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Random (I) Tactical Zone, RITZ! Dynamic missions orchestrated by HETMAN artificial leader. You will be leading your assigned squad throughout pitched battles. Comes in two flavors on different maps and factions: Battle Generator - Take role on either side and fight over central point. Campaign mode - Progress throughout the map in multiple part scenario. Units can be recruited with action > "Recruit". If you "Recruit" the commander unit at flag marker, YOU become the commander! Access High Command module with "ctrl + spacebar". ------------------------------------------------------------------------- Installation Place .pbo in missions folder. Requires Combined Operations. No addons required. ------------------------------------------------------------------------- Modifying Battle generator can be played on different map by changing .pbo name e.g SP_RITZ.Zargabad.pbo -> SP_RITZ.Takistan.pbo Campaign mode works on trigger locations in editor. Arrays for units can be changed in UnitSpawning.sqf ------------------------------------------------------------------------- Download: Google drive moddb ------------------------------------------------------------------------ credits: HETMAN ARTIFICIAL COMMANDER by Rydygier BI wiki for information and various script snippets from bi forum posts, thanks a ton everyone! ^^
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I found many other topic and guide to porting Arma2 content to Arma3, but all these about units or maps, not MISSIONs. So I start this topic to discuss how to convert missions from Arma2. First thing first, I'm a beginner in this and I have more questions than advises. Don't start to porting missions if you are not familiar with Arma2 mission making and Arma3 mission making process! 0. I used CUP units for Arma2 and AiA maps. 1. I copied the arma2 mission's folder into arma3 missions folder. 2. I open the mission.sqm in an editor and change version=11 to version=12 3. I replace the old unit names to CUP classnames. Eg. USMC_Soldier_SL to CUP_B_USMC_Soldier_SL 4. I replace these classnames in the sqs and sqf scripts too. 5. I try to open the mission in Arma3 editor. If it complains to missing classnames, I find it in mission.sqm file and replace it to a CUP classname, or - if it's not exists - I try to find something similar. Maybe a classname from vanilla Arma3 ? I do it until editor can open the mission without warnings. 6. I try to preview the mission (play the mission) in mode where I can see the script errors on the screen. If any script drop an error message, I find it in the script file and try to solve it with googling for solution. Eg. like no more commands setVehicleInit or processInitCommands, so need solution to make the script working without these. It's a good start to looking for a newer version of that script. Eg there is an Arma3 version of good old UPSMON script. 7. Change to old briefing and tasking system to new one. 8. Remove the A2 healing system. I know it's too brief and there is a lot of specific questions. I guess this topic is a good tart. I got questions, so I start a FAQ here: Q: Do the scripts from A2 still work? A: Some of them yes, others not. Actually most of them will work under A3, than from A1. There are a few script command what is removed (it mentioned above). So you have to check all the script you used in a mission manually and one by one. If you used in A2 a third party script (eg UPSMON), the best solution to ask the original author and maybe there is an A3 version. But if the script was created by you, you have to check it line by line. What will not work in A2 scripts in A3: the A2 animations, some of the A2 classnames (you have to replace the CUP classnames), the A2 first aid module, most of the A2 other modules...etc
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mission maker tools MGI ADVANCED MODULES
pierremgi posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
MGI ADVANCED MODULES Hi all, Here is an addon for mission makers. If you need to easily spawn some factions, some civilian life or just add randomized weapons loot in houses... If you want an advanced AI heal & revive, for SP or MP mission, able to heal players or bros.. ... or respawning AIs, in waves or at once.. If you want a transport support on any vehicle... A vehicle respawn system with crew, waypoints, loadouts, addActions, arsenal.... Friendly kill sanction... AI cannons able to fire HE shells on infantry... Some generators able to switch on/off a district... or adapt silencers to combat behavior... or perhaps a simple tool for reading all map object classes/display names/p3d model names... Other tools like tire puncture on barbed wires? ... And of course, MP compatible, favorite mods compatible... Here you are. MODULES on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1682280809 The summary is just here. The modules are described and explained in an updated documentation: DOCUMENTATION LINK Have fun! Pierre MGI- 295 replies
