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Found 336 results

  1. hello. :) ill try to keep this short but i had a few ideas i wanted to share. myself, and allot of my friends, are pilots in arma 3. we have decent computers, so we prefered flying with increased view distance, but since the admin debug has been disabled we no longer can see very far at all since were stuck at 1500 view distance in public zeuses. this has affected our ability to scout ahead, accurately lock with weapons, and engage from greater ranges/heights. with that in mind allow me to suggest three possible fixes for this problem. solution 1: if there was an option to set the default view distance for a server in the parameters, before the mission begins, it would allow players to decide their comfortable distance to balance performance and visual quality, and aleviate the constant fog plagueing pilots in public zeuses. solution 2: if it were somehow possible to code the game to allow a players personal view distance setting in their options menu to decide their client side view distance level, without it adversely affecting other players or destableizeing the engine, it would mean that the guy with a very powerful pc could have maximum view distance without causeing me to crash and vice versa. solution 3: this one is a bit iffy but ment as a last resort if previous two are impossible. perhaps if the zeus had a view distance module that runs the same remote exec script used before debug console was lost, it would allow for editing of view distance mid mission, and the players can kick the zeus in worst case of him refuseing to lower it if they are experienceing issues. if you have read this i thank you for your time and hope you will consider my request. sincerely 501st airborne division (arma 3 unit) p.s. this is a reupload because my last one is apparently in the wrong damn category and i couldnt find the delete button. great.
  2. NIGHTWING Part 1 Made by - Kwire Your objective is to find a Pilot of a A-10 that crashed about 30 minutes after you passed out. You've been passed out for about 1 hour after a group of FIA and CSAT ambushed the NATO convoy you were in. You're the only that survived in the ambush. Once you woke up you find yourself in the small town of Goisse. You find your self a weapon in front of you. FIA and CSAT invaded almost the whole island of Malden. Try to find Intel on Nightwing once you do, Go and find if he is dead or alive. Mission takes about 15-25 minutes to complete. Note: This is my first mission I've made. So bare with me Adds - Custom Sounds, Custom Music Special thanks to ALIAS for his scripts! Make sure to increase music volume so you can get the full effect of the atmospheric music! Youtube Trailer link Steam link MP Version link Download size ~56mb
  3. GEORGE FLOROS GR

    S.E.R.E. COURSE

    by GEORGE FLOROS [GR] Description: Survival,Evasion,Resistance and Escape. 20 Different Enemy Faction VS NPCS or Zombies. Supporting EVERY map (ArmA 1/2/3). Gameplay with a lot of options (MODULAR environment). The mission will End , by exiting the Enemy Lines. Features: Respawn Supporting EVERY map (ArmA 1/2/3) Gameplay with a lot of options[/li] =BTC= Revive [Quiksilver Edit] by Giallustio VCOM AI JIP compatible 20 Different Enemy Faction And much more Installation: Place the mission file in the MPmissions folder inside your Arma 3 installation. Your ArmA3 installation should be in yoursteamfolder/steamapps/common - Optional VCOMAI userconfig - The mission is using the VCOMAI . To use the extra settings see the Install Instructions of VCOMAI folder . Usage: Recommended and/or optional addons and mods to use with S.E.R.E. COURSE: Heros Survive http://www.armaholic.com/page.php?id=31161 CUP Terrains Complete http://www.armaholic.com/page.php?id=30045 CUP Weapons http://www.armaholic.com/page.php?id=27489 CUP Units http://www.armaholic.com/page.php?id=29301 CUP Vehicles http://www.armaholic.com/page.php?id=29716 RHSUSAF http://www.armaholic.com/page.php?id=27149 RHSAFRF http://www.armaholic.com/page.php?id=27150 RHSGREF http://www.armaholic.com/page.php?id=30998 Zombies and Demons http://www.armaholic.com/page.php?id=28958 RSO Buildings Pack http://www.armaholic.com/page.php?id=32088 ArmA 3 Custom Buildings - Original http://www.armaholic.com/page.php?id=29678 Notes: It is supporting EVERY map ! (ArmA 1/2/3) , just by changing the name on the end of the mission name like : S_E_R_E_Course.Stratis to : S_E_R_E_Course.Tanoa It is possible even to play with an ammobox or Virtual Arsenal available , if you enable it from the Extra Mission options . The Loot spawn system from Heros Survive is DISABLED . The Loot Script by BangaBob will be running instead + it works on any map . To Check + test the spawn of the items , there is also an option on the parameters , on the Loot Probability , to Enable Debug Weapon = 