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Found 207 results

  1. Hello Everyone! I am bothered the last weeks with an idea but missing the skills and capacities to form it into reality. I know you heard that a lot of times here and I am indeed searching for people who are willing to bring this project to reality because they would love it to be in the game! As you could read already in the title I would love to have DCS in Arma 3. What does that mean? Well, ArmA delivers a good balance between Sim and casual concerning flight mechanics and since the jet dlc there is quite some potential. Unfortunately most ArmA maps, although already large, lack the seize of an air to air combat map. My idea involves the following: 1. Build a map which is big enough with at least two airports at opposite ends. (This is possible also with way beyond reasonable fps looking at maps like "south east Asia"; the importance, I guess, is to keep the prop count low, textures minimal, amongst other stuff) 2. Build a simple MP ready mission where people can fight each other on this map in planes, nothing else than this map as a mod needed, but of course welcomed to build upon this with mods and stuff! 3. Integrate a mission system so there is always something to do and out of these missions dog fights and so evolve. 4. Bring scripts in as view distance, Driving planes backwards, and rearming pylons to your likings. I know that I might not be the first one having the idea and I also know that most people would just say "learn it and do it". Nevertheless I thought asking doesn't cost anything and perhaps there are some of you out there who already have the skills and like the idea and we could make it come to life together. I mean, we could build a solid alternative for DCS with lesser focus on the simulation but the action without getting to casual, because I think Arma delivers it! And it would be free for all those who already own Arma! No new flight game needed, we basically have it within the game, no one woke it really up, yet! Also it would close the gap to Arm4 coming out 2044 a bit, delivering a new way to enjoy and experience the game. I am open for any suggestions, help, information or critics. Perhaps something like this is already in development and I haven't found it (South East Asia doe lacks the two airports at the end of the map and I tried to build them in the editor afterwards, which was not really working...). At least I wanted his idea to be out there in this amazing community, even if no-one is at first answering or interested. Thank you all and have a nice day!
  2. 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. https://steamcommunity.com/sharedfiles/filedetails/?id=1682280809 Adapt silencers to stealth/combat situation No video SP/MP compatible - all mods Advanced patrols (spawning factions on locations/areas, patrolling then split for defending/attacking) See video SP/MP compatible - all mods Advanced transport See video SP/MP compatible - all mods AI can respawn No video SP/MP compatible - all mods Civilian life See video SP/MP compatible - some known mods Drop vehicle instead of crate See video SP/MP compatible - all mods Enhanced Turrets No video SP/MP compatible - all mods (so far. feedback welcome) Flip overturned vehicle No video SP/MP compatible _ all mods HALO jump No video SP/MP compatible - all mods Heal & revive see video SP/MP compatible - check for mods... Modded units are not a problem. But some mods like ACE have their own scripts and could be incompatible. Furthermore, I scripted for some conditions about the presence of FirstAidKit and MediKit. This module is complex enough. I didn't grab into mods for exotic classes of items (and I will not). Of course, you can choose to skip these conditions. Kill punishment See video SP/MP compatible -all mods Loot weapons & items in houses See video SP/MP compatible - some mods (CUP UNSUNG IFA3 RHS R3F) Marker to Task See video SP/MP compatible - all mods Respawn vehicles No video (see an old one about script to have an idea) SP/MP compatible - all mods Important note: This module uses EH handleDamage. This EH doesn't work if you apply something like: testedVehicle setDamage 1 from console. The script needs some hits on parts (updating vehicle data before destruction). So, crew and waypoints will be respawned after a current kill/disabled vehicle in game. SP simple respawn No video Single Player only Switch ambient lights See video SP/MP compatible - all mods so far... Tire puncture No video SP/MP compatible - some mods Touch of class! See video SP/MP compatible - all mods Wear what you want No video SP / MP compatible - all mods (not all. Some weird mods don't have true uniforms but some skinned units... Nothing to do with that) One man tank No video SP/MP compatible - all mods with Tanks or APCs Prisoners See video SP/MP compatible (not fully tested in MP) - all mods so far This list is incomplete. I'm late with documentation.. Have fun! Pierre MGI 06 sept 2020 See also new modules.
