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Found 72 results

  1. alkanet

    [SP/CO-06] Faith

    Halloween 2020 is upon us and this is my contribution. Play solo or get some friends and explore the perfect map for horror scenario. Vinjesvingen. Happy Halloween 2020! STEAM WORKSHOP Story: You got mail: ---------------------------------------------------------------------------------------------------------------------------------------------------- I can gladly inform you that we have accepted your application. You are welcome to come and work at our farm up in vinjesvingen. We will provide you with a bed and food during your stay. Looking forward to our meeting. Best, Ryan Patel ---------------------------------------------------------------------------------------------------------------------------------------------------- Features: Singleplayer / Cooperative 2-6 Players Stealthy/Action/Horror 50 to 80 minutes Gameplay Story Textures, sound effects and music. Cinematics Revive Sometimes the game tell you what to do. Sometimes you have to investigate. In multiplayer it will not progress until all players are ready (Seen all cutscenes, dialogs) but only one player is needed to interact.
  2. alkanet

    Armaphobia

    Armaphobia Armaphobia is a Singleplayer \ co-op psychological horror scenario. A special force has been called in to investigate unnatural phenomena at a school. It’s up to you to find out what is going on. STEAM WORKSHOP Information Singleplayer / Cooperative 2-10 Players Mission type: Horror Map: Altis Revive: NO! Inventory: EMF reader, cameras and weapons. Royalty-free music by Kevin MacLeod. Streamer friendly! Guaranteed to make you jump. I started working on this 27 october 2020 and i reach a working state so i released it early because it´s halloween. Please give feedback on ideas and bugs.
  3. Overview I was trying to create an ArmA 3 OPTRE mission, where the player needs to trace data from a communications relay/tower and get the locations of two additional objectives they need to complete in order to extract and complete the mission. The mission is single-player (so far) but will have multiplayer integration in the future. I have the addAction set up to remove itself once the player interacts and executes the code inside the addAction as well, not only that but I also have markers, and a diary record get created when the player interacts with the addAction command. Problem I have a task created whenever the player clears out the communications relay of hostiles (Eridanus Rebel Insurrectionists), the task ID and variable name are both TASK2 (because it's the second task in the scenario) and it's position is also synchronized with the communications tower. The problem that I've been having is an "Expected Task, Got Object" Error from the code in the addAction. The code is listed below. communications_relay addAction ["Learn Objective Locations", {player createDiaryRecord ["Diary", ["Objective Locations", "Intel Recovery: <br />Convoy Assault:]]; "intel_recovery" setMarkerType "hd_objective"; communications_relay removeAction 0; TASK2 setTaskState "Succeeded"}]; Post Now, I'm pretty new to ArmA 3 scripting, so I didn't particularly feel like putting all of the code inside of an external SQF file, mainly because of the fact I didn't wanna deal with passing all of the variables to the script file and then doing it that way. Also, if it's not too much to ask for, I ask for you to please explain what the code solution you send does so I can understand it better. Thanks in advance for the help!