0 Magazines = 1 Items + Heros Survive items = 2 Vests = 3 Backpacks = 4 Heros Survive items = 5 2 extra pics to see the spawn of the items Select your desired Environment There is included in the selections , also Loot for , Community Upgrade Project [ CUP ] to activate it you must have the certain addon [ Weapons + Units + Vehicles] . For changes , go to the mission parameters . Your Selections may have effect on the performance , check more the parameters settings. If you want to enable the Heros Survive (SURVIVAL mode) , enable from the parameters and also you MUST have enable this addon , in order to play this mode! If the Survival mode is enabled , you will see on the right side the survival icons . Every time you are starting the mission , the starting position will be on random. - Optional VCOMAI userconfig - The mission is using the VCOMAI . To use the extra settings see the Install Instructions of VCOMAI folder . Credits & Thanks: =BTC= Revive [Quiksilver Edit] by Giallustio @ Quiksilver =BTC=_TK_punishment Script by BTC Giallustio TAW view Distance Script by Tonic Heros Survive Scripts by heros Loot system Script by BangaBob Advanced Rappelling Script by Duda Advanced Urban Rappelling Script by Duda Advanced Towing - Script by Duda NRE Earplugs Script by NemesisRE VCOM AI Driving Script by Genesis92x Vcom AI Script by Genesis92x Mag Repack Script by Outlawled Monsoon Script by aliascartoons Snow Storm Script by aliascartoons Thunderbolt Script by aliascartoons Real Weather by code34 Generic Dust Particles Script by Goon Generic Snowstorm Particles Script by Goon Situational Music Script by DemoCore Randomly generated roadside IED's by brians200 Engima's Civilians Script by Engima Engima's Traffic Script by Engima [R3F] Logistics Script by Team R3F Injured Ai simple script by Persian MO Phronk's Furniture by Phronk Headshot + Killfeed Script by GEORGE FLOROS [GR] Custom DeathScreen Script by GEORGE FLOROS [GR] Earthquakes_GF Script by GEORGE FLOROS [GR] Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: Version 1.0 Forum topic: - BI forums https://forums.bistudio.com/forums/topic/212277-sere-course/ - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39691&n=last#bottom Download : Armaholic S.E.R.E. COURSE v1.1
  4. Teamspeak IP: Ts3.3rdSFO.us Public Server IP: 63.141.249.146 Port: 2542 Map: Clafghan Game Type: Insurgency (ALIVE) High Traffic Time: 8:00pm-12:00am Central US time Server side mods (Required): CBA ACE3 TFAR RHSUSAF CUP Terrains - Maps CUP Terrains - Core CUP Vehicles CUP Units CUP Weapons F/A-18 Claghan Alive The Mods 3rdSFO Runs includes above: BloodLust USS Nimitz BackPackOnChest ShackTac User Interface Advanced Sling Loading Advanced Towing Advanced Urban Repelling Arma Enhanced Movement FIR Pilot&Crew Pack HMDs MOD (Metric) L3-GPNVG18 Panoramic Night Vision Spec4Gear v4.6 Splended Smoke Theseus Services Steam Collection http://steamcommunity.com/sharedfiles/filedetails/?id=827107985 Server is open keys, so you can run any mods that you like. Just have the minimal required ones and you should be good.
  5. I created a TDM scenario for 10 on 10 gameplay. This one is in Agios Dionysios, and has barriers that restrict the playable area. There are limited supplies on the map, and two resupply locations for Blu For and Op For to fight over. Feel free to check it out if you like. Uses minimal mods (should be listed at the link). Any feedback is appreciated. First-person only settings. I am aware that the respawn ticket counter works, but does not display on-screen on a player's HUD (it does display on the player death/respawn screen). Let me know what you think. I plan on making a bunch of these in various towns across Altis, Tanoa, Malden, Chernarus, and Fallujah, among others. http://steamcommunity.com/sharedfiles/filedetails/?id=1337308392
  6. Hello, So recently i've tried to connect to any Arma 3 server and without fail, it's always ended up saying the same thing: "BattlEye Initialization Failed". This has never happened to me before this point in time, i've tried looking it up and following what everyone else says to do but nothing seems to work for me, this is what i've done: -Verified integrity of Game Cache via Steam -Uninstalled and re-installed Arma 3 -Uninstalled BattlEye via Arma 3 directory and re-installed it -Allowed full control to everyone on my system on all of the main files of Arma 3 via Arma 3 directory -Sent in a support ticket to Arma 3's support team I've tried it all unless i'm missing something, I love Arma 3 and would love to play some more but without this, i'm restricted to SP missions and the Editor which is fun for a while but i'd like to play with others in multiplayer servers. If anyone can get back to me that'd be amazing with a solution, i'm sure that i'm missing something stupid and right in front of me but I can't tell what that might be. Thanks again!