  3. 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 Additional info: To test missions in action you can go on our community test server by address: 148.251.138.115:2303 [WASP] Modern Warfare (3 SIDES) discord.me/arma3wasp
  4. Eskabahh

    [SP/CO4] Witch Hunt

    A terrible curse has fallen on the small island. Those that survived have been evacuated. You've been sent to find the source, and if possible, end the horror. The last plane off the island just left, you're the last hope anyone has. Steam Page A short single-player/COOP mission designed to be an atmospheric survival horror experience. Combat isn't an option this time, although your gun is the only thing protecting you from sudden death. Explore the island, solve its mysteries, and banish the demons before it's too late. No mod or DLC requirements. Thank you so much for playing. As I'm new to mission making, I ask that you leave any bugs, feedback, or suggestions that come across your mind. Many of the content in this mission comes from feedback on Steam or from playtesting friends. I hope this mission will provide a unique and different experience than is expected from an Arma 3 scenario. Thanks again for your time. Trailer: Official Trailer https://youtu.be/VEq4yn7jprA Corporal Gray's full playthrough: Full Playthrough https://youtu.be/MxRvWkoQQT4
  5. so i want the day night cycle on my server disabled because having a night on a Sandbox Server is stupid and bad! i searched for a while and the only thing i found was people complaining about Servers disabling the cylce but HOW how can i disable the whole time cycle that it´s always like 1 pm on the Server? HELP! Marvin
  6. Hello everyone! I haven't been active for a very long time. Now I am back and I need your help. I have downloaded a ready MP/Coop Mission - Rush Redux on Tanoa by OPTiX. Since we are a small community on a private server, I need to make this mission better playable and it needs to be agains AI soldiers, so my friends and I can fight them and still finsih the main mission by completing the objectives. This is possible by destroying the MCOM's when playing on the OPFOR side because if you spawn as a BLUFOR player, the enemies will simply show up, fire upon you and your squad mates and not attack the objective. So the gameplay would be pretty boring. That's why I am going to remove the BLUFOR playable units. I have tried using THIS example with the script in the description, including my own config lines of the enemy soldiers, but it didn't work, showing me that ")" was missing on a line in the main script: { if (_Spawntarget distance _x˃_Deletedistance) then {deleteVehicle _x;}; } forEach units _EditGroup; } foreach (allGroups select {side _x == _Spawnside && (_x getVariable ["spawned",true])}); And because it didn't work I tried with A.E.S (Ambient Enemy Spawner), but the enemy soldiers spawn around me very rare and too late, and it's always laggy as hell. I have tried different options in the main module, but I wasn't satisfied with the results. Other than that, I would like to use a simple script, may be like the first one above, in order to place down custom AI units, not only Vanilla, so I can put enemies from any mod I would like to use, and I need to make a stable version without any lagg while playing. What would you recommend me to do? May be put some units around the map and automatically spawn them on me when I start playing, but the thing is that the player always starts on a different random location and can spawn in the HQ or in a vehicle. If I want to use custom enemy units I guess I will have to use a config line to get them working. Please, give me some advices, scripts or suggestions how to accomplish this task. I want the enemies to hunt down the players. Thank you in advance!
  7. https://steamcommunity.com/sharedfiles/filedetails/?id=2527226295 Play with more than 20 players as a unit taking part of an invasion, tasked with controlling multiple cities and enemy bases. Play on foot and use vehicles to finish more than 11 tasks in this three hours scenario filled with urban fighting. This being my first published mission, feedback is highly appreciated. Reviews : It's really cool. - Me It's alright i guess. - My friend. Don't forget your scenario while taking out the garbage. - My mum.
  8. Hi I'm looking for someone to help me make a kickass mission for my squad I have mild mental problems memory Loss ect but I'm perfectly normal I need someone with patience but I want to make something special for my friends how have been there for me for a long time please please please teach me your ways :p
  9. Hi, Yesterday I tried to publish my mission to workshop but I couldn't do that because my space "bar" was red. It says that I need more space, but even if I delete 10 old missions and gain more MB free, space requirement gets higher so bar is still red.. I'm playing arma for a while now (1500 hours +) and I never saw anything like that anywhere.. if you know solution, please help me
  10. Hello! I would like to play the S.O.G Prairie Fire coop campaign together with my friends on our dedicated server and not on public servers or a self-hosted game. With the Apex coop campaign you only have to enter the missions in the server.cfg. Here is an example: class Missions { class TestMission01 { template = MP_Marksmen_01.Altis; difficulty = "veteran"; class Params {}; }; class TestMission02 { template = MP_End_Game_01.Altis; difficulty = "veteran"; class Params {}; }; class TestMission03 { template = MP_End_Game_02.Altis; difficulty = "veteran"; class Params {}; }; class TestMission04 { template = MP_End_Game_03.Altis; difficulty = "veteran"; class Params {}; }; }; another example: class MPMissions { class Apex { briefingName = $STR_A3_CoopCampaignName; class EXP_m01 { briefingName = $STR_A3_exp_m01_missionname; directory = "a3\missions_f_exp\campaign\missions\exp_m01.tanoa"; }; class EXP_m02 { briefingName = $STR_A3_exp_m02_missionname; directory = "a3\missions_f_exp\campaign\missions\exp_m02.tanoa"; }; class EXP_m03 { briefingName = $STR_A3_exp_m03_missionname; directory = "a3\missions_f_exp\campaign\missions\exp_m03.tanoa"; }; }; }; But how do I do it now with the S.O.G missions? Can someone send me a template for the server.cfg? I am looking forward to help!