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so i watched the dev-video „How to Create a Scenario in Game Master for Arma Reforger“. i builded one myself; i can save it; and i can load it again in my offline gamemaster. but i can‘t load it to the gamemaster-mode of my nitrado server. the mission appears in the loading screen, but it does not load it (it doesn‘t stop loading…) i tried without any mods, so thats not the problem. i tried the same directly on the server (with the ‚game master enhanced‘-mod, so i could save the scenario) - same error. i‘ve read in the comments of the video that other people have the same issue. are we doing something wrong or isn‘t this working yet? thanks
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Anyone know if it's to add game master to scenario like an entity or something? I want to add it to bohemia's conflict mission/campaigned and the game master game mode seems to break the mission. Thanks
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Run loop in init field with suspension
Heavensrevenger posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I know .sqf is generally better but i would like to save the props as a composition so i can just place it down in different missions. Is there a way to run loops in the init field WITH suspension. Sleep doesnt seem to work. -
Hey there guys, I am looking around and wondering if anyone knows how to set up Dynamic Simulation, for ALL non-player units in the session, at all times. .. maybe a sleep or check timer where it applies it in periods for all non player units. Both from the start of the session and when you spawn them in mid session, through script or by Zeus Micro managing activating dynamic simulation on any and all units is a bit tedious for me as Zeus
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Hi, I just wanted to present a mission I've been working on for quite a while now but never got around to posting it here. Basic description Random infantry skirmish on a random place on the map, you can choose any faction, any weapon and any vehicle and just start fighting. The battles are fast, fierce and fun. The mission purpose is to have some quick arcade fun with whatever faction mod you have. Main features Fast-paced, dynamically generated firefight with infantry and land/air vehicles Compatible with any mod that has proper units definitions Fully customizable, set your own rules, select your gear, pick a location, pick factions 3 game modes: Push, King of the Hill and Team Deathmatch Supports Singleplayer and COOP (up to 8 players) Supports 30 worlds! Game modes Push - attack and capture sequence of points, one after another while defenders put fierce resistance King of the Hill - team that has more units in a specified area gets points over time, the team that reaches the point limit first wins Team Deathmatch - get points for killing enemy units, the team that reaches the point limit first wins Workshop collection link (contains missions for all 30 worlds) The mission is fully open source, you can find the sources on GitHub: https://github.com/SkaceKamen/random-infantry-skirmish/ (feel free to use any code found there for any purpose)
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Hello fellow Arma players! Is there anyone still remembering the original "Survivor" simple mission in Girna that blew up when Arma was still in Alpha? Well, it has been more than 10 years and I thought that it's time to create a PROPER sequel :) Survivor is back! Prevail as a Survivor against numerous bullies! Use the environment, skills, equipment and fallen enemies' gear to annihilate those pesky bullies that just want you dead! 10 Year Anniversary 10 years ago, I've created and published a mission called "Survivor". It was a simple small mission set up entirely in the old 2D editor using triggers, waypoints and units. That mission became my first workshop success in Arma 3 community and is still played and praised today! To remind you of this mission and to pay proper respect to the community - I've created this sequel, packed with action, story line, comic pages and inovative gameplay features, that will keep you busy for the entirety of this rollercoaster! Features - 10 story missions , each being more difficult and complex as you progress - 4 secret missions , that you can unlock by inspecting certain items in the world (can be found during story missions) - 78+ comic (manga) pages explaining the story line and secrets - 24 music songs , picked from Epidemic Music! - 36+ secret images explaining my personal history - Epic gameplay features during certain missions! - Ultimate challenge that gets harder the more you accomplish - Fast restart after death (no waiting for the mission reload) - Death cam (enjoy your suffering in slowmo) DOWNLOAD Steam Workshop
