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Found 170 results

  1. 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
  2. Good evening, community! I have found and used a couple of scripts that make enemy AI units surrender in singleplayer (SP). For example, when almost the entire enemy squad is dead and only 1 or 2 units are alive, they will surrender no matter other conditions. And I said "other conditions" because during the last 2 days I've read a lot of topics with information about their behavior and moral as a condition to make them give up. But this is not the case or the result I am looking for. I need a proper script for cooperative and multiplayer missions to give any enemy the possibility to surrender when forced to. If that with the moral is the right way to succeed, I am in! Thank you in advance and cheers! ๐Ÿ™‚
  3. GEORGE FLOROS GR

    Missions

    Missions Information : Feel free to share and discuss , about your Ravage Missions.
  4. Hello community! I've had this released on the Steam Workshop after a long development period, and it's about time I introduce it here. I hope communities will enjoy using this! Hunter'z Persistency Module What is it? It's an "offline" (meaning, an SQL server or similar is NOT required) persistency framework for complex dynamic missions. It's meant as an alternative to existing solutions that use SQL servers. Instead of using a server/database approach, Hunter'z Persistency Module is fully SQF-based and outputs save data to text files in SQF-format. With this module you can avoid having complex infrastructure such as SQL servers and set up a persistent server with ease. What can it do? As a framework, it's got all the functionality you need to save any object, ammo crate, or vehicle and it's designed to be very easily customised so that you can save custom information such as object or mission variables. The module is focused mostly on realism/logistics scenarios, which means whatever you want to be persistent, you can set it up with ease and it will save every detail without compromise or room for exploits. For example, if you want to set a vehicle to be persistent, all you have to do is call one line of code and its state will be saved with all details down to the number of rounds it has in its guns. Player units are also persistent by default, which means not only does it save your position or your gear upon logging out, but also how many bullets you have in the magazines inside your backpack, the damage on all your body parts including your full medical state if you use ACE, any map markers you have placed and whatever else comes to your mind. The customisation of the framework is done by using API functions that you call either through scripts in your mission or live through the in-game admin console. These are all described together with setup instructions and further information in the manual that comes with the module. How does it work? It uses Killzonekid's debug console dll extension (with his permission of course) to write to a save file on the server machine. Although the save file comes out as pure SQF, due to the limitations of extensions in Arma, large data arrays are split up into smaller ones and parsed back to normal by the module during saving and loading. This means that you might see a lot of text in your save files, but since it's all SQF, you actually have the option of editing the data manually by hand in case of any problems you have in your mission or things you want to change. Saving to file is done automatically, through an auto-save system, for which you can set the save interval. The module is very performance friendly as it only uses resources when conducting a save, which usually takes less than a second. Player persistency is managed through connect/disconnect event handlers by the server, and other than these situations the module will not be using any CPU power! Future work / TODO? I plan on adding more features to the mod. One thing I will investigate soon is persistency of damage to map objects, such as buildings that are part of the map. No promises though! Download link You can obtain the mod through the Steam Workshop. https://steamcommunity.com/sharedfiles/filedetails/?id=1207707864 Licensing The module is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. You are free to share or build upon this work as long as you credit me as the original author. You may not sell this work or any derivatives of it, or financially profit from the use of the mod in any way. Trivia Although I've been working on Arma 2/3 for a few years now, this is the first mod that I got ready to be released for public use. I'm hoping to have release versions ready for my other mods, especially the AI mod I've been developing since 3 years, but we'll see... For more info on what I do, feel free to check out my repo: https://github.com/KHunter-Arma
