First trigger: Trigger name: Trig1 Activation: Whole Group, Present On activation: player sideChat "Trig1 - Whole Group"; Second trigger: Trigger name: Trig2 Activation: Group Leader, Present On activation: player sideChat "Trig2 - Group Leader"; Third trigger: Trigger name: Trig3 Activation Any Group Member, Present On Activation: player sideChat "Trig3 - Any Group Member"; Start the mission, kill the group leader, when you take command move into the trigger zones. The triggers will work properly even though the trigger owner is dead. Trigger ownership transferred from dead unit to another squad member properly. Now go back in the editor, export the mission to Singleplayer, open it from there and try the same thing again - the triggers will not fire. Trigger ownership did not transfer at all. You can further test this using the triggerAttachedVehicle command. Give the group leader a variable name. For example "a1". Place 4 triggers. You can make them repeatable if you want. First trigger: Trigger text: trig1 owner Activation: Radio Alpha On activation: hint (str (triggerAttachedVehicle trig1)); Second trigger: Trigger text: trig2 owner Activation: Radio Bravo On activation: hint (str (triggerAttachedVehicle trig2)); Third trigger: Trigger text: trig3 owner Activation: Radio Charlie On activation: hint (str (triggerAttachedVehicle trig3)); Fourth trigger: Trigger text: trig4 owner Activation: Radio Delta On activation: hint (str (triggerAttachedVehicle trig4)); Also create another trigger, name it trig4, set the trigger owner to the group leader and set activation to "Owner Only". When you test this in the editor, only trig4 should show you the name of the unit - a1. The other 3 triggers should display <NULL-object>. Export the mission to Singleplayer (restart ArmA 3 before doing that if the mission is loaded into memory or it will not be overwritten properly, i.e. the .pbo file won't be deleted / overwritten). Now when you (re)start the mission in singleplayer, run the radio triggers - all of them will show a1 as the owner of the triggers. Even if the unit is dead it will still show a1 and the triggers won't work. This is also the case for multiplayer exported missions.
  8. Trigger ownership of a group member unit seems to transfer to another group member when the previous owner gets killed. However, that doesn't seem to be the case if the trigger owner doesn't exist, after mission start, in the first place. For example: You have a squad of playable units, squad leader is owner of the trigger. The trigger has activation: whole group and ends the mission. In the multiplayer lobby no player picks the squad leader playable unit and it's AI is disabled -> the unit will not exist, and the trigger will not work. The ownership of the trigger will not be transferred to the next group member, and thus the mission will not end. This is similar to another multiplayer problem where you had to initialize the group variable name inside every playable unit's initialization field (in a group that consists of player/playable units only). Doing it for just one playable group member could leave a window for problems, where again, no player picks that unit and it's AI is disabled, leading to the group variable name not being initialized. Thankfully, in ArmA 3 this could be solved by typing the variable name inside the group entity in the EDEN editor. Non-existing trigger owner could also be problematic in singleplayer if the group member who is trigger owner has probability of presence <100% and/or his condition of presence could return false. You can try it yourself: create a group of 2 units, set the player to be the 2nd unit (i.e. to not be the group leader), set the group leader's probability of presence to 0%, create a trigger, set the owner to be the group leader, activation any group member or whole group, on activation display a hint with hint "Trigger activated". Walk into the trigger area. You can also try it in multiplayer, just make the group leader playable, go into the multiplayer mission lobby, pick the slot for the 2nd unit and disable the group leader's AI so he doesn't spawn. The trigger will not fire. To circumvent this problem, don't give the trigger an owner in such scenarios. Instead give your group a variable name through the group entity and use the trigger's condition field to do checks: Any group member: ({vehicle _x in thisList} count units groupName) > 0 Whole group: ({vehicle _x in thisList} count units groupName) == ({alive _x} count units groupName) Group leader: vehicle (leader groupName) in thisList vehicle _x in thisList count units alive leader If anyone has better suggestions, feel free to post them.