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Mission differences between hosting local vs dedicated
DoughB0i posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
hello all, new to the forums and A3 mission generating. currently working on a D-Day landing Zeus OP for my group and I'm having issues. When I launch the initial gameplay test from the editor directly everything works as I designed, the German AI forces starting engaging the US landing craft from a range of approximately +/-500m (from mg bunkers to about 150m from water edge). the problem arises when I push the mission pbo to my dedicated server on Host Havoc the AI don't engage unless fired upon or zeus'd right in front of each other. I've tried messing with the AI defenders settings as well as trying to adjust the server settings but nothing is working. what could I be doing wrong or what is causing the difference in gameplay between the 2 types of hosting? thanks! DoughB0i -
mission Blackheart_Six Mission Making Notes
Blackheart_Six posted a topic in Arma Reforger - Workbench
I am going to post everything I find about mission making here. I am finding that with all these videos, wikis, and etc. each one brings something new or slightly different. I have already taken 2 items, from 2 different people, and apply it to my scenario to get it to work. Any hopefully, someone will get something out of this to help them. -
Siege of Athira Persistent survival PVE/PVP SP/Hosted MP (10 players)/Dedicated MP mission (10 players) It is something I always wanted to play. Basically you are surviving NATO soldier in besieged town. Town is besieged by CSAT and inside you are trapped with few surviving guerrillas resistance. Groups/singles of guerrillas fight each other in town and you need to go out from your hideout under town to find equipment and food. Food is found at houses furniture and equipment usually on dead bodies or guerrilla secret boxes scattered around town.Every raid that last 90m you need go out and then find shelter entrance randomly scattered around the town to get back to your underground hideout. If you die in town everything you had with you is lost and you born as new NATO survivor. Everything that is stored in hideout stash is safe for your next life. You cannot escape town cos CSAT snipers and there is zone between town and factory that you need be careful to cross it. During night you can use chemlights and attach it on you or wait for CSAT flare for snipers above town or use gun lamp or if lucky NVG.Only vanilla ARMA 3 is needed. No mods and no DLCs are required. Your progress is saved automatically in SP/MP.Enjoy and report all experience/bugs/ideas. As I am not native please report any text corrections needed. Steam Workshop link CHANGELOG v2.30 * Replaced missionStart with new systemTime to get real system time in MP and SP (starting mission time always corresponds to your system time now) v2.21 * Removed all trader crates that require crossing now live minefield v2.20 * Replaced sinpers firing into strip of death betwen town and factory with live minefield as It makes more sense * Added Mine Detector into spawnable loot (rare) and trader v2.10 * Fixed broken death screams and AI taunts due latest playSound3D changes * Boosted player voice a bit during trader dialogues 2.00 * Replaced addWeaponCargoGlobal with addWeaponWithAttachmentsCargoGlobal to solve base weapon classes with linked items (for example MX SW) * Added MX SW * Added 100 round magazine for MX SW 1.99 * Disabled leaflet reinit on client setup v1.98 * Enabled createVehicleLocal after ARMA3 1.95 patch v1.97 * English text corrections (thanks to PumpyHead (BenchmarkSims)) v1.96 * Fixed bug in SP time persistence v1.95 * Lowered player/trader voiceovers volume * Introduced CTRG uniforms * Introduced ADR-97 v1.94 * Combine magazines stash action now triggers profile save v1.93 * Changed constant save profile spamming when in hideout to event based saving (on open inventory and so on...) v1.92 * Implemented persistent time flow for singleplayer mode * Minimized overleaping CSAT sniper fires cacophony * Tied breath fog to temperature simulation * Implemented shivering from cold weather - do not wear short sleeves in cold temp v1.91 * Added trader loyalty discount, for every successfully finished deal you gain +5% discount (max 50%), for ever failed one you lose -10% - discount will carry on to new character upon death - trader doesn't forget previous hideout owner achievements 😉 v1.90 * Reworked night detection (used by AIs to turn on flashlight or wear