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Found 484 results

  1. Heroic slovniacs An Arma 3 CO-OP scenario. Heroic slovniacs trailer: What's this? Takistanian milita has taken a Takistanian army airport, the Takistanian army has requested the help of the Russian army to retrieve that airport. Three soldiers and a Su-25 were sent in order to assist (or more likely do all the job by themselves) retrieving that airport, but are met with a strong resistance due to the fact that the Takistanian milita acquired a huge amount of equipment from the same airport. The mission theme is Close air support (Su-25) that is guided by the help of the three soldiers on the ground, so 4 players. Download from Steam Workshop: Normal version or ACE version. Player slots: Squad leader. Marksman\Enginner. AT soldier. Pilot. I also have an ACE version, which replaces the Marksman with a medic. Pros: I have spent 350 hours on this mission, I hope it will be great enough! Cinematics! (they suck because Arma 3 cinematics suck). Voice acting! (for the commander, it will give you PTSD). Random events (that will kill you, such as a minefield). Long mission (depends if you keep bullshiting or not). Unlock ground vehicles as you progress, making you stronger. Thanks to LAMBS mod, the AI can actually outsmart you by miles, so be careful. Multiple respawn points to save traveling times. Music player (that randomly plays music every 10 mins). The commander welcomes players who connect, and whines when a player disconnects (who the ♥♥♥♥ cares remove this point idiot). There is no acting in this mission, you play however you want and unlock vehicles (ground vehicles) as you play through the mission, as long as your play-style is not about you being a complete idiot, you will pass. At least you can feel that the world is a bit more "alive" than other missions. Cons: The Intro is quite long (7 mins) but that's because I wanted to lay out information in a better way (btw the intro is not boring). Since I wanted the performance to be good (and this mission is so large that I pushed Arma 3 to its boundaries) I had to make it so that the hosting computer (whether it's a player or a dedicated server) take the weight of the scripts and units, so only the host will suffer from a poor performance (if his PC is older than 2018) while the rest of the players will have no problems in performance :), so not a huge con really. Last part of the mission might be heavy on the hosting PC, but you can always quit, since that part makes %10 of the mission anyway. 13 mods (19 if ACE) (most are light weight) so that you can experience the full experience without AI being dumb etc etc. Other stuff: I have became a no life making these missions, and thank to all the people who helped me (even slightly) who are mentioned in the end of the mission, I hope you will give this mission a try, since it doesn't require a huge number of players (3 players are acceptable, 2 players will cause the guy on the ground to eat huge metric tons of organic ♥♥♥♥). Also, I hope Digger won't traumatize you for life. Download from Steam Workshop: Normal version or ACE version. Report any glitch in the comments (below) or I will call out targets for the pilot to annihilate.
  2. I've been trying my best to get a script to work which allows a server to detect players within a specific vehicle. Here are the versions I've tested. They do not work on a dedicated server though. 1: {_x in object} count (playableUnits) == {alive _x} count (playableUnits); 2: _allPlayers = call BIS_fnc_listPlayers; {_x in object} count (_allPlayers) == {alive _x} count (_allPlayers); 3: {_x in object} count (allPlayers) == {alive _x} count (allPlayers); 4: ( {alive _x && !(_x in object)} count allPlayers ) == 0 I'm terrible at scripting but I try my best to understand. If you have a fix that is great, though I'd love to know how I messed up and how to improve for the future. :)
  3. Hi I'm looking for someone to help me make a kickass mission for my squad I have mild mental problems memory Loss ect but I'm perfectly normal I need someone with patience but I want to make something special for my friends how have been there for me for a long time please please please teach me your ways :p
  4. Hello! I would like to play the S.O.G Prairie Fire coop campaign together with my friends on our dedicated server and not on public servers or a self-hosted game. With the Apex coop campaign you only have to enter the missions in the server.cfg. Here is an example: class Missions { class TestMission01 { template = MP_Marksmen_01.Altis; difficulty = "veteran"; class Params {}; }; class TestMission02 { template = MP_End_Game_01.Altis; difficulty = "veteran"; class Params {}; }; class TestMission03 { template = MP_End_Game_02.Altis; difficulty = "veteran"; class Params {}; }; class TestMission04 { template = MP_End_Game_03.Altis; difficulty = "veteran"; class Params {}; }; }; another example: class MPMissions { class Apex { briefingName = $STR_A3_CoopCampaignName; class EXP_m01 { briefingName = $STR_A3_exp_m01_missionname; directory = "a3\missions_f_exp\campaign\missions\exp_m01.tanoa"; }; class EXP_m02 { briefingName = $STR_A3_exp_m02_missionname; directory = "a3\missions_f_exp\campaign\missions\exp_m02.tanoa"; }; class EXP_m03 { briefingName = $STR_A3_exp_m03_missionname; directory = "a3\missions_f_exp\campaign\missions\exp_m03.tanoa"; }; }; }; But how do I do it now with the S.O.G missions? Can someone send me a template for the server.cfg? I am looking forward to help!