  5. Okay so I have broken a script while trying to change the mod dependencies because I opened it in in notepad and I did not unbinarize it first. The good thing is I made a backup of the file but the backup is a txt document. How do I fix this? I have downloaded arma tools and I have some of mikero's tools such as derap but I don't know what i'm doing from here. Any help would be greatly appreciated! When I try to load mission I am receiving a message that says mission.sqm, line 0: '.raP': " encountered instead of '='
  6. Hi! My team has decided to publish Revolution mission and framework from 2014. It's a roleplaying framework and mission designed to feature fast paced action if compared to eg. Altis Life. The mission also features an end game condition, where rebels have to destroy critical infrastructure and ultimately capture the presidential mansion to complete a revolution and win the round. Essentially, the mission is a tribute to the awesome Chernarus Life: Revolution mission in Arma 2 where the original development team had some of the top moments of their life. I'm forming a task force with the goal of extending the functionality of Revolution and adding stat save to it (the current version doesn't have stat save). If you're interested in joining the development team or just want to chat with the developers (suggestions are always welcome!), join our Discord server: https://discord.gg/5jsUbpb The code with license terms and conditions can be found from GitHub repository: https://github.com/Ezcoo/Arma3Revolution Enjoy the mission and framework and make sure to contribute! ๐Ÿ™‚
  7. City of Georgetown (Tanoa). In a building the rebel forces have imprisoned a Western scientist. Numerous enemy patrols watch over the city. A squad must advance through the urban fabric, access the building and release the scientist. An argument like any other that, surely, has been used in hundreds of action movies. /////////////////////////////////////////////////////////////////////////////////////////////////////////////// // HOSTAGE // _markerstr = createMarker ["HOSTAGE_1",[5792.42,10427.5]]; _markerstr setMarkerShape "ICON"; _markerstr setMarkerType "hd_dot"; _height = 12.6253; _pos = getMarkerPos "HOSTAGE_1"; _HOSTAGE_1 = [ [_pos select 0, _pos select 1, _height], CIVILIAN, ["C_scientist_02_formal_F"],[],[],[],[],[],0] call BIS_fnc_spawnGroup; { group _x setFormDir 180; _x allowFleeing 1; _x setdir 180; _x setCaptive true; _x setUnitPos "AUTO"} forEach units _HOSTAGE_1; /////////////////////////////////////////////////////////////////////////////////////////////////////////////// Question: With this little script the civilian appears in the correct position. However, you have to be handcuffed (setCaptive true), but it doesn't happen that way. It is generated and runs away (allowFleeing 1). The civilian must be handcuffed to be released by the command Can anyone tell me what I am doing wrong? Thank you.
  8. 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 Mission file with source and sample dedicated server settings Paypal donation (will be used to keep server running) CHANGELOG 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 ๐Ÿ˜‰ 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 ๐Ÿ˜‰ 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!