NVG) - It uses sun elevation now. * Reworked AI chemlight/flashlight/NVG usage v1.89 * Optimized furniture for better performance (turned into simple objects/disabled simulation and damage) v1.88 * Player enters/exits hideout with weapon down v1.87 * Fixed optics view leftover when entering/exiting hideout v1.86 * Guerilla Boss and his guard always have weapon flashlight * Guerilla Boss and his guard have better chance for weapon attachments v1.85 * Improved Guerilla Boss spawning * Added missing Guerilla Boss beret to trader list v1.84 * Added random Guerilla Boss with his guards - they can be identified by their uniforms based on former AAF uniforms - they are elites, sharp and have good guns! * Rebalanced scoring * Fixed situation when AI forgets to go prone over sniper fields v1.83 * Added hint to open MAP>TASKS for deal info as it was not so clear for players where to deliver/pickup stuff v1.82 * Fixed "*** <NULL-object> killed 4945e400# 1814759: cratesplastic_f.p3d" caused by badly positioned furniture * Added abandoned cars with random loot * Added Protector SMG * Added AKM * Fixed SMG sound silencers for AI v1.81 * Code loops optimization * Trader added - you need find radio and bring it back to shelter * Completely voiced trader and player * CSAT UAV loiters above town during a day when CSAT SF team is deployed (green flare during a night) * AI sets flashlight off when it finds and wears NVG * AI loots weapons from dead bodies * Added SMG sight versions v1.80 * Enhanced player positioning at spawn * Fixed bug causing AI that decided to loot dead body gets killed before it finishes looting will never be looted by other AIs v1.79 * Added mission parameters that can be changed in MP Lobby parameters dialog for hosted MP or via params class in dedicated server config file v1.78 * Added option to clear corresponding SP/MP save data from user profile - use hideout white plastic canister * Reworked save system - old saves will be converted automatically * Added Player is renegade indication to shelter status * Added basic random loot spawning * AI doesn't wear NVG during day and equip/un-equip NVG accordingly to night/day cycle * Added COMBAT REALISM SCRIPTS By Phronk (Fragmentation Grenade) * Added Mag-Repack by Outlawled (default key Ctrl+R) * City buildings damage is always same (always same pseudo random seed) * CSAT Drone added to scoring system * Attached chemlights are removed upon extraction * Fixed bad animation (take a launcher anim instead draw pistol) after body search (vanilla ARMA 3 anim bug) * Reworked search body result notification * Added notification when you beat your top score or added to server Top Ten v1.77 * Reworked score system * Added detailed score report after successful extraction * Balanced taunt sound volumes v1.76 * Fixed stash crate content duplication for containers with predefined content - for example backpacks v1.75 * Upped little AI NATO Survivors skill * Added MIA (Missing In Action) outcome when player quits or runs out of raid time when in Town * Added end of raid effect - it have something to do with CSAT secret operations around town v1.74 * Fixed constant FPS loss over time caused by breath fog script v1.73 * Added new voice taunts especially for AIs with covered mouth with bandana v 1.72 * Added more AI taunt voices v1.71 * Added random AI taunts * Little internal code beautification v1.70 * No bad karma for killing renegade players v1.69 * Added random AI NATO renegade survivors v1.68 * Fixed player UI inits too early in MP - no more mission UI superimposed over loading screen * Added random friendly AI NATO survivors - think twice before pull the trigger or accept consequences v1.67 * Fixed multiple dying screams upon death that caused scary cacophony v1.66 * Random damage to all houses to improve better siege atmosphere v1.65 * Added random MRD pistol sight to guerilla weapon boxes v1.64 * AI faction changes - no more blue side guerilla v1.63 * CSAT NVGs are newer type - not degraded - another reason to hunt them down v1.62 * CSAT SF team uses IR beams during night * Breath fog effect is now applied to CSAT SF team v1.61 * Added breath fog (for example during heavy rain) * Fixed zone snipers never activate * Extraction is aborted when player became INCAPACITATED v1.59 * Town exits limited to 3 * AI searches buildings now * Fixed sniper zones evaluation for AI * AI count set to 12 v1.57 * Added mine signs to Dead Zone (originally CSAT minefield - now cleared) between town and factory. * Various scenery updates * Reworked hunger effect - bit more serious when ignored * Added hunger status into shelter status bar v1.56 * Snipers always miss with first round to warn victim (player) * Added AKS and AK-12 to random weapon caches v1.55 * Reworked town entry points * CSAT SF Team insertion more rare * Random weapon caches limited to 2 v1.54 * Fixed NVG when shelter camera view is activated * Even more rare AI food loot * Less AI in town v1.53 * Reworked search result form hint into pop-up notification * Added possibility to abort search action with any movement keys (W/A/S/D by default) * Fixed low stamina effects wrongly applied to new character after death * AI now steals NVG goggles from dead bodies * Fixed first person forcing v1.52 * Player starts sitting on sleeping bag now v1.51 * AI with food is more rare now * Added additional INCAPACITATED check to player alive checks * Added Vermin SMG integral flashlight attachment as default (ARMA 3 update changed it to optional attachment) v1.50 * Added more car wrecks and barricades v1.49 * AI waypoint fixes v1.48 * Added C to change camera angle to shelter camera so you can enjoy your backpack now v1.47 * Added custom CSAT leaflet * Fixed blank leaflets on the ground after JIP connect V1.46 * During a windless rainless day CSAT drops leaflets over city v1.45 * AI clothes and backpacks expanded a little v1.44 * Another try to fix unstable weather v1.43 * Lowered default guerrilla limit to 10 * Added KIA notification * Reinforced player state save v1.42 * Removed forgotten debug text v1.41 * Fixed weather to not change back to calm over time * Removed Rabbits & Snakes v1.40 * AI searches and loots dead bodies now v1.35 * Changed AI loadouts and loot to make a bit more challenging to get geared up * Added some new starting positions v1.34 * Added CSAT SF Recon team to scoring (Worth of 100 point + 500 if dogtag is collected) v1.33 * Ooops! Running main mission timer twice - on server and also on client. Fixed now. v1.31 * Removed forgotten debug code 😉 v1.30 * Reworked mission timing to honor singleplayer pause * Fixed one badly placed stray weapon box v1.20 * Fixed green flare during CSAT SF Recon team deployment v1.19 * Fixed bug that prevented CSAT SF Recon team to actually appears * AI use chemlights randomly during night * Optimized static scenery objects v1.18 * AI has only weapons with light during night v1.15 * Fixed bug in AI generator v1.10 * Enhanced AI waypoint completion * Added random CSAT SF Recon team insertion and town sweep v1.04 * Added little present for fashion geeks - check hand camera on hideout table v1.03 * Removed leftover temp scenery * Fine-tuned CSAT night flare * Food is more rare to be carried by AI v1.02 * More robust "Search Body" and "Take Food" actions v1.01 * Fixed "Search Body" action so first player that searches it doesn't block action forever for all other players v1.0 * Release!
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How to make an objective list, and connect objects
icecreamshampoo posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
How do I make a objective list for my mission that checks off, and side objectives (not necessary for mission completion), and how do I connect items/vehicles/people to being part of an objective, etc. thankyou!- 1 reply
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Ai shoots but not at the target once trigger is activated
Solarcode red posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to get a ai unit to shoot at an target/object while on a heli door gun when a trigger is activated. I got the trigger to make him shoot but he wont shoot at the target/object. He just shoot's into the air randomly or at the ground but not the target/object. null = shooter1 spawn {_this dotarget t6; sleep 0.5; while {alive t6 and alive _this} do {sleep 4; gl action ["useweapon",vehicle _this,_this,0]; }}; this is the code placed in the trigger I was told to replace the "useweapon" with "fireAtTarget" but got error when running the mission and the ai wouldn't shoot I then tried this code below null = g1 spawn {_this dotarget t6; sleep 0.5; while {alive t6 and alive _this} do {sleep 0; gl action ["fireAtTarget"]; [_helicopter, currentWeapon LMG_Minigun_Transport,0]; }}; But when running the mission with code I got another error and the ai wouldn't shoot I have pics but I'm not sure how to add them. -
[SP] SOCOM II U.S. Navy SEALs Mission 1 - Seeding Chaos
Liberty Bull posted a topic in ARMA 3 - USER MISSIONS
A recreation of SOCOM II U.S. Navy SEALs Mission 1 - Seeding Chaos. Specter (Ghost), Jester and the team infiltrate the Albanian countryside to locate and destroy black market contraband belonging to the Sesseri Syndicate. I plan on creating more missions from the game as time goes on. Radio audio from the game included as well as I attempted to use the environment to best represent the missions they attempt to emulate. CUP is the only mod required. File: https://steamcommunity.com/sharedfiles/filedetails/?id=1892046716 https://steamcommunity.com/sharedfiles/filedetails/?id=1892046716- 8 replies