  7. When you end a multiplayer game you can get a list of your kills. That will include any buildings you destroyed. Is there any way of accessing this information while the game is running? I want to be able to detect buildings destroyed so if the players start destroying lots of them I can punish them as it will not go down well with the local population. S
  8. Hi, I'm having problems figuring out what I'm doing wrong with the command drawIcon. It works in singleplayer and the icon shows up on the map, but in multiplayer it doesn't. It's supposed to be displayed on both the GPS-minimap and the regular map screen. Here's the code I've got so far. It's executed on the init of the unit (fredrik) in question. ((findDisplay 12) displayCtrl 51) ctrlAddEventHandler ["Draw", { (_this select 0) drawIcon [ "iconManMedic", [0,0,1,1], (getPosWorld fredrik), 0.5 / ctrlMapScale (_this select 0), 0.5 / ctrlMapScale (_this select 0), getDir fredrik, (name fredrik) ]; }]; Any kind of clarification on how to get it to show up on the GPS and in multiplayer would be appreciated! Thanks!
  9. This script is best used with a keyhandler, however if you have a bit of experience with coding you can get it also work with addaction. This script works in MP ******************************** Put the following code in your keyhandler: case 38: {//L key if (_shift) then { _vehicle = (vehicle player); if (isNil {_vehicle getVariable "EmergencyVeh"}) then { _vehicle setVariable ["EmergencyVeh", false, true]; }; _ComVeh = _vehicle getVariable "EmergencyVeh"; if (vehicle player != player && (driver _vehicle == player && _ComVeh isEqualTo true)) then { if (isNil {_vehicle getVariable "lights"}) then { _vehicle setVariable ["lights", false, true]; }; _LightState = _vehicle getVariable "lights"; if (_LightState isEqualTo true) then { _vehicle setVariable ["lights", false, true]; } else { [[[_vehicle],"scripts\light.sqf"],"BIS_fnc_execVM",true,false,false] call BIS_fnc_MP; _vehicle setVariable ["lights", true, true]; }; }; }; }; Create a folder called scripts. Inside this folder create a file called light.sqf and put the following code into it: Private ["_vehicle","_lightRed","_lightBlue","_lightleft","_lightright","_leftRed"]; _vehicle = _this select 0; if(isNil "_vehicle" OR isNull _vehicle) exitWith {}; _lightRed = [20, 0.1, 0.1]; _lightBlue = [0.1, 0.1, 20]; _lightleft = "#lightpoint" createVehicle getpos _vehicle; sleep 0.2; _lightleft setLightColor _lightRed; _lightleft setLightBrightness 0.2; _lightleft setLightAmbient [0.1,0.1,1]; switch (typeOf _vehicle) do { case "C_Offroad_01_F": { _lightleft lightAttachObject [_vehicle, [-0.37, 0.0, 0.56]]; }; case "B_MRAP_01_F": { _lightleft lightAttachObject [_vehicle, [-0.8, -0.90, 0.6]]; }; case "C_SUV_01_F": { _lightleft lightAttachObject [_vehicle, [1.1,0.4,-0.05]]; }; case "I_Heli_light_03_unarmed_F": { _lightleft lightAttachObject [_vehicle, [1.23, 4.7, -1.42]]; }; case "B_Heli_Light_01_F": { _lightleft lightAttachObject [_vehicle, [-0.75, 1.7, -0.95]]; }; case "C_Hatchback_01_sport_F": { _lightleft lightAttachObject [_vehicle, [0.62, 1.87, -0.52]]; }; case "C_Offroad_02_unarmed_F": { _lightleft lightAttachObject [_vehicle, [0.62, 1.87, -0.52]]; }; case "O_MRAP_02_F": { _lightleft lightAttachObject [_vehicle, [-0.8, -0.90, 0.6]]; }; case "B_APC_Wheeled_01_cannon_F": { _lightleft lightAttachObject [_vehicle, [-0.8, -0.90, 0.6]]; }; case "B_Heli_Transport_01_F": { _lightleft lightAttachObject [_vehicle, [1.23, 4.7, -1.42]]; }; }; _lightleft setLightAttenuation [0.181, 0, 1000, 130]; _lightleft setLightIntensity 10; _lightleft setLightFlareSize 0.38; _lightleft setLightFlareMaxDistance 150; _lightleft setLightUseFlare true; _lightright = "#lightpoint" createVehicle getpos _vehicle; sleep 0.2; _lightright setLightColor _lightBlue; _lightright setLightBrightness 0.2; _lightright setLightAmbient [0.1,0.1,1]; switch (typeOf _vehicle) do { case "C_Offroad_01_F": { _lightright lightAttachObject [_vehicle, [0.37, 0.0, 0.56]]; }; case "B_MRAP_01_F": { _lightright lightAttachObject [_vehicle, [0.8, -0.90, 0.6]]; }; case "C_SUV_01_F": { _lightright lightAttachObject [_vehicle, [-1.1,0.4,-0.05]]; }; case "I_Heli_light_03_unarmed_F": { _lightright lightAttachObject [_vehicle, [-1, 3.2, -2]]; }; case "B_Heli_Light_01_F": { _lightright lightAttachObject [_vehicle, [0.75, 1.7, -0.95]]; }; case "C_Hatchback_01_sport_F": { _lightright lightAttachObject [_vehicle, [-0.62, 1.87, -0.52]]; }; case "C_Offroad_02_unarmed_F": { _lightright lightAttachObject [_vehicle, [0.37, 0.0, 0.56]]; }; case "O_MRAP_02_F": { _lightright