  4. Do you have what it takes to escape the depths of the bandit territory? Contract in Chains is a singleplayer or cooperative experience, either with stealthy survival or action packed combat for up to 4 players. OUT NOW | STEAM WORKSHOP Plot: "Malden, 2033. NATO peacekeeping operations are struggling to maintain their support while a growing insurgency arise. A contract marksman designated to eliminate their leader, ended up in the worst situation possible; captured, tortured and deep in bandit territory... " Features: ◈ Singleplayer / Cooperative 2-4 Players ◈ Stealthy Survival / Action Packed ◈ 25 to 45 minutes Gameplay ◈ Completely Vanilla ◈ Engaging Story ◈ Voice Acting ◈ Optional Side Tasks ◈ Optional Revive & Respawn ◈ Story Rich Custom Textures Link to credits here BEWARE: this is designed for locally hosted sessions. If it works on dedicated is unknown. Please feel free to give feedback, and of course report any bugs you find. Last but not least, enjoy the experience by yourself or with your friends! 🤗
  5. York215

    Respawn Trouble

    So i set up a respawn position logic device and titled the variable name repawn_west, set my multiplayer options to have respawn at custom positon and we are playing as blufor. All of my testing i do in the editor and trying the scenario in SP/MP work perfectly fine. I respawn on the token like i should. As soon as i opened up the server and tested it with a friend he wasn't spawning on the marker, he was spawning on position of death despite me making no changes to the scenario. I can't seem to figure out the problem Edit: it doesn't spawn them on their current death location but at their first death location
  6. by Mixuray Description: "Survivors of Stratis" is a singleplayer mission which takes place during the events of "The East Wind". You play as Corporal White, a NATO soldier and former member of Charlie. After Charlie got attacked by CSAT, during their invasion on the island, and you retreated into a small forest, it became clear that you'd have to escape from Stratis. Information: Playtime: About 45 Minutes Made in: About 2 Weeks Voice Acting: Mixuray - Corporal White Gamse - Private Taylor Download: Steam Workshop Even if our voice acting is not perfect, we still hope that you'll enjoy playing our mission! 😄 Explore the map a litte. Maybe you can find some small secrets. 😉 Screenshots:
  7. SaltyNewt

    [SP] Head Count

    I don't have any flashy screenshots or trailers. I'm just a new mission maker who worked really hard on this mission and it's the first one that I finally finished. The link to it is here, it'd mean a lot to me if you guys gave it a spin and left some feedback. The mission follows Private Ewan Nichols in a story that runs parallel to the events of the Survive campaign, as he fights for his life on the AAF-controlled island of Stratis. I hopefully want to continue this story so let me know what you think.
  8. Hello everyone, hello community! 🙂 I am about to start testing a new multiplayer style. A new type to me, of course - sector control. I have a tutorial video of how to create such a mission. - inside this video you can see that a sector module has been created, synchronized to a trigger which represents the capture area - it is easy to set x numbers of such areas with modules and triggers to cover the whole map or a larger area, for example, with the option to choose the percentage of presence in order to retake it - let's say I want to create 10 such areas. I need a script that checkes if: example 1: more than 50% of them are taken by one side or another (which means 6 in my case), OR example 2: all of them are taken by one side or another. I think it will be easier to check the second condition, but I am not sure because it won't be easy to hold off all 9 sectors under your control while trying to retake the last one. You will need to place a lot of AIs around them or have a lot of teammates playing with you with proper good skills. So, after all, we need a script for one of these options to be checked, or may be you can mention and add another one as a better solution. In this case, do I need to name the modules OR the triggers and what would the script look like? When a condition is fulfilled it should end the scenario - for example if you play for the BLUFOR (west) or OPFOR (east) and you win or you loose, such a condition can be checked in order to end the scenario. I hope you get the idea. It will be interesting if there's additional condition to make the game longer in a win-loose ratio, let's say 2:1 or 3:2 rounds won for one of the teams. I wonder if this can be done... Thank you in advance and cheers! 🙂
  9. Good evening, community! I have found and used a couple of scripts that make enemy AI units surrender in singleplayer (SP). For example, when almost the entire enemy squad is dead and only 1 or 2 units are alive, they will surrender no matter other conditions. And I said "other conditions" because during the last 2 days I've read a lot of topics with information about their behavior and moral as a condition to make them give up. But this is not the case or the result I am looking for. I need a proper script for cooperative and multiplayer missions to give any enemy the possibility to surrender when forced to. If that with the moral is the right way to succeed, I am in! Thank you in advance and cheers! 🙂