  9. I want to create multiple team(like battleground's squad). That means each team can use independent radio frequency, respawn points/area. Are there any mods that support these function? I've been looking around the Workshop for hours, but I can't find it. Tks in advance!
  10. Hi, i'm working on a mission and i have my init.sqf that seems to crash/stop on the client side if i use waituntil {scriptdone _a} at line 17 (just after the execVM). Single player and host don't have this issue. I'm stuck using the sleep command for it to work but i dont like it since the script that's running before is for a conversations which I haven't quite finished yet so I don't know the exact length. I'm attaching the init and the other sqf i've referenced. I know scripting for multiplayer can be finicky cause of desync and packet loss but this is really quite enraging to be fair 😄 Does anyone have a suggestion to how i could use waituntil and still have it work in multiplayer ? Thanks ! Init.Sqf BriefingDone = false; cutText ["", "BLACK FADED", 1]; [0,0,false] spawn BIS_fnc_cinemaBorder; titleText ["ONI HOSTAGE SITUATION", "plain", 1]; a1 playMove "Acts_B_M03_briefing"; sleep 3; cutText ["", "BLACK in", 1]; _A = execVM "conversation1.sqf"; sleep 28; [1,1,false] spawn BIS_fnc_cinemaBorder; titleCut ["", "BLACK out", 1]; sleep 8; BriefingDone = true; a1 switchMove "amovpercmstpslowwrfldnon"; sleep 8; titleCut ["", "BLACK IN", 1]; conversation1 : player KbAddTopic ["briefing","texts.bikb","",""]; a1 KbAddTopic ["briefing","texts.bikb","",""]; a2 KbAddTopic ["briefing","texts.bikb","",""]; a1 KbTell [player,"briefing","ONI1brief"]; waitUntil { a1 KbWasSaid [player,"briefing","ONI1brief",3]; / }; a2 KbTell [player,"briefing","ONI2brief"]; waitUntil { a2 KbWasSaid [player,"briefing","ONI2brief",3]; }; a1 KbTell [player,"briefing","ONI1brief1"]; sleep 2;
  11. I am pleased to announce my first script release. GRAD Fireworks What it does Shoots rockets in the air. Takes input: Position Color (Random, Red, Green, Blue, White) Type (Random, Fizzer, Normal, Rain) Rain is always white. Sample Call (you can call from any client or server) [getPos objectname, 'normal','red'] remoteExec ["GRAD_fnc_callFireworksServer", 2]; Installation Copy GRAD_fireworks to your mission directory Put code below in description.ext Call the script via trigger, radio, script, whatever. Sample call above. class cfgFunctions { #include "GRAD_fireworks\cfgFunctions.hpp" }; class cfgSounds { #include "GRAD_fireworks\cfgSounds.hpp" }; How it works Uses Flares, Lightpoints and some sounds to achieve the effect. Therefore totally vanilla compatible. Computation is done on the server which then sends precalculated stuff to the clients. Those display the effects locally, but it should look the same on every computer. In usage example here: Download Script + Sample Mission https://github.com/gruppe-adler/grad-fireworks.Stratis Update 2022 Added Code Improvements by @sarogahtyp, updated + unarchived Repo Feedback welcome If you have any suggestions codewise or effectwise, let me know.