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Escape Tanoa by Engima 2.22 Description Finally! Seven years ago I publiched Arma's first Escape mission - Escape Chernarus for Arma 2. I was very glad to see the response then. There were several servers online all the time during the first year, and now, after some years with Arma 3 it has spread in so many versions for every possible Island, and is running on so many servers all the time! I have tried a few of the missions, and I'm very careful not saying that other's Escape missions are not good enough, because I'm really impressed in how the genre has developed. But you also get a feeling for a mission, and this one might be a release for anyone who wants a little nostagy. You could call it something like "Original Escape with the Engima feeling", since its origin is the very same code base as my first Escape Chernarus for Arma 2. I have fixed it a little though. There are new units, and some of the script commands work differently in Arma 3 compared to Arma 2. But my focus has been to create a robust and fully working and exciting rework of the mission. Mission is 100% dynamic and uses the entire map. Play it 100 times, two games will not be the same! Plot CTRG Group 11 is deployed at Tanoa to gather intel about the situation prior to the arrival of NATO. However, finding themselves in a much more hostile environment than expected, they are captured by a Syndicat force suspisious about their intentions. Group 11 is unarmed and put in a temporary built prison while awaiting further interrogation. Take the first opportunity to escape the prison and find a way to rendezvous with NATO forces. Download Armaholic: (coming soon) Steam Workshop: Escape Tanoa Escape Chernarus Direct links: Escape Tanoa v2.22 Escape Chernarus v2.22 Please note that the different missions have different requirements. See Requirements below for more information. Features CO 08 Revive (recommended for 2-8 players). Uses entire map. Dynamic and living environment. True random start position. Game develops differently every time, inferring great replayability. Options for enemy skill, enemy frequency, weather and time of day. Supports hosted and dedicated (recommended) server and is JIP compatible. A small hint for best experience Escape Tanoa is best played at difficulty level Veteran or Expert (since the mission's story is based on the idea that you are lost, and you do not want too much help with navigation from the game). Installation Manually downloaded: put the .pbo-file in your MPMissions folder in the Arma 3 game folder. Requirements Arma 3 Apex DLC (official) Escape Chernarus requires the two mods: "CUP Terrains Core" and "CUP Terrains Maps" to work (since Chernarus is not part of original Arma 3). For more information, follow the Steam Workshop link. Media Remember this? Code Code at Github Licence MIT. You are free to do what you want with the code, but references to my name (Engima) must follow in the license text. I have also made an addition that disallows you use the text "Original Escape Branch" when releasing an Escape mission. Change log v2.22 Performance improvement. Added enemy insertion chopper. v2.2 Added more possible communication center positions. Made the mission easier to migrate to other islands. Fixed: Player slots disappears when player leaves game and comes back. Fixed: Rearranged some populated areas. Fixed: Rendesvouz task not updated upon mission complete. v2.1 Mission parameters are now saved in profile, and reused by default. Removed error message about missing image Escape.jpg. Lowered the number of armed and heavy armored vehicles in general traffic. Added more possible locations for comcenters. Fixed: Removed some vehicles that required the Laws of war DLC. Fixed: Too few enemy ambient infantry in the woods. Fixed: Script error when hijacking comcenter. v2.0 New Game version (Arma 3) and, new Island (Tanoa), and new units. Lessened the amount of enemy units somewhat, decreasing the difficulty a bit (original version got some critique for being too hard) JIP players now respawn dead and need to be revived. Patrolling enemy units are smarter. v1.8 Reduced enemy armor on all difficulty levels. Reduced amount of weapons at ammo depots. Increased amount of possible weapon types at ammo depots. Weapons may show up in civilian cars. Road blocks are more passive. Fixed: Paradrops do not fall free and crash onto the ground anymore. v1.72 Fixed bug: Server lagging. Reduced time it takes to hijack a communication center. v1.7 Fixed the start bug (player do not wake up dead anymore) Increased the time it takes to hijack a communication center, and FAC Operators do it faster than the others. Added field hospital at communication centers. Added things that you don't want me to tell you about. Fixed bug