  10. IceBreakr presents: Southeast Angola 1974 Latest version: v1.3 (Apr 28, 2019) Previous release: v1.1 Aug 15, 2018 Terrain: 10240x10240 meters / HD Island has been created in honor of Recce 1 Commando Lt. Freddie Zeelie that died in combat operation in 1974. Island is set to year 1974 when South Africa's 1 Recce Commando Unit operated from FOBs in the North Namibia. The South African "Recces" were deployed to many local hot spots during the late 1970s and early 1980s, particularly Angola. Namibia-Angola border had no fence at that time, only visible cutout grass (line) about 1/4 down from the North tip of the map. There is only one FOB in central South region with an operational airstrip. Back in 1974 most of the land has been without any roads and permanent settlements, so we try to simulate that harsh environment in this map. But I've added some roads for AI to somehow cope with the harsh terrain. Map is dedicated to heroes of the war and used by South African SF soldiers that also enjoy Arma 3. And hopefully rest of you, too 😉 Screenshots: Media: 1. Article in Spanish: https://arma3milsim.wordpress.com/2018/07/21/nuevo-mapa-southeast-angola-1974/ Download: STEAM https://steamcommunity.com/workshop/filedetails/?id=1446500688
  11. This page is for discussion of script features in Fly Tanoa Air. Mod page available now. Dev Files Current Version 0042 This download is compatible with APEX game version 1.7 and higher Live readMe [FTA] Guidebook
  12. One month after the disappearance of 'The East Wind Device', a NATO SF Diving Team secretly infiltrates Malden to obtain the device from a CSAT research base. Use cunning, teamwork, stealth and audacity to obtain the mysterious device in this SP scenario. Introduction Hi everyone, being unsatisfied with the amount of frogman scenarios, I'm currently working on my first serious mission and would like to introduce you to 'Operation Magnitude'. I've published the first part of the operation on steam and would like to hear your feedback before I start getting into the technical part and voice acting. The rest of the operation is still in the early stages, so all suggestions about what comes after this demo are welcome too. I hope you enjoy the scenario. I've made the scenario private for now. It will be opened again in about a week https://steamcommunity.com/sharedfiles/filedetails/?id=1820324287 Stecklenburg
  13. Introduction A singleplayer, semi-randomized open scenario for Tanoa. You're an alien nanite swarm-based entity survivor, for now in roughly humanoidal shape, that crashed on the deadly planet - water everywhere, very toxic. Your mission was to recon for the Swarm, if your race should invade and consume the planet, or leave it be. But now the first issue is to survive long enough to hunt down The Hunter, rogue sub-entity of The Scout, that caused the crash. The Hunter will try to neutralize The Scout as well. Next task is to clean up all debris from the crashed starship, if doable, to leave no trace of your tech while avoiding detection as long, as possible. Lastly - transmit any recon data and evacuation request to finish the mission. Requires APEX expansion. Download Descent Trajectory 1.03 (Dropbox via Orangedox) Descent Trajectory 1.03 (Steam Workshop) Notes and advices I'm open to good ideas, feedback is appreciated and mission may be enhanced with new features; Recommended settings: >1000 meters of object draw distance for intro and outro, enabled post process effects; DT gameplay differs from typical milsim scenario. Player gets new tools and HUD elements instead of usual soldiering stuff. These are simple to comprehend, but not always self-explanatory, thus I strongly recommend to read briefing entries before first play; The basic tools are: the Probe (action menu), Nano Stroke (melee range, 360 degees attack, free of charge, via LMB (basic shooting action)) and Nano Shot (ranged attack, holding and releasing RMB (temporary zoom action)). The attacks will be disabled, when player uses normal weaponry; Under 0-8 support menu one can find few settings: rate of time passage, autosaves, detector sounds switch; Scenario is highly randomized (in main part in quite peculiar way), thus regardless of initial settings, each gameplay difficulty may differ; GUI font is not very readable for purpose (should look alien at first glance). Don't worry, important informations about discoveries etc. are stored as diary entries with standard font; Combinations of some techs may prove very useful against The Hunter or if you wish to play the Predator; Brain scan tech is crucial for understanding local tongue, but also important as mean to gather valuable recon data, that affects the outcome; The only obligatory tasks are neutralizing The Hunter and Transmitting the signal. All the rest is up to you, but situation, you leave will affect the fate of the planet; You can sprint all the time, if terrain allows, fatigue doesn't apply to The Scout entity; Think about The Swarm as about a super-mind, where each specimen, temporarily separated, independent subswarm entity, represents a thought or pending consideration. Thus the same Swarm or his subswarms may generate subentities of contradictory goals, which represents a mind in doubt, during decission making or cognitive process. Thus we have The Scout and The Hunter, while The Scout has a task to convince The Swarmm to change its mind via new data; Chances for further mission development depend on level of interest around this scenario, which is indicated by amount of feedback. Especially proposed ideas and bug reports are appreciated; Known issues: due to Arma engine limitation, for "NAKED VR" avatar Active Camo tech may work only partially, if The Scout and The Hunter will use it simultanously. To Do waiting for requests and ideas... Changelog Terms of Use
  14. My two current projects contain dozens of script references from this forum all in one place with a script description text to find what you're looking for. JET TOYS SWO Mission Control DEMO If you're an experienced script writer you probably won't learn much from the references. However you're welcome to make suggestions for improvement. Keep in mind the theme of making simple scripts that are accessible to new users and not fellow computer science majors. This forum page is WIP and will expand as the above projects progress.