  9. This mod is no longer updated/available (that was fun but very time consuming, thanks everyone for your support) Ground Zero Scenario Series Dead or not, they are a threat Gameplay 1-40 solo/coop/PVP survival game (host the game in multi even for solo else it will be broken). Survive in a hostile environment among civilians, militaries, thugs and optionally, zombies.Every game is different! Feedbacks welcome. Main features Permanent skirmish between the 3 factions (and Zombies if Ravage or Zombies & Demons is activated) Up to 40 players/AI in coop/PVP with dynamic respawn systems Huge randomized content 3 game modes 30 different type of missions each coming with variable elements 10 random events, dynamic weather , day & night cycle impacting the game, etc. Ambient systems for increased immersion: civilians, animals etc. Classic survival pillars: food, water, temperature, loot, vehicles, advanced health system etc. Open world: explore the region, follow the available missions, encounter random events... Dedicated server support Headless client support Custom save games for mission progress Automatic multi-mods support framework Mods Collection All Ground Zero different maps/scenarios Required mods Check the "Required items" widget on the right column of Steam workshop CBA_A3 Heros Survive Optional mods supported for even more immersion vCom AI Ravage Zombies and Demons BWS Zombies Any mod bringing content in the form of men, vehicles or equipement/gear will automatically be activated and stacked Update log http://arma-3-ground-zero.wikia.com/wiki/Update_log Wiki Work in progress wiki Downloads Ground Zero Altis Ground Zero Beketov Ground Zero Chernarus Ground Zero Chernarus 2035 Ground Zero Chernarus Redux Ground Zero Isla Duala Ground Zero Kunduz Ground Zero Malden Ground Zero Ruha Ground Zero Sahrani Ground Zero Stratis Ground Zero Takistan Ground Zero Tanoa Ground Zero Trava Ground Zero Vidda Ground Zero Wake Island Credits Click here
  10. Good afternoon, today I come to discuss my problem, I have a mission from the map Los Santos edited with NPCs, new areas that I believe, things that I deleted and put other things, ETC The issue is that at the time of loading the mission to the server and with or without NPCs and without a configured mission, no load appears in the console that does not load the Mods, it is well set the address where you have to load the mods, and everything but I try with another map with mods the same edited and its works. I do not know what happens, and please ask for help since I have 2 weeks trying to solve this situation Things that I already try: .Load the mission without NPCs and without a configuration See if the Life_Server and extDB is fine Remove the life server and the extDB from the mission See if the MySQL is well addressed .Reinstall the weapon3 server .See that no mod is corrupt load the mods that the server needs . See that all the Keys are well
  11. A Mod based on Tom Clancy's Ghost Recon, which covers the series from the original era until Ghost Recon Wildlands. It is primarily focused on making a functional and working CROSSCOM 2.0 system in Arma, based on the one from Advanced Warfighter and Future Soldier. Youtube Showcase- https://youtu.be/WH3YTKi3eJ8 Ghost Lead, Kozak, Pepper and 30K sweep through a European village with the CROSSCOM active. Allied squadmates are shown as Blue, while hostiles are Red, civilians white. The shape denotes unit type- infantry are diamonds, vehicles squares, with icon shape, size and color as close to GR's as possible. The small feed in the bottom corner gives a real time grid reference (GRD) and time. (LMT) Here you can see some OPFOR units that have been tagged by the HUD- if the players lose sight of the units the HUD projection/ feed will show a broken outline at their last spotted location, before disappearing over a short time. A screenshot of some players moving through a mission built for the CROSSCOM mod- A Ghost Team deployed to the Mediterranean in order to find and eliminate an enemy BODARK recon team, who are supporting Militia units in the area. This video uses outdated uniforms (VSM V1- and the current uniforms for the various Ghost Recon era soldiers are VSM V2.) Technical mod information- The CROSSCOM will IFF (Identify Friend/Foe) targets out to 200m for infantry, 300m for vehicles, in a colored diamond for infantry, square for vehicle, similar to Ghost Recon Advanced Warfighter- Red is hostile or unknowns, Blue is allied squadmates. Weather, time of day and the amount of cluttered terrain or stance all affect the HUD- it's harder to get an accurate read for the CROSSCOM when at night, in bad weather such as a storm or typhoon, and prone targets in brush terrain are harder to tag than standing targets in the open. The HUD also gives a readout of your current grid reference (GRD) and time of day (Local Mean Time, LMT) in the corner of the