that made enemies surrender. Fixed bug that made player's vehicles suddenly disappear. Made it much easier to port to another map. A lot of fixes and improvements (for complete list, see ReadMe.txt in installation pack). v1.5 Changed player units to Razor Team. Communication centers now appear randomly. Added things that you don't want me to tell you about. Removed debug information that was left accidently. A lot of fixes and improvements. v1.1 Fixed bug at mission start (players could start mission dead etcetera). Fixed bug regarding parameter "Enemy frequency". Enemy armor is now also in relation to this option. Made the insurgents invest in night vision goggles. Removed the parameter "Number of revives" (since "Unlimited" is the only option relevant for this mission). v1.0 First version Credits & Thanks Tophe, Milton, Tobias, Alex, Robbi, Josef, Jaxmen, Samue, JavaDrinker, guccilane for beta testing! Tophe an extra time for composing music for the trailer! NeoArmageddon and Scruffy for spreading mission to many islands. BIS Forum members for help during scripting headaches! Bohemia for a fantastic game! My Other Missions Intrusion Operation Broken Arrow Night in July
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Make AI shoot at an object once a trigger is activated
Solarcode red posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
null = this spawn {_this dotarget t6; sleep 0.5; while {alive t6 and alive _this} do {sleep 4; gl action ["useweapon",vehicle _this,_this,0]; }}; I used this code in my mission is there a way to use this or something like it but with a trigger? Right now the AI shoots as soon as the mission starts I'd like for them to only shoot once the player moves into a trigger. -
[SP/MP][COOP] LMS 1-4 Recon Recon is a Singleplayer or Coop mission for 1 to 4 players, featuring a small PMC recon group. Mission file: http://steamcommunity.com/sharedfiles/filedetails/?id=1405129258 Mission setting: Island: Stratis Daytime: 2018-01-13, 07:00 (can be changed) Weather: clear, foggy (can be changed) Mission goal: Simple yet hard: identify a target among the resistance, hidden in the woods. Once your target found and not killed, contact your HQ to know the next steps - kill or spare. Gear: Silenced weapons, NVGs, UAV with TI Functionalities: camera intro and mini-cutscenes detailed briefing fully voiced translated (EN/FR) randomised: the target identity and location changes on every game server-side mission settings stealth is rewarded interactive actions NO MODS REQUIRED - Apex weapons needed Feedback: You can contact me on Steam or BI forum for praises, improvement ideas or threats on my (virtual) life! No Paypal here, just tell me if you enjoyed it and I will be more than happy ;-)
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Cooperative Mission 4 Players You are part of Team Bravo, a detachment of the Delta Force mission in Chad. Your vehicle has run out of fuel and you are alone in the desert. Or so you thought... Even so, you have a mission to accomplish. I would like to get feedback about this mission, I plan to do more like this one, and using these same mods. https://steamcommunity.com/sharedfiles/filedetails/?id=2907198306
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Multiple people sharing mods responsibility
Ruthless Arma MILSIM posted a topic in Arma Reforger - Workbench
Hello there! We are a group/clan of around 50+ players who have now made an attempt to move from ArmA3 to Reforger. As mission builders, we have encountered a problem, which is that we have one account that we use to upload our missions to the Workshop. It's not optimal because we share login credentials. Sometimes someone forgets to log out, and sometimes a more advanced mission is being built that requires some extra care, but the person who wants to build it has to wait until the person ahead of them is finished. So, no matter how we do it, we have a maximum of 7 days to build and plan everything. Currently, we have a framework "mod" that contains our gear and organization with our groups/callsign, and then we have the actual mission or training mission as a separate mod. The problem arises because there are 5-8 people building new missions every week, so I believe this question falls within how you guys handle mods with multiple people helping or having different responsibilities within the same mod. My specific questions are: What version control do you use for your mod? How do you upload your mod to the Workshop when there are multiple people sharing that responsibility? Do you build and upload multiple mods, such as a live mod and a dev mod version? or can you hide the dev version on the Workshop (if you don't have a name/code for it)? Best regards RL ArmA MILSIM -
Mission fail when everyone is dead + respawn tickets?