  15. https://steamcommunity.com/sharedfiles/filedetails/?id=1737925026 -A scenario built on Drongo’s Area of Operations- 2035 –Tensions are rising between NATO and CSAT. CSAT’s allies, the AAF, occupy the strategic island nation of Malden. A local CIA funded and trained group known as the FIA has been tasked with conducting an insurgency in Malden to weaken the AAF military capability, erode CSAT’s confidence in the AAF and strengthen the case for NATO peacekeeping intervention in Malden. This mission has been built around Drongo’s Area of Operations, a mod which provides a highly customisable dynamic campaign system. Area of Operations generates missions which need to be achieved in order to accumulate victory points to win the campaign. Area of Operations is easy to use and allows anyone with little experience with the Eden Editor to create engaging and fun campaigns. My intention with this scenario is to demonstrate some of the possibilities of Drongo’s mod and give a true sandbox experience where the player has lots of freedom in how they want to play. Drongo is actively working on Area of Operations and I will update this scenario with new releases of AO. Check out Drongos other mods too at https://steamcommunity.com/id/DrongoMods/myworkshopfiles/ and https://www.patreon.com/DrongoMods. Features: Dynamic campaign generated by Drongo’s Area of Operations. 100 points are required to win this campaign. Successfully completing a mission earns you 10 points. Killing an enemy unit earns you 0.5 points. You also have 100 political will points. Failing a mission costs 10 political will points and killing a civilian costs 3 points. Upon reaching 0 political will points the campaign will be a failure. Asymmetric warfare against a superior enemy force. Each task will need to be planned thoroughly with the means of achieving it limited by your imagination. Unit switch – upon death switch to a surviving group member and continue the fight from there. Regular saving is recommended though. Undercover – blend in as a civilian or infiltrate by posing as an enemy soldier. Vehicle-Borne Improvised Explosive Device (VBIED) – A truck bomb is available at the FIA base with the detonator triggered via radio. When destroyed the truck will respawn at base after 10 minutes. Combine this truck with undercover to complete objects and eliminate enemy patrols but be careful of collateral damage. Unit recruitment. Vehicle spawner BI Arsenal – All equipment available so how you play is up to you. Lead a ragtag squad of ill-equipped rebels, a well-armed militia using the latest in CTRG equipment, disguise yourself as a civilian and discreetly plant bombs or use the bomb truck to cause maximum carnage. Optional objectives to capture enemy assets including a helicopter, a jet and tanks (extremely difficult). Future plans: A separate COOP version of this scenario. In extensive SP playtesting I found that the scenario was initially way too difficult due to the incompetence of the friendly AI so I have tweaked it to help offset this disadvantage which includes all items being available through the virtual arsenal and several “captured” AAF vehicles to start with. The COOP version will require players to scavenge for and capture AAF assets (if they want more than the standard FIA assets) and will be generally harder in order to meet the capabilities of a group of human players. An optional objective to assault and capture the USS Freedom thereby enabling cruise missile fire support. Required Addons: Community Base Addons (Armaholic / Steam Workshop) Spyder Addons (Armaholic / Steam Workshop) Drongo’s Area of Operations (Steam Workshop) Recommended Addons: VCOM AI (Armaholic / Steam Workshop) Drongo’s Command Enhancement (Armaholic / Steam Workshop) Drongo’s Air Operations (Armaholic / Steam Workshop) Credits Drongo for the Area of Operations mod upon which this scenario is built. https://www.patreon.com/DrongoMods https://steamcommunity.com/sharedfiles/filedetails/?id=1712007238 SpyderBlack723 for Spyder Addons https://steamcommunity.com/workshop/filedetails/?id=579263829 Incontinentia for Incon Undercover https://forums.bohemia.net/forums/topic/202256-release-incon-undercover-a-comprehensive-undercover-incognito-simulation/ Licence Arma Public License No Derivatives (APL-ND) https://www.bohemia.net/community/licenses/arma-public-license-nd FEEDBACK IS STRONGLY ENCOURAGED. I want to know what you love and what you hate about this mission as I intend on working on it and improving it.