screen. Squad Linked HUD- The HUD is linked between squad members, meaning if one player spots a target it will appear as tagged for the entire squad if they are in close proximity to each other, out to about 50-75m between the individuals. I recommend disabling the ingame Squad hexagons when using the CROSSCOM. Broken LOS Area marks- If you have no direct line of sight to the tagged target or have lost line of sight to the target, for example if an enemy ducks behind cover, a broken outline of the diamond or square in the respective colour will appear in the last spotted location for a short period of time before fading on your HUD. The CROSSCOM is linked to several inventory items, and will only boot up and be enabled if you are wearing those items- the mod scans your inventory upon spawn and gives you tactical googles if you have no CROSSCOM item, meaning that the mod is usable in all custom missions and even in the official campaign, but bear in mind that it is rather over-powered for the base game campaign. UAV Supported- If you have a UAV overwatch in your mission that is controlled by a player who had the HUD, the UAV can tag targets for infantry or armored units. If a squadmate has the HUD enabled while linked to a UAV drone, the UAV's tag targets will be projected onto the HUD of the UAV operator and all infantry units in that squad, visible as a tag which can been seen through obstacles such as hills and terrain. If your UAV looses visual on the enemy forces the tag is removed after a short period of time. In addition to the HUD, the mod also moves the player's third person camera to an over-the-shoulder perspective, similar to the Ghost Recon games. Ghost Recon Faction- The mod includes a faction of units based on Delta Company, 1st Battalion, 5th Special Forces Group 'Ghost Recon' during the three major time periods over the course of the series. This includes the 'Classic Era', which covers the pre-GRAW (pre 2013) time period, and the soldiers are armed with M4A1 Carbines, M249 SAW's, M14's and MP5's. Classic units are equipped in M81 camo and have no CROSSCOM auto-enabled. Notably lighter gear and lack of helmets compared to later depictions of the units. All unit have loadouts/ units based on the PS2 or PC version of the game, Veteran Difficulty, with some liberties taken for game play reasons, such as adding smoke grenades, which were not in the original. All classes are based on the game's preset kits and options. Yes, before anyone asks the brown Ghille is correct and not a mistake, as both the Island Thunder and Jungle Storm campaigns have the Ghost's Sniper unit wearing a brown Ghille suit. Ghost Recon Advanced Warfare/GRAW Era covers the Mexican Civil War period of 2013-2014, and soldiers from the Bolivia campaign in Ghost Recon Wildlands are also included. Credits- Deadfast (Shoulder camera) and TPW for original HUD code, used with permission. List of CROSSCOM supported items- Tactical Glasses, Tactical Googles, VR Headset, Assassin Helmet (Black), Viper helmets. Download Links- Steam Workshop- http://steamcommunity.com/sharedfiles/filedetails/?id=1274118490 Armaholic- http://www.armaholic.com/page.php?id=31449
  12. Hello, I have made a mission using a script made by an Armaholic profile called ESO. It simply spawns units when Player/Player's(MP) are in its desired distance. BUT. I wunder if it is somehow possible to make the Players that are in Plane or Helicopter not be able to activate ESO script. Other words that they can fly inside a marker with ESO without any units spawning. Could any1 help me out on this? Would be really helpfull! ๐Ÿ™‚ Regards Sorry for bad English.
  13. Hello! I get straigt to the point: I am creating a mission in 3Eden and I have stumbled on an holdback. I have used the ALIVE modules to make civilians spawn on the map. (Standard ALIVE Civilian spawn) And if I use Allow interact in the module "Civilian Population" We can interact with them in-game to detain, tell go away and so on... But I wish to have this on the ACE interaction menu instead. How do I make this? I belive this is done tru scripting. Regards!!!
  14. Thats the script I am using but once the mission starts it says their is a generic error, and it just teleports the object up. Basically I want to be able to move an elevator up and down from two different points! Thanks for any help provided!