4K.Scar posted a topic in ARMA 3 - QUESTIONS & ANSWERS
I made a mission, it has those 2 options enabled. But mission ends when respawn tickets reach 0, even though players are still alive. How do I make it so it only ends after tickets reach 0 AND everyone is dead? Edit: I realize this is the wrong place to ask this so I'll make another thread -
If you're designing Arma 3 missions, you might have noticed many new or updated interfaces, like loading screens and debriefings. We're documenting them as they're being added in Mission Presentation page on Community Wiki. Please read the articles, link them when someone asks about their contents (e.g., how to configure loading screens) and expand them in case you find some useful info.
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Warfare missions under WASP edition Warfare missions are based on CTI principles where players have to fight for control of certain terrain. Current edition makes focus on RTS part where team commanders receive access to infantry, vehicle squads. Having till 10 groups under control a commander can give them orders via map view. Remote control is available for each group and even each soldier of group. Features: - 3 playable sides: opfor, blufor, resistance - reworked all UIs - new AI commander - integrated high command module - optimized for large scale battles - added chemical arsenal - wide variety of capturable locations with unique perks and features - destructible towns that influence team economy - advanced base management - new upgrade list - reworked AI behavior in towns - secondary missions - CRAM arty shell intercept mechanic - updated artillery computer Required Addons: - Wasp Server mod - Wasp HC mod - CBA_A3 - CUP Terrains - Core - CUP Terrains - Maps - CUP Weapons - CUP Units - CUP Vehicles - AdWaspLite - Advanced Rappelling - Cold War Rearmed III Current State - v60 RC9: Missions are ready for playing in most aspects of gameplay. However additional development is in progress still. Few builds will be done in nearest future to add last part of features. How To Run: Missions are designed to be run on a dedicated server. It allows to get more performance while matches can have dozens of AIs and other related objects. Please check links section to get more info about required mods. Related links contain detailed instructions how to prepare server side infrastructure. Links: Server-side mod (Required for server running) Server-side mod for headless client (Required for server running) Steam Workshop Discord Server
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Hi everyone! I have a problem that I can't pass checkpoints when I wear a gendarme uniform, for example. The guards shout me to get lost and then fire me. However, when I wear a common clothes, there are no problems. I use full outfit and I wear a stealth balaclava, so I have a green question mark. I really don't know what's the problem. Why does it happen?
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coop [CO24] Digital Infantry Combat Environment (v2)
Kushluk posted a topic in ARMA 3 - USER MISSIONS
After releasing my original mission in 2014, I have since been working tirelessly on this scenario privately. There are probably close to 500 hours worth of SQF code in this 1mb mission file. Your task force stationed in Anizay is assigned dynamic and complex objectives in a 5km x 5km open world. Operators will need to work tightly with their team as the majority of tasks have complex conditions such as hostage executions or explosive timers. The supported player counts are from 1-24 however 5-15 is optimal. Discord, TFR or ACRE are not required, but I very much doubt you will succeed at many objectives without a suitable method of communication. DOWNLOADS/CREDITS/TUTORIAL https://sites.google.com/view/dicemod/ includes all the information you will need to get started. I have tried to keep the mod list as short as absolutely possible whilst maintaining an authentic feel. (Current version: 2.0 - October 6, 2019) SPECIFICATIONS MISSION DOSSIER MEDIA / SCREENS CHANGELOG- 10 replies
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