  12. Hello, I was wondering of some of you had found a way to create hybrid Co-op games between support and warlord. My friends and I are really enjoying the support game mode but would also like the possibility to switch to an offense role and recruit soldiers to attack sectors. I may have kissed a topic but I wasn't able to find a way to create these type of game mode. We are currently running a support game mode with an "outside" respawn for offense. I am creating playable characters to "recruit" in your team and a pool of vehicles. The issues are sometimes when getting out the player get an out of area "death screen" or their deaths are not counting in the counters. Any help would be appreciated. Thank you
  13. Hi together, I am a scripting beginner and am trying to learn from problem delivery to problem delivery. after a few days of research and a lot of trying, i've reached a point where i just can't figure it out anymore and every reading leads to more confusion and so i'm asking for your support. Scenario: a SOG CDLC Jet is connected to a Multiplayer Respawn Module. After destruction and respawn, two addactions should be attached, Nightvision and Thermal should be switched off (also with regard to other Jets of Unsung Mod etc.) and a function that defines the group membership in the Mike Force script should be executed. My two .sqf are still rudimentary at this point and I will only continue to build them once I have solved the problem of execution. It currently works in the SP / Selfhosted but not on the Dedicated Server. I have both the way of directly executing the code in the expression of the respawn module and calling it from an external .sqf via remoteEexec. That means I have: - a locality problem - it is not clear to me whether my variable from the editor is retained after respawn or whether it has to be reassigned and so I had a failure because of doubling the params for new and old vehicle Init Vehicle (not Init Respawn Module - works on Dedicated by start): First Version Expression Field Resspawn Module - Direct Code : Second Version Expression Field Resspawn Module - calling a .sqf: Content of umdrehen.sqf (not urgent but for "awareness"): Content of exit.sqf (not required but for "awareness"): Content of newf1.sqf (maybe required, belongs to variabel and calling condition): Thank you very much in advance for your thoughts, suggestions and support.
  14. Hey, I help some help to improve this: The script does: for dedicated and hosted servers, a multiplayer playable area control based on a trigger area (with Y, X, Z) dropped through Eden Editor, where, if some player leaves that area, that specific player is punished immediately and, if there is a vehicle with them, the vehicle must be destroyed too. Improvement desired: as the script is loaded by description.ext | cfgFunctions and the script checks all players alive (they are able to respawn) as long the match goes, the desire is to improve those lines, remembering my dedicated server runs, sometimes, til 30 players. Ps.: for now, the target is just human players, not considering AI units out there. Here we go: fn_PAC_init.sqf: if (!isServer) exitWith {}; private ["_playersAlive", "_isPlayableArea"]; [] spawn { while { true } do { _playersAlive = (allPlayers - (entities "HeadlessClient_F")) select {alive _x}; { // forEach _isPlayableArea = _x inArea PAC_playableAreaControl; // Eden trigger if !(_isPlayableArea) then { [_x, 1] call THY_PAC_fnc_setDamage; }; } forEach _playersAlive; sleep 5; }; }; fn_PAC_globalFunctions.sqf: THY_PAC_fnc_setDamage = { params ["_target", "_damage"]; ["You left the playable zone!"] remoteExec ["systemChat", _target]; sleep 0.1; if !(isNull objectParent _target) then // checking if the player is in vehicle { vehicle _target setDamage [_damage, false]; }; _target setDamage _damage; }; On Eden Editor: Dropped a trigger and name it as "PAC_playableAreaControl". Share your thoughts, it will be very much appreciated. thy
  15. Climate change has brought famine and disease to Altis. The island republic stands on the brink of a devastating civil war, and NATO carrier group Freedom is deployed in the Mediterranean Sea to protect aid workers operating in the area. Your special forces team codenamed Alpha, stationed on the destroyer USS Liberty, must locate and apprehend an insurgent leader known as 'The Spartan'. G.R.U.N.T.S Mission Pack is a plot-driven cooperative multiplayer campaign for 1-4 players with a story that stretches over 8+ separate missions. All missions are designed to be used in hosted multiplayer without JIP. Finished (and playtested) missions: G.R.U.N.T.S 00: SITREP G.R.U.N.T.S 01: Casus Belli G.R.U.N.T.S 02: Si Vis Pacem G.R.U.N.T.S 03: Et Tu Brute G.R.U.N.T.S 04: Mare Nostrum To be continued ...