lightAttachObject [_vehicle, [0.8, -0.90, 0.6]]; }; case "B_APC_Wheeled_01_cannon_F": { _lightright lightAttachObject [_vehicle, [0.8, -0.90, 0.6]]; }; case "B_Heli_Transport_01_F": { _lightright lightAttachObject [_vehicle, [-1, 3.2, -2]]; }; }; _lightright setLightAttenuation [0.181, 0, 1000, 130]; _lightright setLightIntensity 10; _lightright setLightFlareSize 0.38; _lightright setLightFlareMaxDistance 150; _lightright setLightUseFlare true; _lightleft setLightDayLight true; _lightright setLightDayLight true; _transitionState = sunOrMoon; _brightness = 0; _repeat = true; if (_transitionState < 1) then { _brightness = 2; } else { _brightness = 50; }; _leftRed = true; while{ (alive _vehicle) && (_repeat isEqualTo true)} do { if(_leftRed) then { _leftRed = false; _lightright setLightBrightness 0.0; sleep 0.05; _lightleft setLightBrightness _brightness; } else { _leftRed = true; _lightleft setLightBrightness 0.0; sleep 0.05; _lightright setLightBrightness _brightness; }; sleep 0.05; _repeat = _vehicle getVariable "lights"; }; deleteVehicle _lightleft; deleteVehicle _lightright; You can remove any vehicles you don't need or add some. Just remember that you have to add them twice (for the left and the right light). Now you can place a vehicle in the editor and put the following in the init box: this setVariable ["EmergencyVeh", true, true]; Only vehicles with this variable can activate the lights. As always, if you have any questions feel free to ask! Cheers Puffin
  10. Hello there! For one of my multiplayer mission, I'd like to have blinking lights from different lightsources (static ones, no vehicles). I'm planning to have a lot of them (50+), and some may be blinking fast (up to 20x / second). I totally don't care about the lights synchronization for the players. This is mainly to create a mood. So a client-side effect command would be perfect. Until now, I was using something like this to make a lamp blink: _lamp setHit ["light_1_hitpoint", 0.97]; sleep 0.1; _lamp setHit ["light_1_hitpoint", 0]; Problem is, this command is broadcasted over the network. Multiply this by 50 lamps, a mission of ~20 players, and here's my question : will this ruin data exchanges between the server & the players ? I'm afraid of building something that works for me when testing, but is unplayable for my community due to performance issues. Should I expect a huge drop on FPS / Synchronization, & if yes, is there an alternative command with local effect only, to ensure a minimum performance penalty ? I searched in the wiki, but everything that was resolving around setting damage is broadcasted over the network. Thanks a lot for your ideas !
  11. "Capture the Flag | Kavala" is a different take on the popular CTF game mode, 3 teams (BLUFOR, OPFOR & INDEPENDENT) fight to capture a flag before time runs out! This mission is different to other capture the flag missions, in this mission, there is only one flag. All 3 teams must try to secure the most flags to either reach the score limit or time limit! This mission is best played with friends, work together and secure your victory, but there's a catch. If there is a tie between the teams when the time reaches 0 then the game moves into OVERTIME! During OVERTIME if 2 teams are ahead, OVERTIME allows the third team to have the ability to catch up to the tie. The first team to get a flag that makes their score the highest during OVERTIME will win the game. This mission allows the user to customize the score limit(1 Point - Unlimited), and time limit (1Min - 6 Hours) allowing the game to last for up to 6 hours! This mission also includes custom UI build specifically for this mission shown in the gif above. At the moment I have tested this mission and haven't found any bugs if you do happen to find any let me know and I will try to fix them ASAP. Thanks for checking out my mission and I hope you do enjoy! Steam Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1320168087 Author's Profile: http://steamcommunity.com/id/asaayu
  12. Hey guys! I have a mission where players can choose to be blufor, opfor and independent. Each leader of a faction has an endtrigger synced to them that should end the mission when the unit enters it. I have the triggers and debriefing working fine in singleplayer, but in multiplayer I am not able to force the end on the clients even though I use [endMission, "END1" ] call BIS_fnc_MP; in the respective trigger for each side. What am I doing wrong? I found a lot of threads where people say to execute the functions on the clients, but I just can't seem to grasp how to do this. Cheers!