  5. I've just bought ARMA 3. But when i try to join any server, i have the following message connecting failed. I searched on google and it seems like a lot of people have this issue. I've asked some friends that have arma as well, and they were unable to resolve my issue. I've tried changing many settings with my router but it didn't work. Can you guys help me out, maybe ther's something obvious i'm mussing. I'm absolutely clueless on why this happens.
  6. I bought the new Creator DLC S.O.G Prairie Fire. I also rented an Arma 3 game server from Nitrado. How do I get the DLC on the server now? I saw there is a folder named "vn" in which the DLC is stored. Do I just have to load it onto the server and can then just start playing? Mods always have "@" in front of the name. This is then uploaded to the server and activated. How's that with SOG Prairie Fire?
  7. Hi everyone, I have written a function that will allow people to configure an aircraft in the 3den editor and have it able to respawn with that exact loadout. I found that I was having very inconsistent results when the respawn module was set to delete or delete with explosion. It has been rock solid since setting the module to preserve. The function deletes the old vehicle once it has all the old data anyway. Instructions You will need two things for this function to work: You will need to create an init.sqf file in your mission folder and paste the code below into it. You will need a respawn module in your mission with the customized vehicles synced to it. Put this code into the Expression section:: [_this, 2] call RESPAWN_VEHICLE; Note: The number allows you to customize what happens with the cargo of the respawning vehicles (guns, medickits etc etc). It is all listed in the function below Optional If you want to be able to edit and move the vehicles as Zeus, you will need to add an "Add Editable Objects" module to your mission and name it ZEUS_EDITABLE and put the variable name of your zeus player unit in the owner section. In the script do a search for "ZEUS_EDITABLE" and uncomment it. Things I am trying to work out currently: - Why the sync commands don't work at all. My goal was the have it pick up all the objects the old vehicle was synced too. Alas I haven't worked that out yet. - Work out if its possible to get all the customizations like missing doors on vehicles from the old vehicle and pass them onto the new one. I have tested this in Multiplayer and it does work. DEMO MISSION AVAILABLE HERE
  8. Why can people with the Linux client still not connect to the larger multiplayer network? Almost nobody is running legacy servers for Linux users, so almost nobody is playing this game on Linux either... If you're gonna make the effort to port this game to Linux, at least also make the effort to let the Linux players play with their Windows using friends... I would understand if there was some huge feature incompatibility here, but we're talking about a constant difference of 2 minor release versions. This is not some insurmountable barrier, especially since you're not letting Linux catch up on purpose and have it fixed at being 2 minor releases behind. It's pretty infuriating...
  9. Hey, sorry, I'm pretty new to designing missions, so I'm not great at scripting. I'd like to make it so that, on a multiplayer server, with 5-20 players, it randomly picks one or two. The idea would be that it would flash a message on their screen, and theirs only, so that no one who is NOT picked would know about it. Does anyone know what code I should fuck with to do this? I already know how to make it output messages via Hints, I just need to know how to make it randomly pick that one or two players to do it to, without anyone else (including the host, if possible) knowing who was picked.
  10. Hi, I'm trying to find way how to assign teams/colors for squad in editor. I only found - [this assignTeam "COLOR"] ,but it doesn't work for multiplayer. Anyone knows some command?