  16. Im having issues calling a Sqf through a simple radio trigger using a RemoteExcec call{playsound "JediDown";}; remoteExec ["Scripts\Start.sqf", 2]; The Trigger in Question Bane of my existence Path Scripts\Start List of SQFs Also having some issues with Addactions that activate SQFs. call{this addaction [ "Disable Security Lockdown", { "StarLock.sqf" remoteExec ["execVM", 2];}];} I was Using this ^^ but my Mod guys tell me that will call on every machine, kill frames and crash the server. Any and all help would be apperciated
  17. This is an issue for issue reiteration of <https://feedback.bistudio.com/T63493> this user's issue, but this is dated 2013-2014. I am wondering if there have been any updates to fixing this issue. Issue: Completely stable connection to any dedicated multiplayer session is hard severed after 20~40 minutes. The pop up "User ME is losing connection." pops on my screen followed by the red chain links & "No Message received for X seconds" timer. The timer reaches 90 & the server kicks me. Teamspeak, In game Steam browser, & outside of game internet browsing remains stable through the entire process. No other multiplayer game is experiencing this issue. I did not keep track of it well, but I believe the issue began around the last base game update. This coincides with the forum post linked above. There seems to be no solution besides "wait for the next game update to hopefully un-screw it." What I have tried: Disable firewall. Disable DDoS protections. Verify game files. Verifying mods. Different game servers. UPnP IPv6 <3
  18. The UI updates fine at the start with default values all set apart from when i "Add" to the float it does not add it to the ui when on a Peer Client. The Issue Been trying to get my ui to update its values on a peer client but getting nowhere. Script runs perfectly fine on workbench client. but foodbar widget wont update itself on a peer client even tho the float is changed properly. class SCR_playerHungerNotifications: SCR_InfoDisplay Script is component of the Character. When i put a Print in the UpdateValues Function. it does not even print it when on a peer client. but it does print it on workbench client. Then when i want to add to the hunger value i call AddHunger(float value) in class SCR_HungerSystemComponentClass : ScriptComponentClass that is on the character It seems to update the value from seeing it change in console. but then the class SCR_playerHungerNotifications: SCR_InfoDisplay never updates it on the peer client. (works fine on workbench client) Any ideas or help would be great. Cheers Reax.
  19. Dynamic ISIS War System ATTENTION: - 01/22/2019: Mission is under development again! I will upload it to Steam, when I get something ready! Heavily modified version of the famous DUWS-M, originally developed by Kibot (DUWS), modified by Bigshot and rlex (DUWS-M) and enhanced by myself (DISWS). In this version player(s) have to fight the Islamic State as well as the Al-Nusra Front. On each restart you'll get a dynamic, procedurally generated campaign, playable on any map you like (not tested on all maps! Please report back!). It's all about asymetric warfare against an enemy who is sometimes difficult to find. Even when you cannot find any differences between the enemy and the civillian population! Face suicide bombers, ISIS supporters and a lot of new features which are making the famous and great DUWS even more enjoyable! NOTE: If you like this mission, please leave me a rating. Thx! ******** A.T.T.E.N.T.I.O.N ******** !!! This mission does NOT run on dedicated servers !!! I'm very sorry for this, but there are so many scripts and for now it's just too much work to change them all. I once started creating this mission for SP for myself. - Update 1.80 - See Changelog below --------------------------------------------------------- *** Check the LATEST required mods *** --------------------------------------------------------- FEATURES It's basically DUWS - but with a LOT of new stuff! I