  11. Hey guys im working on a mission. I uploaded it to the workshop some time ago an I keep updating it but last time I made some changes and couldn't get it to upload. I'm only getting an error message: I my Steam cloud is enabled and I cant find any other settings that could mess with the upload. If anybody has an idea how to fix my problem I would be happy to hear it.
  12. Hi! I'm trying to find a way to insert an ogg video in my mission like in Arma 3 campaign. I have a several problems with BIS_fnc_playvideo (or similar command, sorry). One of them and the most important is that i don't know how to pause the multiplayer game while the video is playing. Have you got any suggestions? Wish you all the best, gerFid
  13. Hey, sorry, I'm pretty new to designing missions, so I'm not great at scripting. I'd like to make it so that, on a multiplayer server, with 5-20 players, it randomly picks one or two. The idea would be that it would flash a message on their screen, and theirs only, so that no one who is NOT picked would know about it. Does anyone know what code I should fuck with to do this? I already know how to make it output messages via Hints, I just need to know how to make it randomly pick that one or two players to do it to, without anyone else (including the host, if possible) knowing who was picked.
  14. Is there a way to edit Bohemia Interactives default game modes? For example, I wanted to make a Multiplayer Advance and Secure scenario and the already implemented game mode "Warlords" covers a lot of the needed mechanics. The problem is there's a lot of extra mechanics and UI that I don't really need in the scenario and the modules don't give me enough control. I have tried using light mods like MCC but I wanna keep the mission as light as possible even if it means more work on my end. If any one can just give me A TLDR, point me in the right direction, or even tell me if whether or not what I want to do is possible that would save me a lot of time. Thanks.
  15. Hello guys i put my Working version of the Animated Opening Intro " same of Tac OPS " In first times , escuse my english 😉 Ok For the First step you need to creat 2 sqf file : timeline.sqf and initIntro.sqf In the eden editor you needto one intro with a player soldier.And save the intro. In your description.sqf enter this code : class CfgFunctions { class A3_Missions_F_Tacops { tag = "BIS"; project = "arma3"; #include "\A3\Missions_F_Tacops\cfgFunctions.inc" }; }; Now you need to add code in timeline.sqf . private _timeline = [ [ 0.000, { //playMusic "LeadTrack01_F_Tacops"; //0 fadeMusic 1; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, ["Guess what", "This is some text you're reading"], STYLE_TITLE_AND_SENTENCE] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 4.7, { [MODE_BLACKOUT,3,false] call bis_fnc_animatedScreen; }], [ 7.709503, { // < Image 01 - //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [2,3,1.00] ] call bis_fnc_animatedScreen; playsound3D ["a3\Sounds_F_Tacops\SFX\Missions\c01_1.wss",player, false, getPosASL player, 0.35]; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; //[MODE_BLACKOUT, 0.01, true ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, 1, "AOSlide1.jpg" ] call bis_fnc_animatedScreen; [MODE_LAYER_ROTATE, 1, 8,5 ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, 1, 8,nil,1.1 ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, C01_SLIDE5_ID_PARTICLEMIST, C01_SLIDE5_IMG_PARTICLEMIST, nil,0.5,1 ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, C01_SLIDE5_ID_PARTICLEMIST2, C01_SLIDE5_IMG_PARTICLEMIST, nil,0.4,1.9 ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, C01_SLIDE5_ID_PARTICLEMIST, 20, [0.7,0.65], nil, [0.3,0.65] ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, C01_SLIDE5_ID_PARTICLEMIST2, 20, [0.3,0.65], nil, [0.7,0.65] ] call bis_fnc_animatedScreen; [MODE_LAYER_ROTATE, C01_SLIDE5_ID_PARTICLEMIST2, 10, -30 ] call bis_fnc_animatedScreen; [MODE_BLACKIN, 2, false ] call bis_fnc_animatedScreen; } ], [09.504309, { //0 = [localize "Amazing that you can read this!", STYLE_DYNAMIC_TOPLEFT, 0] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [10.055399, { //0 = [localize "Holy Shit", STYLE_DYNAMIC_CENTER1, 1] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 13.255399, { // Image 01 > //fade to black [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; } ], [ 15.388489, { // < Text 01 //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [1,3,1.05] ] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, [ "Amazing that you can read this!"], STYLE_ONE_SENTENCE] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 20.059, { [MODE_BLACKOUT,3,false] call bis_fnc_animatedScreen; }], [ 23.071934, { // < Image 02 - //[ MODE_DESTROY ] call bis_fnc_animatedScreen; //[ MODE_INIT, [8,3,1.00] ] call bis_fnc_animatedScreen; playsound3D ["a3\Sounds_F_Tacops\SFX\Missions\c01_2.wss",player, false, getPosASL player, 0.23]; [ MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [ MODE_BLACKOUT, 0.01, true ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, 2, "AOSlide2.jpg" ] call bis_fnc_animatedScreen; [ MODE_SKYBOX_CREATE, C01_SLIDE2_ID_SKYBOX, C01_SLIDE2_IMG_SKYBOX, 1, 30 ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE2_ID_BLOOD_A, C01_SLIDE2_IMG_BLOOD_A ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE2_ID_BLOOD_B, C01_SLIDE2_IMG_BLOOD_B ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE2_ID_BLOOD_C, C01_SLIDE2_IMG_BLOOD_C ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE2_ID_ABOVEBLOOD, C01_SLIDE2_IMG_ABOVEBLOOD ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE2_ID_SOLDIER_WITH_AK, C01_SLIDE2_IMG_SOLDIER_WITH_AK ] call bis_fnc_animatedScreen; [ MODE_LAYER_FADE, [C01_SLIDE2_ID_BLOOD_A,C01_SLIDE2_ID_BLOOD_C], 0.001,0,1 ] call bis_fnc_animatedScreen; //fade away the black screen [MODE_BLACKIN,2,false] call bis_fnc_animatedScreen; //rotate background [MODE_LAYER_ROTATE, [2,C01_SLIDE2_ID_BLOOD_A,C01_SLIDE2_ID_BLOOD_B,C01_SLIDE2_ID_BLOOD_C,C01_SLIDE2_ID_ABOVEBLOOD],10,15] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, [2,C01_SLIDE2_ID_BLOOD_A,C01_SLIDE2_ID_BLOOD_B,C01_SLIDE2_ID_BLOOD_C,C01_SLIDE2_ID_ABOVEBLOOD],10,nil,1.3] call bis_fnc_animatedScreen; //rotate FOREGROUND //[MODE_LAYER_ROTATE,C01_SLIDE2_ID_SOLDIER_WITH_AK,8,10] call bis_fnc_animatedScreen; //[MODE_LAYER_ANIMATE,C01_SLIDE2_ID_SOLDIER_WITH_AK,8,nil,1.8] call bis_fnc_animatedScreen; //uisleep 2; [MODE_LAYER_FADE, C01_SLIDE2_ID_BLOOD_B, 2, 0, 1] call bis_fnc_animatedScreen; [MODE_LAYER_FADE, C01_SLIDE2_ID_BLOOD_A, 2, 1, 0] call bis_fnc_animatedScreen; } ], [ 24.940964, { //00 = [localize "Will it just not cease to amaze?", 999, 0,[0.5,0.45]] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 25.875478, { //00 = [localize "No it continues ever onwards", 999, 1,[0.15,0.75]] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 28.675478, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 30.724647, { // < Text 02 //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [1,3,1.05] ] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, [ "Truly spectacular that you can see this now!"], STYLE_TITLE_AND_SENTENCE] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 36.096, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 38.434257, { // < Image 03 - //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [2,3,1.00] ] call bis_fnc_animatedScreen; playsound3D ["a3\Sounds_F_Tacops\SFX\Missions\c01_3.wss",player, false, getPosASL player, 0.7]; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKOUT, 0.01, true ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, 3, "AOSlide3.jpg" ] call bis_fnc_animatedScreen; //[MODE_LAYER_CREATE, C01_SLIDE3_ID_BACKGROUND2, C01_SLIDE3_IMG_BACKGROUND2,nil,0 ] call bis_fnc_animatedScreen; //[MODE_LAYER_CREATE, C01_SLIDE3_ID_BACKGROUND3, C01_SLIDE3_IMG_BACKGROUND3,nil,0 ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, C01_SLIDE3_ID_SPARKS, C01_SLIDE3_IMG_SPARKS ] call bis_fnc_animatedScreen; [MODE_LAYER_ROTATE, [ 3, C01_SLIDE3_ID_BACKGROUND2, C01_SLIDE3_ID_BACKGROUND3 ], 8,5 ] call bis_fnc_animatedScreen; [MODE_LAYER_ROTATE, C01_SLIDE3_ID_SPARKS, 8,15 ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, [ 3, C01_SLIDE3_ID_BACKGROUND2, C01_SLIDE3_ID_BACKGROUND3 ], 8,nil,1.1 ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, [ C01_SLIDE3_ID_SPARKS ], 8,nil,1.1 ] call bis_fnc_animatedScreen; [MODE_LAYER_PULSE, C01_SLIDE3_ID_BACKGROUND2, 3,0.9,0,5 ] call bis_fnc_animatedScreen; [MODE_LAYER_PULSE, C01_SLIDE3_ID_BACKGROUND3, 1,0.9,0.2,5 ] call bis_fnc_animatedScreen; //[MODE_LAYER_PULSE, C01_SLIDE3_ID_SPARKS, 1,0.9,0.2,8 ] call bis_fnc_animatedScreen; //[MODE_LAYER_PULSE, C01_SLIDE3_ID_SPARKS, 0.5,1,0,10 ] call bis_fnc_animatedScreen; [MODE_BLACKIN, 2, false ] call bis_fnc_animatedScreen; } ], [ 42.246390, { //00 = [localize "And that", STYLE_DYNAMIC_TOPLEFT] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 