  15. *And the operation name finally made, which is called "Umbrella Take Down". Pretty cool right? In this mission everyone have limited respawn chances, if you run out, you fail the missions, also if everyone all get wipe all in the same time, the mission is also fail desu. This mission require minimum of 1 player (common sense), and up to maximum of 6 players as allow. The mission is: wipe out all the Umbrella members that around. There's a easter egg in the game, is easy to find, and it will become the future boss in the next CO-OP mission I about to publish. ps: The default time and weather is raining in the summer morning, you could also change those on the mission white board. So, enjoy it! At last, Panzer Vor! Here are some in game looks:
  16. My mission file is broken. I saved this mission with the UNSUNG Vietnam War Mod by accident. When I removed the mod from the 'mission.sqm' file and switched off the mod, the mission stopped working. Whenever I try to open the mission in the Editor I get 'Error when loading the scenario'. http://www.filedropper.com/mission
  17. 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.. 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 locations (spawning factions on areas) 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 Have fun! Pierre MGI
  18. Full Screen Mission Loading Screen This mod makes the mission loading screens full screen. The map won't be displayed anymore. I've always felt a piece of ArmA 2 that went missing...Full screen mission loading screens were good, because they allow for missions to display the rules, guides or set the mood with an epic image! Here you go, grab the full screen mission loading screen mod and set the mood! If something breaks, leave an angry comment! :) CAUTION: Try not to inflate your missions too much with HD images ;) Download: Google Drive Steam Mega Under the hood: Grabs image from https://community.bistudio.com/wiki/Description.ext#loadScreen https://community.bistudio.com/wiki/Description.ext#overviewPicture Map (might be out of scale) If loadScreen does not exists, uses overviewPicture If neither exist, defaults to map! Thanks to arma 3 discord community! LICENSE: APL-SA You may do whatever APL-SA allows. You may re-upload this mod or parts derived of it anywhere. You do not have to give me credit (just have fun!)
  19. Authors Note*: Man, this was quite the process. Over 100 hours went into this mission. If you like high action, intensity, and a requirement of using technical skills, this is the mission for you. After playing this with my friends, I am feeling confident that anyone can enjoy this scenario. SITUATION: Chinese and American forces have occupied the southern area of the main island of Tanoa for too long. It's high time that we take it back. This scenario includes: Singleplayer 16 Player Co-Op Task Progression Supports Arsenals Equipment saving and loading Full time of day settings Full weather settings Fatigue Option Respawn unlocks Auto Saves Roughly 1 Hour 45 Minutes of Gameplay FUN! CHALLENGE: I bet you can't beat this mission within an hour and a half. ๐Ÿ™‚ (NO MODS REQUIRED) [Co-Op/SP] Operation Treefrog Watch the Feature Trailer! Check out my other scenarios!
  20. GEORGE FLOROS GR

    Mission Collection

    Missions Collection Information : Feel free to share and discuss about Ravage Mission Collection.
  21. Hey everyone, I recently downloaded and installed the Esseker map, and discovered that I rather like it. Other than Exile, Wasteland, and the likes, there don't seem to be very many missions available for download (of the type that you'd just play with a couple of buddies when you have nothing else to do). So I had an idea, but I have no idea how to do it, or if can even be done, as I have very very limited experience in arma mission editing. I would like to make an escape mission for Esseker, just to play with some friends. I was wondering if it's possible to move most of the content from the already-made "Escape Altis" mission (as in moving the scripts, sounds, etc). I figure the most work will be getting the triggers, and objects like that to the "Escape Esseker" mission. Is this a feasible plan? TL;DR: I'd like to move the mission "Escape Altis" to the Esseker map, what's the best way to do this?
  22. Hi, I have close to 800 hours in ARMA myself but here's the situation: We're having a little LAN at work and to my surprise ARMA3 is getting some votes in the game selection (#2 just after Overwatch). This raises the challenge how to run ARMA as a one-shot thing with people who likely are completely new to the game. The Bootcamp can be great in introducing the very basics but we're talking of quite busy people who might not have the time to go through anything like that on their own. They are more or less gamers and generally bright people so they might pick up things quick on the go - most of them I don't know that well however to assess their exact capability. Everybody being in the same room and focusing on the game can help too. Was thinking of writing a little info blurb with just a few pointers how this game is different from your regular shooter and pointing them to the Bootcamp so some at least can pick up things beforehand and educate the others. Also making it co-op removes much of the