turned it into a Insurgency-style dynamic whole-map mission with a lot of atmosphere. All new elements are working seamless together with the DUWS mechanics. Commandpoints can be earned by shooting Al-Nusra fighters, disarming IEDs, get intel by locals, finish missions based on intel, and more. You can choose several winning conditions for your playthrough in the mission parameters (lobby). Additionally to taking over ISIS held zones you have to help the locals defending their villages against the Al-Nusra Front. If you help them, they will forgot about civilian casualties and there will be less suicuiders and other supporters. Also Al-Nusra and ISIS are hostile to each other. I.e. if you get intel from the locals about an ISIS weapons cache, that one might be placed on a location where Al-Nusra fighters are hiding - or attacking. They will fight each other and you can use this situation to your tactical advantage, just to name one example. The whole situation provides a nice "dynamic chaos" with unforseen situations happening. AL-Nusra also likes to ambush their enemies - for example they hide in buildings and shoot from windows. So you might need to kick in doors and search houses to get them out of the towns. There are so many possible things happening around a playthrough that I really cannot write it all down. For DETAILS about using new features please check the DISWS-Manual (map ingame diary)!! Reputation System: Civilians will whether like or hate you, or just being neutral. Depends on the amount of casualties and if you help them defending their towns against Al-Nusra. The occupied/attacked villages will change on each new playthrough. You will never know where they are, so you have to check the villages. A red marker will appear when you find a occupied/attacked village - and turns green when you defended it succesfully Al-Nusra is able to re-take villages in some rare cases. If you fail to defend a place against one of their attack waves, they will occupy it and you have to plan an attack to re-take it. The more civilians get killed, the more people will join the enemy = More suiciders and ISIS Supporters will operate against you! Civilians are "divided" into religious groups who hate each other (Sunni and Shia muslims) You can gain your reputation by defending towns against the Al-Nusra Front. Conversations: You can ask civilians about their opinion and thoughts. Talk to them to monitor your progress about occupied and defended villages, as well as civilian casualties. Search civilians and dead bodies for intel and items - but take care. A suicider doesn't like to get interrogated! More sidemission from found intel! (Weapons caches, HVTs) Perform your own playstyle (missions from HQ, from Intel, or just clear villages or fight against ISIS) Command your team or command the whole army! It's up to you. Like in DUWS there's an AI commander, but you can of course add HC squads however you want Full RHS U.S. troops and equipment for WEST. ISIS and Al-Nusra Front troops and equipment for enemies (and some stolen vehicles from the Syrian Army) IEDs Arsenal Buy, recruit units, vehicles, weapons, support, AI squads, platoons, tanks, planes, helicopters, etc. Fire for Effect (Immersive Artillery System. See ingame description) Supply Drop includes Arsenal Logistics (transport any object with vehicles like trucks, helis, etc..) Respawn at homebase or any established FOB There's a chance for a dead man's switch triggering when shooting a suicider. So keep distance. Immersive Mine Detector for IEDs (it detects also materials used to construct IEDs which can lead to false alarm) Ambient soundscape (Prayer call, music, radio at houses and other places, ambient chatter - ONLY with TPW MODS) Support for Weapon Mods (Can be equiped via Arsenal) All progress is persistent and will be saved with your savegame All scripts and features written with performance in mind! But if you still get low FPS, try these: Ingame distance view setting (CH View. See ingame Manual) AI