  11. TvT/PvP Campaign Framework (TvTCF) 1.08 by Engima Overview This is a framework that makes is easy for anyone with some scripting experience to create beautiful, story-driven, exciting, light weight and well working multiplayer (TvT/PvP) campaigns in Arma 3. The first campaign built on this framework is Operation Shoe Lace. Features Multiplayer 1-40 players. Supports creation of TvT/PvP, COOP and SP campaigns. As many missions as you want. Missions are 30 minutes long (as maximum) Missions can have primary and secondary objectives (and a "return to base objective") All missions begin with an insertion into an area of action. No revive! Spectate on death. Campaigns are dynamic. Missions can affect each other, and order of missions can be altered, during the campaign. Score. Successful objectives and players kept alive earns score for their team. The team with the highest total score when the campaign ends wins. AI bots can be used on both sides (useful when playing e.g. one vs one). Easy to get grip of. Full documentation about mission mechanics in dialogs and briefing. How it works A TvTCF campaign is actually one Arma 3 mission that is divided into different episodes (TvTCF missions). The mission "resets" itself between each episode, which makes it possible to create a campaign story in which each mission is independent and executed one by one by the "campaign engine". How to use This five parts tutorial covers everything, from a newly installed Arma 3 instance (in Windows) until the campaign is played. TvTCF Video Tutorial Part 1 List of all the videos Part 1 - Intro Part 2 - Installing The TypeSqf Editor Part 3 - Adding The Files Part 4 - Creating The First Mission Part 4 - Creating The Second Mission Useful Links TypeSqf Editor TvTCF framework files (downloaded using the CPack Console in the TypeSqf Editor). TvTCF on GitHub (including the Operation Shoe Lace campaign) Licence MIT plus minor addition. (See the file TVTCF_LICENSE.txt.) Dependencies Arma 3 Compatibility Works on hosted and dedicated server, and is JIP compatible. Version History Version 1.08 Check objective methods dependent of each other did not work in both directions on mission end. Version 1.07 Changed method name Mission.AddBriefingInfoForActing to AddBriefingActing (and the same for opposing). Improved the insertion behavior. Added easy access to all common soldier units (in the soldier dictionary). Added easy access to all common vehicle units (in the vehicle dictionary). Changed the vehicle alias "MRAP" to "CAR" in the vehicle dictionary. Version 1.06 First version published.
  12. Hello, A friend of mine and I have been trying to play together via Hamachi. He plays on Mac, I play on Windows which means we have to reverse to a beta branch (1.82). The problem, however is that he we get stuck in an infinte loading screen whilst trying to connect. Whoever is hosting gets the message "friend is connecting", but thats it. It just doesnt go on, there is only the loading screen of the island without the usual loading bar. Whats really weird is that both of us can connect to another friend, who plays on windows and also hosts via hamachi. We have tried basically everything google had to offer on the subject, from creating a new hamachi network, to port forwarding, tweaking the hamachi properties, creating a server via nitrado and using other vpn services, but nothing worked so far. Help would be very much appreciated. Even if you only play on windows: if you had any similar experiences with being stuck in a loading screen, pls answer cause I am really out of ideas at this point and could need some advice 🙂
  13. This is my first time on the forum and I need some help. Every time I join an official server such as ZEUS, Warlords Or Combat Patrol I Get The Error Code (BattlEye: Admin Ban (wlb)) This only happens on official servers I can join other battle eye protected servers fine, I don't know if this is a actual server manager ban or some witty kid has banned me and its lasted I Wont lie that I've scripted on pub servers before, but I don't ruin games I mostly just improve ZEUS gameplay such as custom compositions and full arsenal, If anyone knows who I contact please leave a comment I also have tried sending many tickets but have not gotten a single reply or reason from any of them
  14. Hey guys, Recently I've been trying to play Arma 3 multiplayer with my friends. When i attempt to host a game i can get in and move freely doing everything i can. However my friends cannot see me on the server list and when trying to join through steam are given a "Server not responding" message. Please help me trouble shoot this. Cheers! P.S: I'm in Australia if that helps. Using a wireless PC connection (Not directly connected to router) Cheer, Jackson Hanigan