skill gap and can provide for a nice change of pace in the LAN. Keeping it simple is a must, then again multicrew vehicles is something where ARMA shines and just driving and fooling around in a ground vehicle is quite easy and fun to do. I would think Zeus mode, or can I find fun missions that are easy to set up and easy to play for total newbies? Zeus would provide the advantage of adapting on the fly and setting both the content+challenge level to group specifications. I do have experience with the editor but I'm new to Zeus myself, I've been glancing at it and thinking it's a great tool - I used to play it while I was new - but the time to prepare is very short now. We could make it a simple scenario in semi-open terrain + towns, most probably Altis as that's the map most familiar to me and it's commonly played, also very different locations available. Assuming 7-8 players I'd break it into 3 fire teams: motorized recon (1-3 experienced players), an armored component (eg. tigris, MBT, APC with 2 or 3 people), motorized rifle squad (everybody else, mostly newbies). There's probably around 2-3 hours we can spend on the whole experience. Running Zerty's Mod with the right settings could be an idea, as I'm familiar with the mode and it exposes much of the game. We'd be taking over one town after the other and building our force. The enemies mostly would be stupid bots with some vehicle support (they would have APC etc). This way everyone would get to play and there would be a challenge to rise to, the experienced players would pull more of the game though. The challenge wouldn't really scale up but it's a short exercise anyway and in just a couple of hours we could get to running around with various ground vehicles or even commanding bots (it gets tricky in this territory though). Zerty's has a couple of its own mechanisms like factories with build queues, town mechanics, economy and bases so some people involved could get bogged down by those (IMO you could mostly just ignore them and tail the rest of the group). In terms of training, I think we need to cover: The basics of handling the game (gear selection, context menu, what to expect) How to operate with infantry (using cover, stances, locating enemies or rather the difficulty of it) How to hit things with firearms (eg. holding shift, selecting your engagement range, weapon types, bullet drop/zeroing, short bursts) Any special roles people want to try out (sniper weapons, ATGM, vehicle gunners) I will need to have another look at the WarMachine mode as that might provide just what we need, but in a more simple format. Any other ideas, concerns or suggestions?
  23. Hello mates, I created an Arma 3 Mod (@Mod \ addons \ texture.pbo) Now I want to link the textures in my mission file. for a paint shop for Exile. and have tried the following path. "\ A3 \ @Mod \ addons \ texture \ sample.jpg" unfortunately he does not show me the textures. thanks for answers
  24. Hi there, It's quite annoying when someone else has used the gunner seat of a Heli, offsetting its position, and you later decide to Manual Fire from the pilot's seat and have a misaligned gun. I've been putting a lot of effort into setting up a script that can deal with this via a User Action, however I'm getting a few errors. A few of them are about missing " ) ", " ] ", " ; " (though I have done my best to never leave these out, including using a bracket checker plugin), or invalid variables (which is probably because it's checking a variable before it's set). To summarise, when a player pilot is in an armed Heli, they shall get a user action to centre the turret. This will have either the current AI or a temporary, invisible AI in the gunner seat target a spawned marker in front of the vehicle (if a player is in the seat it won't affect them). I currently have five six files in relation to this. EDIT: Below has been updated to the latest working script - If you get errors make sure there's no invisible characters using Word It requires CBA mission.Malden\init.sqf mission.Malden\description.ext mission.Malden\functions\functions.hpp mission.Malden\functions\fn_centreTurret.hpp mission.Malden\functions\fn_allowCentreTurret.sqf mission.Malden\functions\fn_turretDir.sqf Currently, unit spawning, marker generation and AI watching are working as intended, however the user action does not appear and if i set off turretdir.sqf manually ( [] execVM "turretdir.sqf"; ) it errors. EDIT: All working as intended. I'm not as proficient at SQF scripting as I'd like to be, so I've probably made some very obvious mistakes. Any help setting this up correctly and optimising would be appreciated. I will keep trying in the meantime.
  25. Alright, so I've got a SP mission in the Eden Editor yhatta yhatta . I have the loading screen image set in general attributes as opposed to a description.ext file because I tried that already and it wasn't working. I have the path to the file set as image . paa since that's what the name of the file is and it's right in the mission folder. I've got all the other descriptions set up but when I load in the mission it says "picture image.paa not found". I've been trying to fix this for about half an hour with no luck, any ideas? Attributes Mission Folder
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