  13. I have a dedicated server currently running ACE, CBA, and ALiVE. I set up a mission for multiplayer through the Eden Editor and exported it. After uploading to the server and restarting I tried running the mission. It loads, but at the lobby, there are no roles to select from. Now, when I run the mission on LAN/Internet on my computer, the roles work just fine. I have 4 units placed on the map set as playable, as well as a PlayerRespawn module. This is really confusing me, and I need to fix it so my unit can begin to work together
  14. So, Hi im new to this forum my name is kenji and i love mini dayz. Somethings always bugged me though when will multiplayer be available and in my Samsung Galaxy Tab 3 the lag is present. I'd love to see your thoughts in when multiplayer and Lag support will be available.
  15. fin_soldier

    Official Multiplayer Gamemodes

    The Arma 3 roadmap 2016-17 recently got released. With high hopes I am very excited about the planned content. But, there's something that's been on my mind for a very long time since the release of A3. Something I wish would gain more attention in the future updates & DLC's to come. It's the official multiplayer gamemodes such as End Game, Zeus and Support. My favorite multiplayer game is End Game. Which is a gamemode that represents how the game is meant to be played. Well, what's the point of this thread? As a Arma veteran since the first game in the series, and content creator. It feels like the roots of Arma are going extinct. There's barely any official gamemodes in MP which represents the game itself. There's one End Game server I play on which usually has players, but it's the only server running the gamemode. What's up with this? Same with Zeus. The quick game menu has been helpful, because before Apex the situation was even worse. AND, there's not a single Support gamemode server. I'm happy & love the gamemodes, but it's sad that they aren't getting the attention they deserve as they are a part of the core game. Other than that, there's one gamemode I'd like to see implemented in the game. It's Capture the Island. I and many other's would love to see this gamemode in the base game in high quality like the other official content. I hope this resonated with other Arma veterans, new players as well as the developers.
  16. Hello all, I'm doing a survival mission where OPFOR are 'on the run' and are being chased by BLUFOR players. The setup I want is that BLUFOR have respawn and respawn at their base. I currently have this setup as a BASE respawn with a respawn_west marker. This works fine. However, OPFOR once dead I don't want to respawn. There are only at most two players on OPFOR. So, desired outcome for OPFOR is; - If another OPFOR player is alive, launch spectator mode and spectate that player. Disable chat/von for those who have died. - If all OPFOR are dead, then mission end is triggered as both have been killed (of course, if there was only one player this would trigger on the players death too) Currently, I have a piece of code in onPlayerRespawn.sqf. The west one just relaunches the marker script I have and no issues here. It's the east case that's my issue. switch (playerSide) do { case west: { [_this select 0] execVM "police.sqf"; }; case east: { if((!alive s1) && (!alive s2)) then { killersDead = true; publicVariable "killersDead"; } else { 1 enableChannel [false, false]; 2 enableChannel [false, false]; 4 enableChannel [false, false]; 5 enableChannel [false, false]; ["Initialize", [player, [east], true]] call BIS_fnc_EGSpectator; }; }; }; Now the issue I have is because the two OPFOR players (s1 and s2) respawn, ultimately the check if both have been killed won't work so I've been trying to think this but I wonder if there is a better way to manage the respawn? Additionally, the spectate script lets you spectate your respawned player and see them on the map. So perhaps I'm going the wrong way about it. All players will be human controlled. None are played by AI. If anyone can suggest a different way to manage the respawns in this situation that would be great. Not necessarily asking for someone to write the code but I suspect that since I done any proper development in ARMA (as in the first one) things like respawns have improved. I've had a look at the biki but nothing stands out as being better? Regards, Jason
  17. To cut it short since im a bit tired, i've run across peopel abusing their admin powers in Arma 3 Zeus of the Official Servers in an pretty much (what i would guess) permanently bannable way. I dont know if BIS is already aware of it and working on a fix but there are Admins using a Script (the one which'sName ive found out is called jam.) which they can copy paste into the Admin Console that activates a 3rd Party anti-Player kind of thing which kicks Players of the Server that are on something like a Blacklist and also keeps them kicked as long as the Server wont be restarted. If i understand this right since apparently i am on that list now too, an server i have played on had that activated and the admin was being extremely abusive with his powers. So ive asked the Players if we could vote a new Admin who isnt using his powers to troll and annoy us with ear raping Sounds, GBU's spawning ontop of us, him activating himself God Mode etc. has gotten that Admin angry and he put me on that Blacklist. Now after that has happend and apparently many peopel use that script when becoming admin, i get automatically "kick-bannend" for asking peopel on another server to vote for a new not abusive admin. Is that fair? No. Does that offend the Terms of Service Contract they're bounded to? I defently think so. My Question now that i want to PLEASE have answered is, if there is a way to get such Scripts bannable and removed from the Game since basically peopel something like "permanently" ban you from Zeus for trying to stop them from abusing their Powers ON OFFICIALY NOT TO THEM BELONGING SERVERS. Kind regards -Daniel DE Also excuse my broken english/gramma but im tired as hell coming home after an hard week having to deal with such bs. That kinda of fucks your Brain pretty badly.