  15. Hi!. In a mission I am using the BIS_fnc_dynamicText function to create notifications of completed tasks. When I do the test in SP, the notification appears in the place I want, but when I test it in the dedicated server it appears in another position. Does anyone know what this could be? Thank you! Trigger Task_torre1 = ["<img size='7' image='imagenes\aviso_torre1.paa' shadow='0'/>",safeZoneX-0.15, safeZoneY+safeZoneH-1.50, 15, 1, 0, 892] remoteExec ["bis_fnc_dynamicText", 0]; On SP On Dedi Server
  16. Hi all, I have this idea for LAN-party multiplayer PvP game mode / mission, I would like to hear your views, ideas or pointers to already existing material, if you know some. Main idea Dynamic Bulwarks -type of mission, but with PvP setting. Half (or less) of the players defending the bulwark, like in the amazing original version by omNomios and Willtop with ability to buy structures and prepare the base for upcoming assault. And the other part of the team planning their attack from one of the four available spaw points around the defenders location. The attackers would have certain amount of time, 15 or 20 minutes (changed in mission parameters) to kill all defenders and/or maybe to reach the flag at the bulwark, or something. Defenders would win if they manage to defend until the end of the time. Defenders would have revive only, no respawn. Attackers would have respawn also, and ability to spawn to the respawn vehicle that they could drive near to the target. Both sides would gather points/money, that could be used to buy new weaponry, or structures/vehicles to make the assault or defense easier. Most probably the mission would work best at night, and the amount of NV, light sources or thermal imaging equipment would be limited or completely absent. Maybe points could buy some better gear. Some considerations If the building mechanic would be like the one in Dynamic Bulwarks, the object should be not movable for the other side. Careful balancing of gear, structures and point/money resources should be considered to make the game fun and balanced. Attacking side should have few spawn options, to make defenders duty more difficult, and less predictable. Would you think this is worth making? Would it be fun?
  17. FFtA3 : From Flashpoint to Arma 3 Project description : FFtA3 is a Multiplayer project. My objective is to recreate all the best OFP maps (starting by CTF: Capture the Flag and all the way to DM and TDM). As an old school player, playing Flashpoint since 2001 I have recently installed Arma 3. Only finding very little CTF and DM GamePlay, I have started gathering the wonderful maps we all played and on witch we spent soooo much time and started transferring them in the Arma 3 world. Scripts and Templates : In collaboration with the "88th Walking Death" squad and some other coders, I have built up stable CTF, DM and TDM templates. It's is now operational since 1.68 Update. Special thanks to [88] LORD without who this couldn't be possible. Special Thanks : Asaayu FrankForsyth Where to play : www.esportsmasters.org Map already recreated : - [CTF] The End - [CTF] Lost And Lonley - [CTF] Never Scared - [CTF]=S.O.F=Born To Kill - [CTF] Corridor - [DM] Tequila Sundown - [TDM] SNIPER SHOWDOW - [TDM] Urban Sniper - [DM] MAZED - [CTF] S-Curve - [CTF] Mini Hexenkessel - [CTF] Adagio (QA Testing) - [DM] Andersen Gunship (WIP) Maps to come : - [CTF] Scotch Valley - [CTF] PRiSONyARD (by SOD clan) - [CTF] Dead Mans Alley (by SOD clan) - [CTF] Head Fuck (by SOD clan) - [CTF] ToySoldiers - [CTF] Crazy ctf - [CTF] Cashville - [CTF] Dead Zone - [CTF] Yukon - [CTF] X-RAY - [CTF] URBAN ALLEY - [CTF] Little Everon - [CTF] LightHouseKeeper - [CTF] Up In Smoke - [CTF] PARADISE - [TDM] Double Tower Sniper - [TDM] SniperZ - [CTF] Labyrinthe ... Please feel free to send me some recommendations by Mail and if you have the maps you are asking for somewhere, send them too. What is CTF ? CTF stands for Capture The Flag. It is a "Close Quarters Combat (CQC)" game-mod played by a limited amount of players (2 to 24 players) in a restricted area (500m MAX). CTF players have to capture the enemy flag and bring it back to their own Flag. Fatigue is disabled and Snipers/long range riffles are not available (for CQC version). The team that scores the most times in a given time is the winner. CTF can be adapted to bigger maps and applied to a terrain. Listen to the ArmaNET podcast FFtA3 CTF Map Features : - Weapon Menu - Friendly tags (Optional) - Flag tags (Optional) - Self Heal system FFtA3 DM Map Features : - Lobby Weapon type selection - Full Randomised weapons & scopes - Friendly tags (For TDM Only) - Self Heal system NO MODS ARE NEEDED FOR THE SYSTEM TO WORK. License : https://drive.google.com/file/d/1lQ_sMCqxYaTz7rWZyJ6rfiKpc2FVWe0i/view?usp=sharing Download : THE END : Workshop / Google Drive LOST AND LONELY : WorkShop / Google Drive NEVER SCARED : WorkShop / Google Drive =S.O.F=BORN TO KILL : WorkShop / Google Drive Corridor : WorkShop / Google Drive Tequila Sundown : WorkShop / Google Drive Sniper Showdown : WorkShop / Google Drive Urban Sniper : WorkShop / Google Drive MAZED : WorkShop / Google Drive S-Curve : WorkShop / Google Drive Mini Hexenkessel : Workshop / Google Drive @FlashRangerArma