44.607636, { //00 = [localize "is a wrap", STYLE_DYNAMIC_BOTTOMRIGHT] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 44.007636, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 46.129644, { // < Text 03 //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [1,3,1.05] ] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, [ "But now it is almost time to end this"], STYLE_ONE_SENTENCE] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 51.700, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 53.825030, { // < Image 04 - //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [2,3,1.00] ] call bis_fnc_animatedScreen; playsound3D ["a3\Sounds_F_Tacops\SFX\Missions\c01_4.wss",player, false, getPosASL player, 0.85]; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKOUT, 0.01, true ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, 4, "AOSlide4.jpg" ] call bis_fnc_animatedScreen; [MODE_LAYER_ROTATE, 4, 8,5 ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, 4, 8,nil,1.1 ] call bis_fnc_animatedScreen; [MODE_BLACKIN, 2, false ] call bis_fnc_animatedScreen; } ], [ 55.679835, { //00 = [localize "Just", STYLE_DYNAMIC_TOPLEFT] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 56.571677, { //00 = [localize "About", STYLE_DYNAMIC_BOTTOMRIGHT] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 59.368241, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 61.513304, { // < Text 04 //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [1,3,1.05] ] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, [ "So thanks so much for reading", "It truly means alot"], STYLE_TWO_SENTENCES] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 67.179569, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 69.162460, { //key 26 // < Image 05 - //[ MODE_DESTROY ] call bis_fnc_animatedScreen; //[ MODE_INIT, [9,3,1.05] ] call bis_fnc_animatedScreen; playsound3D ["a3\Sounds_F_Tacops\SFX\Missions\c01_5.wss",player, false, getPosASL player, 0.55]; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [ MODE_BLACKOUT, 0.01, true ] call bis_fnc_animatedScreen; //[ MODE_SKYBOX_CREATE, C01_SLIDE5_ID_PARTICLESMOKE, C01_SLIDE5_IMG_PARTICLESMOKE, 1, 20 ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_PARTICLESMOKE, C01_SLIDE5_IMG_PARTICLESMOKE ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE5_ID_BACKGROUND, C01_SLIDE5_IMG_BACKGROUND ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_CONVOY, C01_SLIDE5_IMG_CONVOY ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_SOLDIER, C01_SLIDE5_IMG_SOLDIER ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_SOLDIERSHARP, C01_SLIDE5_IMG_SOLDIERSHARP ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_PARTICLEMIST, C01_SLIDE5_IMG_PARTICLEMIST, nil,nil,0.75 ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_PARTICLEMIST2, C01_SLIDE5_IMG_PARTICLEMIST, nil,nil,0.8 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ROTATE, [C01_SLIDE5_ID_SOLDIER,C01_SLIDE5_ID_SOLDIERSHARP], 15,10 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ROTATE, [C01_SLIDE5_ID_BACKGROUND,C01_SLIDE5_ID_CONVOY], 30,30 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ROTATE, C01_SLIDE5_ID_PARTICLESMOKE, -10,30 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ANIMATE, [C01_SLIDE5_ID_BACKGROUND,C01_SLIDE5_ID_PARTICLESMOKE,C01_SLIDE5_ID_CONVOY], 30, nil, 1.3 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ANIMATE, [C01_SLIDE5_ID_SOLDIER,C01_SLIDE5_ID_SOLDIERSHARP], 10, nil, 1.3 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ANIMATE, C01_SLIDE5_ID_PARTICLESMOKE, 10, [0.5,0.4], 1.0 ] call bis_fnc_animatedScreen; [ MODE_LAYER_FADE, C01_SLIDE5_ID_SOLDIERSHARP, 5,0 ] call bis_fnc_animatedScreen; [ MODE_LAYER_FADE, [C01_SLIDE5_ID_PARTICLEMIST,C01_SLIDE5_ID_PARTICLEMIST2], 0,0.15 ] call bis_fnc_animatedScreen; [ MODE_LAYER_FADE, C01_SLIDE5_ID_PARTICLESMOKE, 0,0.75 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ANIMATE, C01_SLIDE5_ID_PARTICLEMIST, 20, [0.7,0.5], nil, [0.3,0.5] ] call bis_fnc_animatedScreen; [ MODE_LAYER_ANIMATE, C01_SLIDE5_ID_PARTICLEMIST2, 20, [0.3,0.5], nil, [0.7,0.5] ] call bis_fnc_animatedScreen; [ MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; } ], [ 71.026742, { //00 = [localize "Gosh Golly, just wonderful", STYLE_DYNAMIC_TOPLEFT, 0] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 72.967529, { //00 = [localize "It has been a ride has it not", STYLE_DYNAMIC_BOTTOMRIGHT, 1] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 