limiter (can be enabled via mission poarameters) ZBE Caching (can be enabled via mission parameters, if you're encountering low performance after trying other settings) All DUWS-M features are included and working - I won't name them here, they're too many Commandpoints will also be rewarded for disarming IEDs, shooting Al-Nusra Fighters and finishing tasks provided by intel Select the win conditions in mission parameters (lobby) DISWS-Manual can be found ingame (map). Check it for full features description and How-To Currently work in progress - So far everything is fixed now! I'll be working on future plans soon. SINGLEPLAYER: Use the server-browser and start a local host (LAN session). Save your progress using the custom save function (radio: 0-8-1 - Sitrep). - Default map is Takistan! But you can play it on any map you like. It might case trouble on real small maps. On some maps the random placement of zones/hq may not work properly - or placing zones out of the maps range. First try to decrease the distance from HQ, the zone radius or place them manually. To play on another map, just rename the PBO, i.e. to DISWS_1_66.Altis.pbo (Keep in mind that Windows maybe does not show file endings! Just make sure the file ends with ".pbo") DOWNLOAD PBO: https://drive.google.com/file/d/0B81rpxl19DuQQVRneW9iZHpjWGs/view?usp=sharing STEAM WORKSHOP: http://steamcommunity.com/sharedfiles/filedetails/?id=1159 CHANGELOG: http://steamcommunity.com/sharedfiles/filedetails/?id=1159462402 KNOWN BUGS: - If you loose the Request Menu and other action menu items after respawn or when resuming a save, just respawn again or use the Save/Rest action at HQ or FOBs. REQUIRED MODS - CBA_A3: http://www.armaholic.com/page.php?id=18767 - RHS_AFRF3: http://www.armaholic.com/page.php?id=27150 - RHS_USF3: http://www.armaholic.com/page.php?id=27149 - RHS GREF: http://www.armaholic.com/page.php?id=30998 - RHS SAF: http://www.armaholic.com/page.php?id=32203 - CUP Weapons: http://cup-arma3.org/download - CUP Units: http://cup-arma3.org/download - CUP Vehicles: http://cup-arma3.org/download - CUP Terrains CORE: http://cup-arma3.org/download - CUP Terrains MAPS: http://cup-arma3.org/download - Takistan Civillians for CUP: http://www.armaholic.com/page.php?id=32020 - Iraqi-Syrian Conflict: http://www.armaholic.com/page.php?id=28406 - Revos's Mine Detector: http://www.armaholic.com/page.php?id=29929 STEAM-USER click here: http://steamcommunity.com/sharedfiles/filedetails/?id=908457911 *Thx, bcmaster Not needed, but HIGHLY RECOMMENDED - TPW Mods: https://forums.bistudio.com/topic/154944-tpw-mods-v20170208-enhanced-realism-and-immersion-for-arma-3-sp/ - RYD Liability Insurance: http://www.armaholic.com/page.php?id=27485 A word on TPW Mods: Sometimes (dunno why) the mission fails to disable unnecessary features from TPW. Better disable those in TPW's userconfig file. Specially Civilians, Croud, Cars, Helis, Fall, Puddles, Fog and Animals. SUGGESTED MODS - JSRS-Soundmod: http://www.armaholic.com/page.php?id=32317 - Unit_SFX: http://www.armaholic.com/page.php?id=28888 - Virtual Projectile Sounds Reality: http://www.armaholic.com/page.php?id=31799 I don't recommend ACE because the mission includes a lot of custom scripts. But when using ACE, you'll also need: - ACE3 RHS Compatibility files: http://www.armaholic.com/page.php?id=31281 When using ACE, the 'Special Forces Training' Feature (no fatigue) might be overwritten by ACE Advanced Fatigue! Download this mod in this case: - Remove Stamina ACE (main mod required): http://www.armaholic.com/page.php?id=31792 Weapon Mods are supported. You're able to use them via Arsenal. CREDITS - BIS: Arma 3 - Kibot, BigShot, rlex: DUWS-Unofficial - BangaBob, ReVo: Their great scripts! - GigaS: Some partial scripts and support! - [ToS]HadeS, [ToS]AUT_Cyclon, [ToS]Zauberbesen: Help and testing! - R3vo: Mine Detector - TPW: TPW Scripts and helping me! Thank you! - AuTigerGrad: Ambient Sound Pack - Rydigier- Fire for Effect - Community for all the great stuff!
