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Found 40 results

  1. 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! 🙂
  2. 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
  3. 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
  4. 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.
  5. 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.
  6. 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!
  7. 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!
  8. 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.
  9. 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!
  10. 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
  11. 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!
  12. 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 :
  13. 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--
  14. 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, Armaholic, OFPEC, KillzoneKid's Blog and probably other sources that I forgot. Downloads Google Drive Armaholic ChangeLog
  15. 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
  16. 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
  17. 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?
  18. Hi all, I recently got into mission editing and created a couple of scenarios. I like fast matches with small squads playing in coordinated fashion so I focus on simple missions with 4vs4 players tops. Tactical Protect the VIP features: 5 minutes time limit (radio warns players every minute and every half a minute on the last minute) 3 OPFOR operatives disguised as workers 1 OPFOR operative disguised as a quad driver 4 BLUFOR VIP bodyguards 1 BLUFOR VIP (non playable, with a waypoint set to walk around the villa he's in) No custom arsenals: bodyguards have pistols and OPFOR arsenal consists of 1 sniper rifle unit, 2 smg units and the quad driver carries a pistol. Bodyguards can also booby trap the villa with explosives The location I picked for the scenario has many tall buildings with accessible rooftops for the OPFOR sniper to create a nest in there Civilians with waypoints around the scene Tactical Destroy and Defend features: 5 minutes time limit (radio warns players every minute and every half a minute on the last minute) 4 OPFOR operatives 4 BLUFOR operatives Both teams have access to virtual arsenal so that players can load their own custom loadouts Several chokepoints and sniper nests OPFOR wins if both land drones are destroyed BLUFOR wins if at least one of the drones is intact after 5 minutes I don't have an SSD and Arma 3 doesn't perform good enough even after following most optimization guides (my rig is actually not that bad but I guess it's not enough for whatever strange reason), so I was hoping maybe some of the Arma 3 groups out there would be willing to give my scenarios a shot and provide some C+C for me to improve. Thanks for reading!
  19. Lets say I am making a scenario. I use some custom mod unit in it. I publish to workshop, and in the workshop I add the mods the scenario needs. That all fine, but if a user forgets to enable a mod when wanting to run the scenario, he just gets some errors. How do I get arma to prompt him with message saying something like: "This scenario requires mod X and Y please install/enable those before you can play this scenario" Is there not some build in function that does that?
  20. *THIS IS A FICTIONAL MISSION. NOTHING HERE IS BASED ON REAL EVENTS. THE AUTHOR OF THIS MISSION, UNFORTUNATELY, ISN'T A MEMBER OF SAYERET MATKAL.* "Who Dare's Wins" "Unit 269, more commonly known as Sayeret Matkal (Hebrew: סיירת מטכ"ל‬) is a special forces unit of the Israel Defense Forces (IDF). First and foremost a field intelligence-gathering unit, conducting deep reconnaissance behind enemy lines to obtain strategic intelligence, Sayeret Matkal is also tasked with counter-terrorism and hostage rescue beyond Israel's borders" The year is 2019. Assad's regime, with some help from the Russians, has managed to push ISIS back to Syria's original borders. That's great news for Assad, but not for us. ISIS has been considered a threat to Israel's national security since 2014, and we kept a close eye on all of their activities using everything at our disposal. With the Intel we gathered, we manage to thwart a lot of planned terrorist attacks against the State and it's citizens. But now, when ISIS is creeping along the border, surveying soldier and citizen movements alike, it's time for us to make them understand that Israeli lives, soldier and citizen alike, are not free game, and to make sure that they know the dangers of watching and logging military and citizen activity. Matkal, this may just be the most important mission you guys have conducted in the last 20 years. Make your families proud. ___________________________________________________________________________________________________________________________________________ [FEATURES] 4 Tasks Stealth is an option, not a requirement. Co-op ONLY 2-6 Players Playtime: ~40-60 Minutes ___________________________________________________________________________________________________________________________________________ Additional Photos: Download: Steam Workshop P.S. This is my first mission, so please, leave a comment telling me what I can improve in. I want to get better at this, I loved every second (even when the entire mission broke because of a bugged vehicle) I put into this mission, and I want to make more missions in the future.
  21. Hello everyone. I made a no-mod-mission for ArmA 3 in the Eden editor and then wanted to add mods, so I saved it as a separate File. Unfortunately, later, the modded version overwrote the unmodded version, so is there a way I can remove the mod requirement and get back parts of the original file? Thank you already.
  22. _Winters_

    Malden Flight Training

    After playing lots of KOTH on C4G's Infantry No Towers server, and not wanting to crash helicopters in MP, I created a map for learning to fly on Malden based off the KOTH maps. This is the first thing I have made for Arma 3, but I dove in on scripting and think it came out very good, although i'm really hoping for some feedback. It allows the player to select 3 Zones to fly to (La Trinite, Le Port, Chapoi), each allowing the choice of spawnpoints for BLUFOR, OPFOR, and Independant, so 9 Spawnpoints in all. The player is offered an extra action on the scroll menu to respawn at base and to choose options at any time. In the unfortunate event you crash the helicopter, it 'respawns' you back at the base with a new helicopter. It allows the player to choose to have enemies active in town or not, and allows practicing 9 different types of helicopter plus the Blackfish. With Enemies set to 'on' it spawns 10 different squads consisting of 5 riflemen and one AA rifleman with a rocket. The AI are on opposing sides so they fight among one another as well as attacking the incoming helicopter which makes it seem more like a real KOTH match. As it is for practicing flying helicopters and landing in the KOTH zone there is no defined mission per se, however if you think of it like KOTH you know you have to land in the Zone. It has a distance to the center of the zone marker to indicate distance to the zone center at all times. Anyhow there is a link below, if you read this and try it, I hope you like it, and would love to hear any feedback. Malden Flight Training on Steam Workshop
  23. I'm working on series of singleplayer scenarios and, inorder to make them more fluid I would like to be able to switch from the first character to the next one via a trigger. How do I do this? Or is even possible with the Eden Editor?
  24. August One

    Community Kit

    I'm having difficulty with using the downloadable Community Kit. Where do I place the zip files / how do I import? And as a followup question to the above, is there a common place where people can upload/download player-made scenarios for the Eden Editor? Any assistance would be appreciated.
  25. Download through steam workshop. *You will need the Apex DLC for this map* This Georgetown Cash Heist Mission is heavily inspired by the game PAYDAY 2. You will have two ways to finish the mission - stealth or loud. You will have to find your way to the warehouse and steal all the cash you see. No mods are required for this mission, but feel free to add any addons to enhance your experiences. There are no fancy opening and ending animations, for now at least. This map is still in beta version, so please expect some issue/bugs. Also, feel free to send me feedbacks by commenting on the Steam workshop (This is my first ever map created). Features: -Plan A Stealth/ Plan B Loud -Support up to 4 players at the same time -Equivalent to the deathwish difficulty in Payday 2 -Mission fails when everyone in your team dies -Zeus supported for team leader -Random patrols -Stationary guards -Payday 2 theme music -Enemy attacking in waves -A challenging mission Change log: Ver. 0.1: Updated AI movements Ver. 0.2: Support up to 4 players Ver. 0.2a: Minor bug fix Planned content for update Ver. 0.3: -Changing HQ name into Bain -More detailed markings on the map -More sound effects -Bug fix DISCLAIMER: All Payday 2 related materials including photos and music were found online, and I do not own them. If it violates any community rules or creator's ownership, please do tell me and I will remove it asap. http://steamcommunity.com/sharedfiles/filedetails/?id=1112027742
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