76.805115, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 79.093933, { //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [1,3,1.05] ] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, [ "End of Text", "Now run along!"], STYLE_TITLE_BIG] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 88.1, { [MODE_BLACKOUT,1,false] call bis_fnc_animatedScreen; }], [ 91.9, { ["Timeline finished:%1", 0 ] call BIS_fnc_LogFormat; }] ]; Now you need to add code in the initIntro.sqf #include "\a3\Missions_F_Tacops\Functions\fn_TO_AnimatedOpening.inc"; enableEnvironment false; #include "timeline.sqf"; _d = [ _timeline, 0, "LeadTrack01_F_Tacops" ] spawn BIS_fnc_animatedOpening; waitUntil { !(missionNamespace getVariable "BIS_fnc_eventTimeline_playing"); false}; endMission "END1"; For custome The picture and song just change the path of yours immage and song in the timeline.sqf You cant custom text and layer . Et voilà les amis .
  16. Hiya, I'm having some trouble with a script for a mission that is supposed to have a vehicle with something like a loudspeaker on it. The plan was to use TFAR for this for the cool effect of being able to actually speak through it and your voice then blaring from the car over radio and this making a bunch of civilians react in different ways. (I'm not having problems with the actual sounds and mod the problem is checking for certain conditions being met) I've found the event that I need to call to check for whenever someone transmits over a radio and set it up so that it only activates using the right frequency. However I also want it to only work when you SPEAK through the radio. There's a boolean that you can check for to see if someone is speaking but obviously if I use this in the event code it is only called once when the button is pressed. So I'm having some problems with how to implement this. Also excuse the shittily written and formatted code this has been cut and pasted through a few times so whenever I get something functional I'm gonna rewrite it a bit nicer. Here's what I got so far: radioBroadcastScript.sqf (executed in init with the argument of "230" just for testing purposes) //These first lines check for the arguments of the script. If none are added it will use the defaults. //First argument is the braodcast frequency. Note this has to be between 30 and 512. DEFAULT is 79.3 if (isNil {_this select 0}) then { _this set [0, "79.3"]; }; //Set the frequency at which the broadcast is detected on. broadcastFrequency = (_this select 0) ; //For each player in a group run the code below { //Register event to unit. This event is from TFAR and is for when someone presses or releases the radio transmit button. ["BroadcastingThroughSpeaker", "OnTangent", { //The event information. Unit object, radio object, radio type, whether it's an additional channel, whether it's a release or press. params ["_player", "_radio", "_radioType", "_additional", "_buttonDown"]; //Checks whether the button is pressed if (_buttonDown) then { //Assigns the currently used radio frequency by the unit to a variable _currentFrequency = _player call TFAR_fnc_currentSWFrequency; //Checks whether the frequency used matches the broadcast frequency if (_currentFrequency isEqualTo broadcastFrequency) then { systemChat format ["%1 is transmitting on frequency %2", name playerObject, _currentFrequency]; }; }; }, player] call TFAR_fnc_addEventHandler; } forEach units group player; And the check for whether someone is speaking is this little line here if (_player call TFAR_fnc_isSpeaking) then I've been kinda trying out a few different options but nothing really works. Also something worth noting is that this should ideally work in multiplayer. Any help would be greatly appreciated! 😄
  17. So in the first photo is what I made in eden, I have disabled simulation and damage and just about everything with the AI https://prnt.sc/w1ljw6 I love the look and have changed it several times due to issues I found a work around for, however this is what happens when running in zeus https://prnt.sc/w1ljr6 , if there is any help that can be provided I'd greatly appreciate it, I can't find any tutorials or videos on this
  18. So I want to create a scifi mission where the players are on an alien planet. Is there a way, other than MCC Atmosphere and the vanilla Post Processing modules, to set a permanent color filter for all players in a mission? I'm thinking something weird like green or purple for an alien atmosphere.