  20. COMBAT OPERATIONS 2022 Version: FOXTROT Combat Operations is a process undertaken by armed forces during military campaigns, major operations, battles, and engagements to facilitate the setting of objectives. NATO vs. CSTO. The Collective Security Treaty Organization (CSTO) has attacked, and invaded the island nation of Altis. Feeling threatened by NATO expansion in eastern Europe, the CSTO has positioned itself on NATO's southern flank. NATO has dispatched a small expeditionary task force on the USS Freedom to begin operations against CSTO, and follow on forces for a bigger campaign. Combat Operations 2022 is a COOP MP game with random rotating missions.Currently installed and running @ 23.235.255.218:2302 Mission List (as of 3/2022). Mission creation is continuous improvement program. Standby for addition content to come. 1. Ambush convoy a. APC's b. Tank's c. Artillery d. Truck's 2. Deliberate Attack a. city b. military base c. village 3. Area Defense a. city b. military base c. village 4. Dismounted patrol a. Conduct a dismounted patrol of an area. 5. Conduct Raid a. SAM Site b. Supply Depot 6. Security a. Provide logistics convoy security. Clear road blocks, or any ied's. Prevent attacks against the convoy, and don't allow all the vehicles to get destroyed. 7. Hostage Rescue a. Rescue hostages from 4 different locations, and return them to the release point. Features of Combat Operations 2022 - Dynamic Group Management - Supply Drop - Custom made missions based on US Army Doctrine - Phonk's Furniture system - Virtual Vehicle Depot by Roy86 from Patrol Operations 4 - T8 Units by t800a - Dynamic Enemy Population by Fluit - Composition Spawning by Larrow - Earplugs - Name tags - USS Freedom Base with boat launch - Numerous snippets of code by many great folks on the Arma Community Forums, and Wiki. Credits annotated in code. SUBSCRIBE: COMBAT OPERATIONS 2022 on Steam
  21. Hey guys! I set up a very nice keyframe animation as a camera-intro for a new mission. when i started the mission in multiplayer it shows all the rich curve key positions as markers while plaing the intro. ho do i get rid of those? when i started the mission in singlyplayer they downt show up. the markers appear as white small symbols. greetings to everyone
  22. Good Afternoon All, I've run into an issue where a script that I've created where the script itself doesn't execute even though it's scripted to in the "initServer.sqf". The script itself works fine and I've tested it extensively in Singleplayer and in my own LAN server, but when I load it up onto my dedicated server it doesn't run unless I specifically call it after the start of the mission. This script should be executed on the server only and works by calculating the change in damage to the main rotor, evaluates if that change is lower than a specific threshold (here 0.02 to be exact), and if it is lower it will then subtract that damage. This effectively cancels out the "background damage" that's caused by over-torquing the main rotor on the H-60 while still allowing outside damage, like small arms fire, to be applied. So far, I have tried placing the whole script in the "initServer.sqf" file, creating a separate .SQF file for the script and execVM-ing it through both an "init" box and "initServer.sqf", creating a function in the "initServer.sqf" and calling it, and a myriad of other things including delaying the script's execution until after mission start and so forth. None of my attempts have worked. I would appreciate any and all input on this matter. Thanks guys. Here is the script itself: params ["_helicopter", "_Debug_Messages"]; //////////////////////////////////ADDING OVERTORQUE REMOVER if (_Debug_Messages == true) then { hint parseText format ["<t font = 'PuristaBold'>MythScript</t> is now active.<br></br><br></br>Attached to: %1", typeOf _helicopter]; }; sleep 5; _lastDamage = 0.02; _change = 0; while {alive _helicopter} do { if (_Debug_Messages == true) then { hintSilent parseText format ["Change: %3<br></br><br></br>Current Rotor Damage (raw): %1<br></br><br></br>Current Rotor Damage (corrected): %2", _lastDamage, (round (_lastDamage * 100)), _change]; }; _change = (_helicopter getHitPointDamage "hithrotor") - _lastDamage; if (_change < 0.02 && _change > 0) then { _helicopter setHitPointDamage ["hithrotor", ((_helicopter getHitPointDamage "hithrotor") - _change)]; }; _lastDamage = (_helicopter getHitPointDamage "hithrotor"); if (_lastDamage == 0.04) then { _helicopter setHitPointDamage ["hithrotor",0]; }; sleep 0.5; }; //////////////////////////////////
  23. Hello everyone! Can you please tell me if there is a script for calling artillery by clicking on the map for multiplayer? I need that the map interface in the window be called up and that you can click on the target and that the action of calling an artillery strike can be tied to an object (for example, to a radio station lying on the table) and, if possible, a limited number of times. Thanks everyone and sorry for my english.