  18. Hi! I'm Ezcoo, founder of Task Force Northern Wind. Task Force Northern Wind is intended to be a small group of developers specialized in developing multiplayer gamemodes and the required content for them in agile manner in Arma 3. The group name and logo describe the group's vision: just like the icy-cold northern wind hitting you in the face when you step out of the door in Nordics, our goal is to create immersive experiences that make players concretely feel, whether it's excitement, fear or passion. The group will be shaped by its members, which means that every member – including you – has a good chance to affect the direction we'll be taking in our future projects. I decided to found the group because I've been in the Arma modding (mostly mission editing) scene for years, but haven't accomplished much. I started as a complete noob back in 2012, having no idea of anything, but got constantly better at my niché, game design, with the right mixture of inspiration and perspiration. I consider myself pretty skilled in it nowadays. I've been part of several ambitious projects that didn't take off for some reasons: either they turned out to be too large projects for the team or – most importantly – the chosen development method was suboptimal considering the ambitiousness of the projects. Regarding the latter reason, it took me a while to understand why I was failing to deliver despite of having the honor to work with such amazing teams of developers I actually was working with. Eventually I figured it out. The reason is that I'm strongly the type of developer that utilizes agile methods with very short feedback loop and iteration interval. I've been working with and in teams that have had developers from all around the world, which lead to a single iteration lasting for a day or even several days, which, in turn, lead to difficulties in managing and designing the project on my part. That's why I decided to found Task Force Northern Wind – a developer group deploying a set of practices that utilize agile development and tight cooperation between developers, ultimately leading to better results. Task Force Northern Wind is looking for you, if you're able and willing to take part in development of multiplayer gamemodes during European noons, meaning approximately the time between 09:00 and 19:00 GMT. We're seeking people with a friendly and cooperative mindset; in addition, while tolerance to the consistently present bad humor is not required, it just will make your life a lot easier! If you're a scripter/programmer, we'd love to hear from you if: you master full stack development from database setup and integration to user interfaces in Arma, especially considering the multiplayer environment; OR you master some of the skills required in multiplayer mission development and you're available to work with other developers when they need you approximately during the above-mentioned time window. If you have other skills that you think we might be interested in, make sure to contact me on Steam or join our Discord and poke us! See you on the battlefield!
  19. Trailer: Welcome to BIRDY WARS - WHERE Little Birds SOAR.... LOL.. yeah.. always wanted to do something like that.. anyway, This is a mission I made based of "Heliborne" with focus on only ground support. Wanted the game with an Arma 3 flight model, so this is what I came out with. A project made out of fun, but I thought it would be fun so I decided to put in the workshop. I wanted to play Heliborne but I was looking for something closer to Arma 3's flight model and also wanted an actual reason to transport units and land them, rather than the usual heli-taxi mission you see made in the community. (Not because that's what the waypoint says, but because you have to insert the troops there to maybe flank or capture the sector faster.) So Birdy Wars is what came out of that desire. (I ended up focusing on this so much more than actually learning how to fly the helicopter though... T-T ) Wonder if I can make a trailer out of it :P Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1174045120 Dropbox: https://www.dropbox.com/s/rclahashddpbnxh/BirdyWarsV153b.Altis.pbo?dl=0 Quick SP and MP Description: SP (player in MP actually) - Be able to practise transporting troops to LZ or doing combat runs on AI running around to secure sectors - Just fly.... Don't bother about anything else MP - Go against each other to support your ground AI units to capture the sectors. - Play in Either Ground support Only or Pilot vs Pilot Actual Feature Description: - 6v6 Ground Support Only or Pilot vs Pilot modes (Set in Parameters; WIP) - 3v3 Ground-based Support (1 armed and 2 unarmed vehicles.) - AI-based Sector Control (You support the AI to capture the Sector) - Pawnee for combat roles and Humming Bird for support roles(Spotting, Reinforcements) - Vehicles available same way with armed and unarmed(only reinforcing.) - Spotting:- Apply enemy side in range with smoke/flares depending on day/night. (range set in parameters) - Reinforcements:- Pick up small units from base and inserting them close to sectors to make them assist the attack on the ground. - Simple Repair and Rearm function back in base after landed and engine turned off. - "Advanced" AI to move/attack sectors according to sectors controlled. - AI Patrols on sectors taken by their sides accordingly - Map Tracker to help keeping friendly units' position in check - RHS compatible; Specifically RHS USAF and AFRF. (Set in parameters too.). Default in Vanilla mode. RHS MELB and Humvee used for RHS Enabled games. - Added Parameter to allow armed players and also Virtual Arsenal ammobox near Spawn area. (Off by Default) Some Screens. Roadmap(Might sound a bit too massive though, lol) - Better Clean-up system - AI polishing. (Not like FFIS or bcombat, but just how the AI's waypoints is being decided.) - Limitations of different features to prevent overuse/server crash. Nonetheless, I do hope you had fun! Also, please do comment in regards to possible bugs so I can try to solve it as there is a limit to how much I can search and find with a single brain. PS: Please don't expect quick response and also quick solution to issues as I am doing this in my free time from work. Hope you can understand. Thanks.