  18. RTS Engine: Script & Game RTS Engine is a script you can use to create your own RTS for ARMA 3. A game mode is also included you can play alone or with friends. You can even play with AI. STEAM WORKSHOP Gameplay video
  19. johnnyontheshot2020

    Error: STATUS_ACCESS_VIOLATION

    Alright, Arma finally beat me. This is my first time on a forum, so i'm sorry if i'm doing anything wrong haha. I need help. I've been playing Arma for about 5 years now and I started making missions and scripting about two years ago so i'm not completely green, but i'm still learning for sure. Far from expert, but I have a troubleshooting problem I can't seem to figure out. A buddy of mine got a PC just so he could play Arma with my group and me. The issue is we got everything downloaded and installed, but when he went to join a mission I made on a server I hosted his game crashed with the STATUS_ACCESS_VIOLATION error. We updated his drivers, verified his game files, and changed his game to run in 64 bit instead of the 32 bit it was running. Same issue. So I published the game to the workshop and had him host it, this time MY game crashed. For testing, I created a quick mission that only consisted of two units and made myself the zeus gamemaster, created a server, and he was able to get in fine. I was able to spawn all of the modded assets as well (we run a lot of mods). Could it be as simple as one of my mods causing a crash when the mission file is being downloaded? If so, how do I find out which one and is there a way to fix it besides removing the mod?
  20. Good day to you soldiers! I am after a team of people to aid me in programme/scripting, altering, map creation and passing around ideas to create a new game mode for Arma III multiplayer. When playing Arma III multiplayer, you never take into consideration the limits of what factions can provide in real life, so I have came up with an idea for a full scale war between CSAT and NATO fighting over Altis with AAF forces stuck in the middle, though rather than the normal game modes on Arma III, I wish to put together a new game mode concentrating on a more strategic approach with a hierarchy on each side, and a currency system which can increase and decrease depending on your logistics teams collecting resources, and if you were to cause collateral damage. The war if won by logistics, not by brute force. I envisage a server of approx. 150/180 players, (60 each for NATO & CSAT and 30 [maybe 60] for AAF) on the server at one time, (BIG MATCH) and as it will be a tournament it will last over a few - six hour days from 1600 to 2359 GMT with a list of rules and requirements, and to negate the risk of non-committed players entering the tournament the server will be locked and only accessible to vetted (kinda) players. Each team will consist of a hierarchy system having one Officer in Command (OC) and his four Commanding Officers (CO's), each CO will be responsible for a quarter of the forces and split between logistics, ground offence, air offence and defence. These 5 will need to keep in constant communication to place orders with logistics, set up defences around FOBs and place minefields, call in airstrikes, and advance the line. Hierarchy & Team layout Officer in Command Confirms/denies orders and procurement of resources, the naysayer of the faction. Only person to speak to the 'Umpire' Logistics Officer Normally have ~11 people under his command (inc. officer, Sgt, 2xCpls, 7x soldiers) Responsible for placing orders of manpower, vehicles, equipment, base equipment etc Collecting resources from around Altis Defence Officer Normally have ~9 people under his command (inc. officer, Sgt, 2xCpls, 5x soldiers) Responsible for installing base defences and setting up FOBs Places down minefields [must keep track of all mines placed and sent to OC] Ground offence Officer Normally have ~38 people under his command (inc. 2xOfficers, 6xSgt,4Cpls,23xSoldiers, 3xCrew Responsible for pushing and disrupting enemy operations Air Offence Officer Normally have ~4 personnel (Officer and 3xPilots) Resources and research There are two types of resources, energy which can be acquired from the wind and solar farms around Altis, and oil that is found at all the petrol/gas stations, each resource returned to your carrier, base or FOBs will be counted by at the end of the game, these will be 'sold' granting additional