  16. Authors Note*: Man, this was quite the process. Over 100 hours went into this mission. If you like high action, intensity, and a requirement of using technical skills, this is the mission for you. After playing this with my friends, I am feeling confident that anyone can enjoy this scenario. SITUATION: Chinese and American forces have occupied the southern area of the main island of Tanoa for too long. It's high time that we take it back. This scenario includes: Singleplayer 16 Player Co-Op Task Progression Supports Arsenals Equipment saving and loading Full time of day settings Full weather settings Fatigue Option Respawn unlocks Auto Saves Roughly 1 Hour 45 Minutes of Gameplay FUN! CHALLENGE: I bet you can't beat this mission within an hour and a half. 🙂 (NO MODS REQUIRED) [Co-Op/SP] Operation Treefrog Watch the Feature Trailer! Check out my other scenarios!
  17. SILENT ABDERA Out Now: Steam Workshop Silent Abdera is experimental psychological horror singleplayer scenario, that I've been heavily working on this autumn. Plot: “The village of Abdera has been abandoned during the end of the bloody civil war. As a police patrol went missing in the vicinity, your job is to investigate and uncover the mystery of the mountain village." Here are some of the features: ◈ Psychological Horror ◈ Mystery Puzzles ◈ Story Driven ◈ Cutscenes ◈ Voice acting ◈ Lots of reading ◈ Strange creatures ◈ 1-2 hour gameplay ◈ Highly detailed environment Requirements: Zombies and Demons After I played the Laws of War campaign, it opened my eyes to new ideas. A interactive story with the element of true horror. That's when I wanted to try turning the military sandbox into completely new experience. I wished to have released the mission by Halloween, but I didn't want to rush things. But as I wrote more on the plot, my ambition grew and now the project has became the largest Arma project I have ever done. I'm excited to finish this, and I hope you're too for a fresh experience. Feel free to discuss and ask anything about this mission. More images below... Some of my missions: [CO-04] Last Stand - Bunker [CO-04] Last Stand - Compound [CO-04] Last Stand - Town [CO-04] Terrorist Hunt - Village [CO-04] Terrorist Hunt - Factory
  18. Hi all, I'm making a scenario for Unsung mod on Prei map and have included three musics from Vietnam era like "Fortunate Son" and "boonie Rats". I tried to get the authorization for publication but it's not about hundred $ but thousand $$$ and very long delay. Now my question: -If I publish on steam without the music, would a download link with the "music pack" available "separately" be possible ? The ingress run on AI heli was recorded, the base look great, the music add a great touch and copyright free songs aren't as great as those I mentioned (or I didn't found great one) Much thanks for any advice.
  19. Hello! I am trying to set the mission difficulty for a singleplayer scenario, I've seen how people do it for dedicated servers but it doesn't seem to work for a singleplayer scenario. The parameters I am trying to change are the HUD elements and reduced player damage. The showHUD command does not encompass all of the desired settings, I tried :( Any help would be much appreciated, thank you!
  20. Here's a quick CWR2 winter mission for Christmas! Download from Mediafire: http://www.mediafire.com/file/1x5qp7zauatbvmd/cwr2_sp_northskirmish_1-00.cwr2_poseidon_w.pbo/file Put it in your missions folder inside your ArmA 2 Operation Arrowhead directory. You know the laws and stuff; don't steal my work in your name! Always mention if you want to edit my missions/addons before releasing anything! Merry Christmas!
  21. Hello! I am offering free scenario creation for Arma 3 servers. I can do GUIs, scripting, lots of cool stuff like that. DM me on Discord: - https://discord.gg/cdWbxyv then DM Atomik#4432 Have a great day!
