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Found 61 results

  1. I could really use some help on how to upload my campaign to the steam workshop and I am kind of new to having it work as an addon, before I would just upload the campaign pbo to armaholic/dropbox and then just extract it to the arma 3 campaigns folder. My Mod folders structure is below: Main Mod Folder: @Revenge Inside @Revenge: Addons mod.cpp Inside Addons: Revenge.pbo Inside Revenge.pbo: Images Missions description.ext Mod.cpp FIle: picture = "Revenge\Images\overview_ca.paa"; logo = "Revenge\Images\overview_ca.paa"; logoOver = Revenge\Images\overview_ca.paa"; tooltipOwned = "Revenge"; overview = "Follow the story of Lt. Sanders, who is as an ION contractor is hired to stop the insurgency in the Mediterranean."; hideName = 1; hidePicture = 0; name = "Revenge"; dir = "Revenge"; Description.ext class Campaign { name = "Revenge"; disableMP = 1; briefingName = "Revenge v0.1"; author="Panicsferd"; overviewText ="Follow the story of Lt. Sanders, who as an ION contractor is hired to stop the insurgency in the Mediterranean."; overviewPicture ="\Campaigns\Revenge\images\overview_ca.paa"; firstBattle = Beginning; class MissionDefault { lives = -1; lost = ; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; }; class Beginning { name = "The Beginning" cutscene =; firstMission = R01; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; lost = ; class R01: MissionDefault { briefingName = "Opening"; author = "Panicsferd"; overviewText = "a group of ION contractors have been sent to Stratis, on a mission to aid their new employers."; overviewPicture = "\Campaigns\Revenge\images\R01_ca.paa"; end1 = R02; lost = R01; template = R01.Stratis; }; class R02: MissionDefault { briefingName = "Leaving"; author = "Panicsferd"; overviewText = "After being briefed on the mission, the ION group is now leaving Stratis for Altis."; overviewPicture = "\Campaigns\Revenge\images\R02_ca.paa"; end1 = R03; lost = R02; template = R02.Stratis; }; class R03: MissionDefault { briefingName = "Contact"; author = "Panicsferd"; overviewText = "An AAF convoy has been attacked; the ION group is tasked mid-flight to aid them."; overviewPicture = "\Campaigns\Revenge\images\R03_ca.paa"; end1 = ; lost = R03; template = R03.Altis; }; }; }; Thanks again and I would really appreciate the help.
  2. I am trying to figure out how to upload a campaign to the steam workshop, so far I think I got the structure setup to be like the following: I have the main mod folder @Revenge and inside that folder I have the Addons folder along with the mod.cpp file. Inside the Addons folder is my campaigns PBO which has the missions/images and the description.ext, and the config.cpp. With this setup, it does seem like it is loading correctly because I can see it in the addon list. But for some reason, it does not show at all in the campaigns menu. Mod.cpp FIle: picture = "Revenge\Images\overview_ca.paa"; logo = "Revenge\Images\overview_ca.paa"; logoOver = Revenge\Images\overview_ca.paa"; tooltipOwned = "Revenge"; overview = "Follow the story of Lt. Sanders, who is as an ION contractor is hired to stop the insurgency in the Mediterranean."; hideName = 1; hidePicture = 0; name = "Revenge"; dir = "Revenge"; Description.ext class Campaign { name = "Revenge"; disableMP = 1; briefingName = "Revenge v0.1"; author="Panicsferd"; overviewText ="Follow the story of Lt. Sanders, who as an ION contractor is hired to stop the insurgency in the Mediterranean."; overviewPicture ="\Campaigns\Revenge\images\overview_ca.paa"; firstBattle = Beginning; class MissionDefault { lives = -1; lost = ; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; }; class Beginning { name = "The Beginning" cutscene =; firstMission = R01; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; lost = ; class R01: MissionDefault { briefingName = "Opening"; author = "Panicsferd"; overviewText = "a group of ION contractors have been sent to Stratis, on a mission to aid their new employers."; overviewPicture = "\Campaigns\Revenge\images\R01_ca.paa"; end1 = R02; lost = R01; template = R01.Stratis; }; class R02: MissionDefault { briefingName = "Leaving"; author = "Panicsferd"; overviewText = "After being briefed on the mission, the ION group is now leaving Stratis for Altis."; overviewPicture = "\Campaigns\Revenge\images\R02_ca.paa"; end1 = R03; lost = R02; template = R02.Stratis; }; class R03: MissionDefault { briefingName = "Contact"; author = "Panicsferd"; overviewText = "An AAF convoy has been attacked; the ION group is tasked mid-flight to aid them."; overviewPicture = "\Campaigns\Revenge\images\R03_ca.paa"; end1 = ; lost = R03; template = R03.Altis; }; }; }; Config.cpp class CfgMissions { class Campaigns { class Revenge { directory = "Revenge"; }; }; }; I would really appreciate the help, I am kind of new to this since before with my campaigns I would normally just upload the file to dropbox/armaholic where all you would need was to extract/place the campaigns pbo file in the arma 3 "Campaigns" folder.
  3. Tried to update my Pilgrimage scenario on the Workshop from editor, as usual, but it's no longer on the list of scenarios to update. I can only upload it as new, separate item "(unpublished)". So tried from A3 Tools, Publisher, but there: http://arma3.com/publisher/disabled-scenarios Yeah. :/ So, can I do anything to update my scenario, or it will stay outdated until updating via Publisher will be enabled again? Any ETA here BTW? Newly uploaded scenarios are on this list in editor's tool, thus, I guess, those can be updated.
  4. Hey, is there any way to get the workshop files downloaded to a linux server. Google cant find any useful information. The only i find is about a "host_workshop_collection" command, nothing arma related. Cya Phil
  5. therealdoge