money for the next day, as well as the bonus expenses, you will also gain favour from your investors which in turn increases the amount they will offer at the beginning of each day. Research can be found at 3 different labs(each have 5x documents), 4 airfields and 4 disused military bases (each have the possibility of having 1x documents) which once returned to the carrier or base can be used to climb the tech tree to have the option of more advanced kit, weapons and vehicles. These are less prominent then large cargo containers and oil drums, the documents will be hidden somewhere in plain sight in structures (much like DAYZ loot). All resources and research will spawn every hour, unless not already taken from marked locations (meaning they will not accumulate if not collected) Logistics With the money gained from resources and investors, the OC and CO's must come up with an order form consisting of how many personnel, weapons, vehicles, defences, etc in which I have done a little research and found the real life equivalent of in game items and their costs, no where near accurate (and this is where I need opinions from a team of people) but still looks like it would make you think when sending in your F-181 which costs ~£72,000,000 and a pilot which costs ~£10,000,000 (over 82% of the investors money alone) into a risky, SAM infested, area, or would it be better to send two squads and 2 APCs which would be approx. £6,500,000. AGAIN numbers aren't 100% accurate but it makes you think twice from a logistical stand point. Everything is priced from 5.56 rounds, a spec ops member with his sniper, to the M5 Scorcher and each individual missile. It will be difficult to overlook every piece of logistics but there will be people out there (including myself) to play a more logistical role in helping the team win by accumulating money and spending it in the right places, as a team. This is just the tip of the iceberg on what I have done so far, so if there is someone out there who would be willing to help out with the scripting especially but other help is most welcome then please let me know, if you wish to know more on this 'project' then let me know and I can show you many many Excel sheets and PowerPoints. Mike Discord: Ravenclaw#5221
  21. I created a mission in the Eden Editor and I wanted to add a little script which is going to allow me to access the virtual Arsenal in anytime I want, anywhere through the scroll wheel, and another little script which is going to disable the fatigue system and thus I could have infinite stamina. Here is the code:(the file is saved in the mission folder[Documents]) Init.sqf player addAction ["Aresenal", {["Open",true] spawn BIS_fnc_arsenal;}]; player enableFatigue False; player addEventHandler ["Respawn", {player enableFatigue false}]; So here is my problem, the script works just great in the editor when I test the mission. but when I try to host a server[not a dedicated server] It doesn't work. I'm not really good at ArmA3 scripting I'll be so happy if someone could just tell me what code should I use and where do I need to put it. I'll be happy if someone could help me, thanks...
  22. [SP/MP][COOP] LMS 1-8/2 CAAS CAAS is a Singleplayer or Coop mission for 1 to 8 players now (was 4 before) and 2 optional enemy pilots, featuring pilots on the Altis main airport. Mission file: https://steamcommunity.com/sharedfiles/filedetails/?id=2206040060 Mission setting: Island: Altis Daytime: 2020-08-17, 05:00 - time multiplier ×30 by day, ×60 by night - can be changed Weather: cloudy - can be changed Mission goal: Wander in Altis skies waiting for the new task to pop. This mission has no ending. Tasks: Destroy convoys, tank battalions, helicopters, jets… and AA! Gear: A-164, Black Wasp, helicopters (AH-9, AH-99, UH-80) Functionalities: - camera intro - briefing & tasks - fully voiced (using Fixed Wings BI showcase) - translated (EN/FR) - randomised: random tasks happen on a random spot on the island - vehicle respawn - loadout selector - HUD colour changer - NO MODS REQUIRED at all - Jets DLC required to pilot the Black Wasp. Feedback: You can contact me on ARMA Discord, or Steam or BI forums for praises, improvement ideas or threats on my (virtual) life. No Paypal here, just tell me if you enjoyed it and I will be more than happy 😉 LAST UPDATE: 2020-11-10 19:33 - bug reports and suggestions are always welcome, otherwise this mission might be in its final state 🙂 Changelog:
  23. Operation Shoe Lace v1.05 by Engima Description Tensions arise, and two special teams on two different sides fight for victory in this operation about navigating through many of the challenges in modern warfare. This is a Team vs Team campaign divided into seven short missions, playable for 2-10 players. I’m really proud to present my third large project after Escape and Intrusion. I realized that Bohemia do not support MP custom campaigns, so I created a solution for it. I hope you will like it! Features Multiplayer 2-10 players. Team vs Team. Two teams fighting against each other. Campaign divided into seven missions, each with a maximum length of 30 minutes. Storyline adapting to the teams’ achievements. No revive! Dead is dead until next mission starts. Score. Successful objectives and players kept alive earns score for their team. The team with the highest total score when the campaign ends wins. AI bots can be used on both sides (useful when playing e.g. one vs one). Easy to get grip of. Full documentation about mission mechanics in dialogs and briefing. Campaign assumes players on both sides Note that this campaign/mission assumes that there are human players on both sides. It is not intended to play COOP vs AI. All humans on one side and AI on the other may result in strange behavior like skipped missions and prefulfilled objectives etc. That said, you can start it alone with AI enemies if your goal is just to test the concept to see if it is something for you and your friends. Download Direct download at OneDrive: Operation Shoe Lace v1.00 Operation Shoe Lace v1.01 Operation Shoe Lace v1.02 Operation Shoe Lace v1.05 At Steam Workshop Operation Shoe Lace Licence MIT plus the following addition: The text "Built upon Engima's TvT Campaign Framework (TvTCF)." shall be visible to all participants in a multiplayer game, either during mission load time, or when the mission/campaign is starting.". Dependencies Arma 3. Compatibility Works on hosted and dedicated server, and is JIP compatible. Version History Version 1.05 -Made insertion areas black instead of blue. -Further improved the insertion behavior. -Increased base size from 100 to 300 meters. -Minor fixes and improvements. Version 1.02 -Improved insertion handling by making it simpler and more intuitive. -Added parameter to randomize missions. -Fixed: spectate camera did not work well in all situations. -Fixed: Performing insertion with more than one vehicle could explode the vehicles. -General fixes and improvements. Version 1.01 -General fixes and improvements. -Added parameter to control the campaign's maximum time. Version 1.00 -First version. Some Of My Other Missions Escape Tanoa by Engima (built on the original Escape Chernarus branch from Arma 2) Intrusion Malden Operation Broken Arrow Night in July
  24. Overview: A few weeks ago a highly contagious pathogen by the name of the "Green Flu" took this region by surprise. At first many didn't heed the warnings of elected officials to protect themselves from it. Now those who are uninfected are few and far between. Tonight you've decided to lead your band of survivors out of the city. But can you make it out alive? Mission Features: - Singleplayer or 4 player coop - Left 4 Dead style gameplay - Target rich environment - Dynamic scenario - 5 custom characters with bio's - Immersive environment with ambient music - 30-45 minutes of play time Link to Scenario: https://steamcommunity.com/sharedfiles/filedetails/?id=2273125713 Requirements: CBA_A3 CUP Terrains - Core CUP Terrains - Maps CUP Terrains - CWA CUP Units CUP Vehicles CUP Weapons Zombies and Demons Night Terrors Additions READ the briefing and tasks to get a better understanding of the mission as well as what's being asked of you. NOTE: Works best in SP, but does work in MP. Thanks for checking my mission out. If you're interested in seeing what else I have, go here. https://steamcommunity.com/profiles/76561198012154839/myworkshopfiles/ Please consider leaving a rating, and if you have any feedback I'd love to hear it.
  25. Captain_N00by

    [MP/CO-30] War-3-Front

    War-3-Front Mission by Slon&Qwertt ported from Arma 2. Island: Chernorussia Languages: Russian, English Mods: CBA_A3, RHSAFRF, RHSUSAF, RHSGREF, CUP Terrains - Core, CUP Terrains - Maps (ACE supported) Description&Features: Join your forces to liberate Chernorussia from NATO occupation. Gather a big team, split into 3 and attack 3 fronts simultaneously, or slowly capture towns one after another together with a friend or two - mission autosaves your progress (on dedicated server too), so you don't have to start from scratch every time. Flexible difficulty settings (mission params) let you enjoy the mission even if you are playing alone. The mission works both on in-game and dedicated server. Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2023789594 Changelog: Please note that there's probably still some bugs (I tested the mission mostly alone), and there's no briefing explaining all the features. So please leave your questions, bug reports and suggestions below, I'll try to respond in my free time.
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