  22. Hello guys, I just want to make an aircraft shot down by flak with triggers. And I want to make it blow in mid air and lit the aircraft so it will look terryfing. Thanks for helping me. example :
  23. This is an open world zombie survival modification, which was specifically created to work with 'The Artifact' scenario. The scenario is available under the 'scenarios' tab in the main menu. PAY ATTENTION TO THE REQUIRED MODS LISTED BELOW. MY MODIFICATION WILL NOT WORK PROPERLY WITHOUT THOSE. Required mods: CBA_A3; CUP Terrains - Core; CUP Terrains - Maps; CUP Units; CUP Vehicles; CUP Weapons; DS Houses Feautures: Hardcore survival in the zombie-infested Chernarus; Zombies with realistic human-like sight; Stealth; Basic needs (hunger, thirst, temperature, vitamins) and injures (bleeding, pain, wounded legs, open wounds); Diseases (flu, food poisoning, blood infection); Dynamic weather; Dark ambient music; Different ambient sounds; Various hand-made animations; Survival HUD --The Artifact-- The scenario combines survival with completing various tasks. Story Year 2014, Chernarus. The zombie apocalypse began about a year ago. Chernarus Defence Forces were rescuing inhabitants for about a month before they were displaced by the infected. Many eyewitnesses alleged that something strange was going on before the apocalypse: people were going missing, animals and crops were dying. Some insisted that Chernarus was cursed. You are an explorer named Dean Hendricks. You work for the clandestine company which provides different legal and illegal services. Recently, you were sent to Chernarus to find an unidentified object, which was named 'The Artifact', examine it and bring it back with you. You were flying over Chernarus with your partner Michael and a pilot when suddenly, something went wrong... You wake up near your crashed helicopter and see the dead pilot, but no sign of Michael... --Other-- Credits Mod, scenario: SerBiX (a.k.a SerbiX8); Music, sounds: Nicolas Gasparini (Myuu) - The Dark Piano; Freesound License This work is licensed under Creative Commons Attribution 4.0 International (CC-BY 4.0) license. Donate PayPal Patreon --STEAM WORKSHOP PAGE--
  24. Disturb current version: 1.0.1 Description Stratis is under complete AAF lockdown and while politicians discuss how to spin the story to justify yet another "intervention", an alternative is appointed for the time being. You are to take the role of some generic, ex-spec op, PMC goon and clean up the situation. Or if you prefer some sort of illusion, a glorious commando has been dispatched to aid oppressed people of Altis in liberating their land and spreading democracy. F*ck yeah. No significant support is available since this is a black op after all. However, you did go through various vigorous training programs, so amongst other things, you can treat wounds and fix vehicles if you acquire a Medikit or a Toolkit respectively. Besides, AAF can't shoot straight when *insert your favorite trashing line* anyway. Look, it's AI so what do you expect but if they do go all T-800, you can always lower the difficulty. Save scumming is also recommended to waste the least amount of time possible. Notes / Features - Singleplayer mission over whole map of Stratis. - Opposite of dynamic. This mission is totally... static? Every unit, vehicle, loot or prop has been hand placed. Well clicked on... you know what I mean. - DLC assets are used if you own any but no DLC is required (at least I don't think so but let me know if you encounter problems). - Briefing, description, tasks, all that jazz. - Autosaves on completed objectives. - Dynamic Simulation used and limited by view distance. I did my best to avoid awkward situations. Recommended Mods / Addons - @R3vo's Quick- & Autosave - @vbawol's Enhanced Arma 3 Inventory Installation - Extract the .pbo file using your favorite archive manager. - Copy the .pbo file into "Arma 3 root directory\Missions". Credits The usual suspects over at editing section, Biki, OFPEC, KillzoneKid's Blog and probably other sources that I forgot. Downloads Google Drive ChangeLog
  25. Hello! It's probably a very easy situation but I can't find any help so far. I want to apply the steps below between three locations (LA, LB, LC) Start (anywhere): Task 1- Go LA (On LA) - Success Task 2- Go LB (On LB) - Success Task 3- Go LA (On LA) - Success Task 4- Go LC (On LC) - Success I use trigger (Blufor Present) but I'm having problems. When I sync one trigger and set it to "Repeat", both Task 2 and Task 4 gets activated and when I activate again, Task 2 completes and starts again. When I use two different triggers, Task 4 is enabled when units reach LA for the first time. I need tasks to be activated and completed just like the steps I mentioned above. How can I do that?
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