  24. Hello, i am struggling with animations in multiplayer, I am aware of methods using switchMove alternatively but as far as I know they do not have the animations i want. I am trying to make a unit sit in a chair, the issue i have is in SP everything works, in MP everything works but when I play MP with another person connected to the server the unit will spawn in the ground, or spawn in a completely different location, I tried to delay the animation, making it so the animation is called in the init.sqf at a later point, which worked initially but after testing again today was no longer working, and the units were back in the ground. I tried many different methods of calling the animation such as: if (isServer) then { [[UNIT_NAME, "SIT1", "ASIS"], BIS_fnc_ambientAnim] remoteExec ["call"]; }; if (local this) then {[UNIT_NAME, "SIT1", "ASIS"] call BIS_fnc_ambientAnim}; [UNIT_NAME,"SIT2"] call BIS_fnc_ambientAnim; The most annoying thing is debugging, it's super inconsistent, sometimes it just magically works sometimes it doesn't, and i can't test unless i have another person join the server, as it all works normally if i play the mission in MP alone. I would really appreciate any help, I'm quite lost and don't know what to try, I just want a consistent way to get animations to work, not change the units position and preferably keeping it vanilla not using any mods.
  25. Intro: HazardZone is a 16vs16 game mode where opposing forces have to face each other during a biological threat from space. There are several crashed objects on Livonia from which samples need to be secured, and the side with most secured samples wins the day. The samples are located in the so-called Hazard Zones, and anyone without CBRN gear will not survive there. Each side has a team of 4 CBRN specialists (only 1 team per side) which will need to secure the samples, to support the limited number of CBRN units, 3 other teams of standard combat units are deployed. These support units need to fend off enemy forces and provide secure passage to the crash site for the CBRN units, but CBRN units need to deal with any enemy forces inside the Hazard Zones on their own. To further aid the mission, artillery & transport troops are deployed, but a radio tower needs to be secured to amplify the signal for communication of ground troops with HQ, since the strong EMF of the crashed objects is interfering with the communication and makes it impossible. Features: CBRN Gas Mask overlay & sounds Custom Game Mode Custom scoring logic Virtual Arsenal crate Player & Vehicle Respawns Hazard Zones in which only players with proper gear are safe. 5 km. of playable area Changes in V2 of HazardZone: Objectives are no longer completed by simply interacting with the objective: Players will receive a container (attached to the torso of the player) when a sample is collected. As a final step to complete the objective, players have to extract the sample/s by securing them inside a special storage box located inside base's decontamination tent. Upon completion of these steps the side of the player will be awarded with points Players will be able to pick up the sample containers from their buddies or dead soldiers A player may carry multiple sample containers To make the gamemode more interesting, tasks will now be updated with the location of the player which is holding the sample until it is extracted. This will allow opposite force to recapture the objective from the enemy. Task descriptions are updated according to the player and side who have captured a sample. i.e. "Attack" or "Defend" depending on which side you are and which side captured the sample. Task icons are updated when sample is collected according to the player and side who captured a sample, i.e. "Attack" or "Defend" depending on which side you are and which side captured the sample. Message are now displayed to screen updating players who captured the sample. Tons of small changes to accommodate the new gamemode logic Notes: Raw mission included so you can edit/modify according to your needs (If you give me credit it will be appreciated) No additional content is required (mods or otherwise) except ARMA 3 - Contact Platform Credits: Credits to bohemia forums and ARMA community for all the awesome script examples and tutorials. Credits to Chuc for the script used for the radiation/hazard areas: Credits to RCA3, the gamemode at its current form wouldn't be possible without their help! Download: steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2781568799 gdrive: https://drive.google.com/file/d/10YpgBVIl64OJL2mIy7T1kAsPnn_d_yi2/view?usp=sharing ^ Password for the archive is "original"
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