    Zeus with Multiplayer

    I figured it out, can this thread be deleted? I had to set the Zeus module owner.
  6. In case you missed it, we now have official Arma 3 Steam Workshop Collections for the Make Arma Not War winners, finalists, and all other entries! *Not all Make Arma Not War contest entries are available on the Steam Workshop. For the full overview, please go to http://makearmanotwar.com/entries.
  7. Hi there, with the upcoming Steam Workshop for mods, we will change how files are stored on Workshop, allowing more files to be uploaded for both new and old items. This means that a single addon (file) item now published on the Workshop will be able to become a mod (more files), and go back to a single file addon again, depending solely on its author, as it should be. This also means the addon tag will effectively become irrelevant, because there will be no difference between addons and mods. Therefore we want to get rid of addon tag and use only tag mod as a general notification for non-mission user content. We believe this is more clear and more useful to the players. What should you do? In short: nothing. Ideally, we don't want you to notice. :) The expected functionality should remain unchanged for all users. I am posting this mostly for the sake of transparency. What will we do? Update all existing Workshop files tagged with addon to also include tag mod . Update Publisher to auto-include tag mod . Update Launcher to display mods in Mod list (addon list will be renamed to mod list). Implement the new SteamWorks SDK that allow multiple files per published item. Publish versions with the new SDK to Stable branch. When everything is working, remove addon tag from all mod files and delete it from Steam back-end. Note (5.): Don't expect this change before version 1.38.
  8. Hello everyone, this Friday (6th September 2013) expect to see Steam Workshop support added to the development branch. Though this will appear in the main branch at the start of next week, this will give you the chance to try it out as soon as it is available. Also worthy of note is the addition of our Workbench suite, used to create your own particles, locations, materials, and much more. With the Steam Workshop support comes the full support for 'addons' - modules that add vehicles, locations, models, textures, sounds, and so on, to the game. These can be enabled/disabled in the main menu of the game in the Addons menu. To help you guys get started on making your own addons, we will also release the official example addon, which adds an example location to the game, as well as a 4WD Buggy, complete with a machine gun. Rest assured, this is to simply show what the addons are capable of, and Take On Mars is not heading for "violent exploration". To briefly outline what the example addon will contain, here is a list of goodies: - "Example Crater" location, to show how additional locations are automatically added to the campaign (if their .loc file is defined) and how these locations may be used in the editor and for scenarios - 4WD Buggy vehicle, customizable in the Rover Lab, demonstrates how custom vehicles with varied functionality can be added to the game - Sounds for the Buggy and its mounted MG, engine and so on - Models for the Buggy, including the vehicle itself as well as the turrets - Materials for the Buggy, showing how custom materials and textures may be added Following shortly thereafter will be a couple of videos to help modders get into using the added Workbench suite, as well as a video detailing how configs work, what each sections does, and a video detailing what each part of the example addon does and how it was achieved. Hopefully we will see some spectacular addons coming up within the next few weeks. A lot to look forward to! Just to give a little tantalizing taste of the buggies to come in the example addon, here are a few screenshots: http://dramthethief.com/uploaded/Buggy1.jpg (129 kB) http://dramthethief.com/uploaded/Buggy2.jpg (199 kB) http://dramthethief.com/uploaded/Buggy3.jpg (161 kB)
  9. How can i make the A-143 Buzzard rearm when I land on the airfield? I know how to set it up to rearm when i enter a trigger with the SetAmmo module, but if I have to land on the airfield first?
  10. We plan to add quite some new tags categories ... logical complains or really worthy suggestions, ideas are welcomed NOTE: this is more of experimental so we get some feedback on it before enabled this is sister thread of STEAM discussion: http://steamcommunity.com/workshop/discussions/-1/864976115275259971/?appid=107410
  11. Free Stratis by becario_alex Description: Stratis has been invaded by the OpFor army. They have taken control of the main settlements and facilities in the island and they are planning on launching a large scale attack on Altis from there. BluFor has been sent there to recover control of the island. They have secured Stratis Airbase and created a FOB there. They have also secured another small FOB on the east of the island. Take your men and regain control of the island. Features: VAS (Virtual Ammobox System). EOS (Enemy Ocupation System). Respawn selection (west or east). Vehicle Respawn. Disabled friendly IA. 10 conquerable sites. Installation: Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/MPMissions folder. http://www.armaholic.com/page.php?id=22140 This is a simple mission I created to test EOS and see how it performs. I managed to create the different tasks for each settlement and a final one in case any of those settlements are recaptured by OpFor. I think it would suit any group of friends that want a quick action mission. I also removed the sniper rifles from VAS. If anyone is interested I can add more player slots and/or create different squads. Please tell me how can I improve it. A friend told me to include a admin panel in the mission but I have no idea of how to do it :confused: For testing purposes I just copied one from Wasteland, but I haven't tested it yet (it's not in this release).
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