  19. so me and my friends set up a story line and everything is almost perfectly set but I've run into a slight problem.... we made a unit yada yada, i played online to see if our patch was showing and it was, everything looks perfect shows up on the shoulder and on planes cars ect. but when i run the mission i created it seems the patch doesn't show up at all. it still shows the unit tag above my player name so if someone knows a fix to this it would be much appreciated. (running the mission in multiplayer on a lan based server)
  20. Hi all, I've run into a small problem today. I wanted to set up some custom textures and a material in my mission and do some magic with it with scripting. I wanted to use the Super Shader but the game won't let . me The main problem is just the paths to the textures/maps in the rvmat. It's easy in the Addon editing, but how can I make the texture paths relative to the mission? I'm just getting an error that it could not load the texture. Code: class Stage1 { texture="data\textues\scorpion_nohq.paa"; uvSource="tex"; }; I have the "data" folder in my mission root and the path is as follows above. File exists and it's not corrupted I guess - TexView2 sees it properly. I tried changing the path to e.g. textureTest.lingor3\data\... or using __FILE__ but no joy either. Could anyone shed some light on that please? Thanks!
  21. Axel Horh

    Heli fight

    Good day all memebers of forum. I have idea about long term mission for ARMA 1. This will be mission type of Captue City, but by helicopters and infantry. In this mission I'm planing use EXP and money for update ammunition and vehicles. If this mission will be interested of memebers of forum and gamers, I would like to see comments from you. Have a nice day! Start Base Road Map: Link Start Base
  22. Script Example (which I use in my mission): [ Truck, "<t color='#58D68D'>Enganchar UH60</t>", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "(_this distance _target < 3) && (Truck_Bar distance Heli_1 < 10)", "(_Caller distance _target < 3) && (Truck_Bar distance Heli_1 < 10)", {}, {}, { null = ["Scripts\Interacciones\Remolcador\Soltar_Heli_1.sqf","BIS_fnc_execVM",false,false] spawn BIS_fnc_MP; [Truck,_actionId] call BIS_fnc_holdActionRemove; }, {}, [], 5, 6, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, Truck]; ____________________________________________________________________________________________________________________ When I put this Script in my Init.sqf file, one appears every time a player joins my dedicated server. Is there a way to fix that? the problem is where do I put my script? or is it a typical Arma 3 problem?
  23. 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
  24. First of all, my English is not that good, so... bear with me! 🙂 WELCOME TO ESCAPE FROM CHERTARKOV, HARDCORE EDITION. Well i know that you are going to say... "ah, another Escape mission... another tarkov... and etc" but wait a second, maybe you'll like this mission because so far we have: - Random loot spawn (yeah i know, that's something people already seen, but wait a second, there is some more stuff to see) - The whole chernarus is divided into 3 territory controlled by: 1) Scums (ex ChDKZ, bandits and etc) 2) Nationalists (more professional guys) 3) Russian spec ops (really dangerous guys) and two secret groups: 1) other PMC that will hunt players in location 2) Cultist faction (be careful, they will do bad things to you) WIP still need to change and make them more like a cultist (from now they are using livonia units) - We have a database (Credits goes to gruppe-adler! thanks my dude!) - Money system (again, credits goes to gruppe-adler!) - Shop (gruppe-adler! 🙂 thanks for all scripts you made for us 🙂 ) right now you can only buy stuff. - Random AI spawn (two raids will never be the same, so be careful) - Enhanced AI (ai will dodge, they will act more clever) - AI will talk when they see you, just like in Tarkov, so if you kill them they also make sounds >:D - Random Crashsite script with loot (thanks to GEORGE FLOROS GR! you are the best) - you were killed? no problem! you can watch your friend fight in the raid by using the computer - ACE integration (for shop, money and etc) sorry guys but this mission only works with ace 😞 - ACE campfire (credits to gruppe-adler!) you can make campfire during the night near trees. - Some friendly PMC that will help you, they also spawn randomly around the map during the raid. - Exits back to base, but they are semi random, each time you restart the server the exits will be different. - At the base you can heal for free, just find a mysterius man in bunker. - Hunger and thrist system. - Ambient and combat music (a little bit buggy sometimes but it's work still) - Almost done translating to English (65%) i just made this mission private for my friends but decided to share it with you guys. - Tested on dedicated server - and maybe something else that i forget. To-do list: - Random mini missions? - Some kind of random events? - more "Alive" functions to AI like looting, walking from the town to town. - lonely