  20. This script is best used with a keyhandler, however if you have a bit of experience with coding you can get it also work with addaction. This script works in MP ******************************** Download the sounds here (or use your own ones) Make a folder called sounds and put the two files inside this folder Put the following code in your description.ext class CfgSounds { class Siren { name = "Siren"; sound[] = {"sounds\Siren.ogg", 5.0, 1}; titles[] = {1, ""}; }; class Yelp { name = "Yelp"; sound[] = {"sounds\Yelp.ogg", 5.0, 1}; titles[] = {1, ""}; }; }; Put the following code in your keyhandler: case 33: {//F key if (_shift) then { _vehicle = (vehicle player); if (isNil {_vehicle getVariable "EmergencyVeh"}) then { _vehicle setVariable ["EmergencyVeh", false, true]; }; _ComVeh = _vehicle getVariable "EmergencyVeh"; if (vehicle player != player && (driver _vehicle == player && _ComVeh isEqualTo true)) then { if (isNil {_vehicle getVariable "siren"}) then { _vehicle setVariable ["siren", false, true]; }; _SirenState = _vehicle getVariable "siren"; if (_SirenState isEqualTo true) then { _vehicle setVariable ["siren", false, true]; } else { [[[_vehicle],"scripts\siren.sqf"],"BIS_fnc_execVM",true,false,false] call BIS_fnc_MP; _vehicle setVariable ["siren", true, true]; }; }; }; if (_ctrl) then { _vehicle = (vehicle player); if (isNil {_vehicle getVariable "EmergencyVeh"}) then { _vehicle setVariable ["EmergencyVeh", false, true]; }; _ComVeh = _vehicle getVariable "EmergencyVeh"; if (vehicle player != player && (driver _vehicle == player && _ComVeh isEqualTo true)) then { [[[_vehicle],"scripts\yelp.sqf"],"BIS_fnc_execVM",true,false,false] call BIS_fnc_MP; }; }; }; Create a folder called scripts. Inside this folder create a file called siren.sqf and put the following code into it: Private ["_vehicle"]; _vehicle = _this select 0; _repeat = true; while{ (alive _vehicle) && (_repeat isEqualTo true)} do { _vehicle say3D "Siren"; sleep 5.5; _repeat = _vehicle getVariable "Siren"; }; Inside the folder scripts create a file called yelp.sqf and put the following code into it: Private ["_vehicle"]; _vehicle = _this select 0; _vehicle say3D "Yelp"; Thats it! As always, if you have any questions feel free to ask! Cheers Puffin
  21. I've been having quite some headaches trying to figure out how to make a sidemission generator Basicly what i want is via player input (like pressing a button via addaction) to be generated a side mission with custom units on either a few specified possitions or on a random possition. I think it will be simpler by using scripts, but if there is a stragiht up init would be nice aswell If anyone can help it would be appreciated
  22. As part of a multiplayer mission, there's a downed AAF pilot. The unit is setUnconscious, and had a "revive" option. Here is it's .init: if isServer then {this setUnconscious true;}; this addAction [ "<t color='#B70000'>Revive</t>", { _help = [_this select 0,_this select 1] execVM "law\pilotRevive.sqf"; pilotRevive = true; }, "",0,true,true,"","(side _this == west) && (lifeState _target == 'INCAPACITATED')",3 ]; pilotRevive.sqf the following. params [["_casualty",objNull],["_caller",objNull]]; if ((isNUll _caller) || (isNUll _casualty)) exitWith {}; if (isMultiplayer) then { (_caller) playMove "AinvPknlMstpSnonWnonDnon_medic0"; sleep 5; (_casualty) setUnconscious false; (_casualty) playMove "AinjPpneMstpSnonWnonDnon_rolltofront"; sleep 4; //was 3 (_casualty) playMove "AmovPpneMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon"; sleep 5.25; //was 1.25 [_casualty,""] remoteExec ["switchMove",0,true]; (_casualty) enableAI "ALL"; (_casualty) setUnitPos "UP"; (_casualty) setHit ["legs", 1]; (_casualty) doMove [6675.358,11257.388,0]; sleep 2; (leader group (_caller)) groupChat "The pilot thanks us."; sleep 3; (leader group (_caller)) groupChat "He says we can go. He will radio for CasEvac."; sleep 1; } else { (_caller) playMove "AinvPknlMstpSnonWnonDnon_medic0"; sleep 5; (_casualty) setUnconscious false; (_casualty) playMove "AinjPpneMstpSnonWnonDnon_rolltofront"; sleep 4; (_casualty) playMove "AmovPpneMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon"; sleep 5; (_casualty) switchMove ""; (_casualty) enableAI "ALL"; (_casualty) setUnitPos "UP"; (_casualty) setHit ["legs", 1]; (_casualty) doMove [6675.358,11257.388,0]; sleep 2; (leader group (_caller)) groupChat "The pilot thanks us."; sleep 3; (leader group (_caller)) groupChat "He says we can go. He will radio for CasEvac."; sleep 1; }; The events work fine in singleplayer; the unit rolls over, gets up and hobbles to the position with his injured leg. In multiplayer, he currently goes from down to up with no transition, and his lifestate remains unconscious. I think i'm not really understanding what needs to be executed where here. I tried executing the playMove's on each client before but I was getting reports that the unit was getting stuck in a loop of different animations and ultimately ended up still lying face down. But then I saw that playMove has a global effect, so I stopped executing it on all clients. Except now the intermediate actions all seem to be having no effect, and the sleep commands didn't seem to appear. Help would be much appreciated, since I can only test this properly on the community test server which is a pain to keep doing. Thanks, Law
  23. hi all long time since scripting ;) back with this http://steamcommunity.com/sharedfiles/filedetails/?id=1255777321 a SP & MP batlefield style mission: description: * 2 team red vs blue * a warzone * a lot of imerssion tweaks for realism: * ai use flashlight thanks Jboy * ai talk thanks RUGDSAI & thanks Jboy * VcomAi do the rest * random amocahes * mortar script random amo & flare shooting * air flyby * fog script * color correction * side markers on map thanks Quiksilver * injuries script by Persian MO for the gameplay: i ve buit a script who calculate in a loop each unit on the batleground by side, where you can set the max amount of players ,the time to loop spawnscript .... it spawn group (random amount) in 3 random location for each side, with specific gears , each kill give point the first team with 50 kills win the match... a script is also calculate numbers of kills for the hend mission contition.. can someone give me feedback about it?
  24. This code below only works when running the server locally and only I can see the new task. When i put it up on our server no one sees it. Also when running locally on my box my mates also dont see the task. I have been working on this for days. Im sure its because i dont under stand arma scripting but how do i get this new task to show up and be in everyone's tasks list? I dont want to use third party task managers, i want to run this one script and have it show up for all blue for. params ["_missionabrev", "_taskid"]; _v_taskname = _missionabrev + "EndTask"; _v_markername = _missionabrev + "Marker_1"; SMEndTask = player createSimpleTask [localize _v_taskname]; SMEndTask setSimpleTaskDestination (getMarkerPos _v_markername); SMEndTask setSimpleTaskDescription ["Side Mission Update: Kill remaining Hostiles!","Side Mission Update: Kill all remaining Hostiles","Side Mission Update: Kill all remaining Hostiles"]; SMEndTask setTaskState "Created";
  25. I've noticed some server admins here in the past, so I'm hoping you guys can help out! I've got a virtualized Debian server running, and it worked just fine before the latest update (1.80.143869 is the issue). I've followed this medium guide, and it was fine. It worked on LAN and WAN, with and without mods. One day, it just stopped working. Now, even with a fresh VM that has access to WAN, a fresh install of arma3server, open ports for the game and Battleye, my friends and I can't connect over WAN. LAN works as expected. Over WAN, all we get is an error saying "Connection failed", and my terminal doesn't show an attempted connection. I can post my log if needed. Any tips would be greatly appreciated! Also, I'm not installing it on a Windows server. I am keeping my lab Linux only, especially since it was working previously. Incoming connections are from x64 Windows clients. Distro: debian-9.0-standard Version (server and client): 1.80.143869 Open ports: 2302-2306 UDP; 2344 TCP/UDP to 81.0.236.111; 2345 TCP to 81.0.236.111 Configs: https://pastebin.com/sC7mYsJL
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