renegades? - Playing as a random scav with random loot? - PVP mod? - more map support? - Scav junkbox? (scavs will bring sometimes random loot to base if you give them money) - Bunker upgrade system? WARNING WHEN YOU ARE DONE PLAYING FOR TODAY SERVER ADMIN SHOULD USE THIS IN DEBUG CONSOLE 1)to save your loot containers simply execute globally this: [true,2] call grad_persistence_fnc_saveMission;!!!!! i still not sure how to make it work via addaction so i need some advice how to do that. Tips: - To make a campfire use ACE self action menu (ctrl+window) and go to equipment. - To take money from dead AI use ACE action menu (window) - If you are in the safe zone (base) you can put your money into bank account, go to terminal and use ACE action me (window) you'll see deposit money and etc - To trade with Prapor again... use ACE action menu on him (window) - as an admin you can use debug console here is useful commands for now: 1)to save your loot containers simply execute globally this: [true,2] call grad_persistence_fnc_saveMission; 2)to change the weather just simply execute globally this: [] execVM "StartMission.sqf"; it will generate random weather. Requirements: CBA Cup terrain - core Cup weapons Cup units Cup vehicles Kurt's survival system (KSS) ACE Chernarus REDUX LAMBS DANGER (High recommended) Tarkov's vests Escape From Tarkov Backpack's Community Faction Project Recommended: jsrs soundmod + cup support jsrs Enhanced movement HERE IS SOME PICS: Still want to play it? here is the link! https://steamcommunity.com/sharedfiles/filedetails/?id=2115330361 have fun! Credits also goes Twiznak for his kind help, his mission was the main "skeleton" so... this all happened because of his mission 🙂
  25. Intrusion 1.02 Description Engage in this timed sector control battle where all units coordinate fighting, support and strategy in a common effort to capture and hold the key winner’s location when the battle ends! Philosophy The philosophy behind this game mode is to create some fun cooperating and TvT gameplay by balancing the imaginary slider between gaming (strafe jumps and hot action) and reality (strategy, losses and waiting times) at a good position somewhere in the middle. Further, it aims to offer good gameplay for the lone player just trying to find a server for some evening gameplay, as well as for friends who whants to join, and even leagues fighting each other. This game is meant to attract players that have some patience and the ability to feel rewarded by doing a bit of good military work before getting the ”ah” feeling of seing their targets getting blown into pieces. Features A Sector Control mission for 1-60 players (that supports SP, COOP and TvT). Capture flags and collect resources to get vehicles and weapons gaining you advantage over your enemy. AI bots can be used to fill up one or both sides, so the feeling of a great battle can be achieved even when you play alone or with just a few of your friends. Easy to get started for beginners. Start capturing the flags, and you will be valuable immediately. It’s also relatively easy to understand the deeper mechanics. It may require a small effort, but it’s all in the briefing. Progressive gameplay. You start out as infantry with standard weapons, but as resources are ticking in, your side will unlock and establish more and more advanced materiel. Fight as an individual. Be strong, do good, and earn higher ranks! Fight as a squad. Team up with friends, share responsibilities, be tactical, help each other out, and earn higher ranks together! Fight as a brigade. Follow the brigade leader’s orders, find a superior strategy, utilize the squads' different abilities, and win the battle together! All squads has a ”profession” (dependent on choice and rank). Like in reality, each squad has one role, and one specialized vehicle assigned that noone else is allowed to use. Download At Armaholic (coming soon) Direct download at OneDrive: Intrusion Malden v1.01, Intrusion Malden v1.02 Intrusion Tanoa v1.02 At Steam Workshop Intrusion Malden Intrusion Tanoa Advice For Best Gameplay Feature rich missions like these run best on dedicated server. Player on hosted server may experience some FPS drop, a bit dependant on number of players and AI in the mission. Code The code for this mission is written entierly in SQX using the TypeSqf Editor. The code is shared at Github. Licence MIT. Dependencies Arma 3. Version History Version 1.02 New Move Base Dialog Rating increase is now "reduced" instead of "blocked" when player respawns/dies etc. Made top screen info appear on one line instead of two. Made rating and rating for next rank visible for players. AI now refuels their vehicles if no human player is on their side. Introducing Intrusion Tanoa. Version 1.01 Added battle locations. Removed AI movement debug information when running locally. Improved the loading screen. Version 1.0. First version. My Other Missions Escape Tanoa by Engima (built on the original Escape Chernarus branch from Arma 2) Operation Shoe Lace Operation Broken Arrow Night in July
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