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Found 500 results

  1. 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
  2. Hi there, I'm experiencing issues with the BIS_fnc_ambientAnim function when hosting a mission on a dedicated server. When the mission first launches, any players that are in the server lobby and load in when the mission starts, the animations are not playing. However, if they leave and rejoin, all the animations are working perfectly fine. I'm calling a custom script I wrote from the initServer.sqf like so as an example: [args] execVM "scripts\ambAnim.sqf"; Within the script I'm setting some unit values such as behaviour and combat mode, then calling the following for the animation: if (local _object) then { [_object, _animation, _equipment, _snapToObj] call BIS_fnc_ambientAnim; }; I've tried using remoteExecCall like so within the custom script file: if (local _object) then { [_object, _animation, _equipment, _snapToObj] remoteExecCall ["BIS_fnc_ambientAnim"]; }; However, this produces weird results, such as the units facing wrong directions, or being halfway in the ground, and I'm assuming this would cause the server to have all clients, when another client joins, to re-run the BIS_fnc_ambientAnim function? I've also tried various combinations of calling the BIS_fnc_ambientAnim function, as well as calling the custom script directly, such as: units init w/o if (local) check units init w if (local) check Eden Editor init initPlayerLocal.sqf init.sqf Using call Using spawn I did also run the mission from on a player hosted server, but then only the host was able to see the animations when the mission started. It's as if the server isn't correctly notifying players that x object should be playing an animation when the mission starts? I'm fairly new to scripting in Arma3, hopefully it's something fairly obvious that I'm doing wrong here, but any help would be much appreciated!
  3. Dear Bohemia Interactive Team, Reforger is an amazing game that brings back memories of Operation Flashpoint. The graphics look stunning, the day-night-cycle and weather lets us experience the environment in many different settings. So we have this realistic looking landscape and assets, radio communication between squads, rank system etc. but the most played gamemode, conflict, feels totally random most of the time. From what we see, people tend to have the best experiences when there is a certain teamwork and coordination going on. It just doesn't come all by itself. The game should support the process with certrain mechanics. We have A Visually accurate representation of military assets VS. no representation of military structure. "Conflict" is meant to focus on logistics and resources, but there are no boundaries in place to prevent anarchy/chaos around those resources nor foster teamwork. In a nutshell, a conflict game is not the slower paced game it wants to be. It is about how fast people can race around the map in light vehicles to capture tents with flags on them. There are no real "lines of contact". No real motivation to stay alive. -> Suicide missions of few individuals are the norm. So I wonder, why not introduce more structure right into the game mode? My theory is that the resource system of the game mode is the key to a more realistic experience. At the moment, resources are distributed around the map, at bases, at resource points. Access is free. And if anything is free, nobody cares to be economical about it. Vehicles and gear are free, so why not take the most expensive vehicle? Gear is free, so why not take as much as possible? What happens is that few random people can deplete a base and drive off into the next suicide attack. Now, if you would assign a "wallet" to every player, things would become a lot more interesting. If a player has to use up points of his own wallet to pay for resource consumption at a base, a more economical approach to everything on the map would emerge. The current rank progression could be easily combined with the wallet. Progress within a rank would also add points to the wallet: Opportunity Cost becomes a thing 1. Increase wallet size if rank goes up 2. Increase wallet size if number of squad members goes up 3. Fill up wallet if spawning at main -> being in a squad becomes more desirable as access to resources increases. -> staying alive becomes more desirable as lost gear and respawn at bases other than main will cost you -> capturing key objectives becomes more desirable as it rewards you the most It would be a mechanic that links a players access to resources with his contribution to the goal. In essence it would mimic the value of military assets a bit more accurately.
  4. My friend, his brother and I are trying to set up a 3 way Zeus match (my friend is hosting on his computer) where we can spawn units and fight each other on Takistan. My friend is able to spawn all of his custom composition of units, I am only able to spawn 5/9 of my custom units. We have the game master modules put down with all unofficial addons checked and the problem still persist. *we are using modded units* I uploaded all my custom compostions of units to steam workshop and had the host download them, he is able to spawn them in eden editor but not the multiplayer match. Him and his brother were playing flawlessly the other night, me and my friend were playing fine the other night besides my units not fully spawning in. Now his brother loads in, sees his character for a split second and then is stuck in another loading screen but can hear the birds chirping and ambience. Any fix for both of these issues is greatly appreciated. Thank you,
  5. Hello there! I've recently set up a dedicated server to play Reforger with my group in a private setting. The server runs and seemingly operates as it should, (no unusual errors in server logs) and everyone can connect and play on the server without issues, except for myself. When I set "gameHostRegisterBindAddress" to my public IP, it prevents me from not only connecting to my server, but seeing any other Reforger servers available in the server browser. Leaving this form blank, (defaulting to 0.0.0.0) allows me to connect and play no issues, but for everyone else trying to connect, the server displays a ping of 999+ and rejects their connections. I wouldn't consider myself an expert of hosting/managing servers, especially dedicated ones like this, but am I missing something to enable connections both locally and externally, or is this just not possible with Reforger's current state? If anyone has any recommendations, I would be grateful for any and all of them! If I can provide any additional information which could help solve my issue, I would be happy to provide it! Reforger is a fantastic platform so far and I'm just really excited to play the next generation of Arma as soon as possible :P
  6. I've been playing Arma since OFP and it really seems like the multiplayer experience in this "instalment" hasn't changed. I'm so incredibly sick of shooting other players in CQB just for them to soak it up or die two seconds later. You can do everything right and have a massive advantage and the fight will still end up 50/50. Why cant enemies drop when they're shot? It really seems like BI doesn't care about the multiplayer experience and completely neglects it. I mostly play on modded servers which does seem to increase this lag time a small bit, but even official servers are plagued with this issue. Most games when you shoot the enemy, its crisp but in Arma its the most unsatisfying experience.
  7. I am designing a horror themed operation and needed a cut scene for my big bad's evil speech. I cut together a video and put it in the .ogv video format and am calling it via a trigger and a script. The script moves the players to specific spots and faces them, disables their simulation and damage, plays the video, times music to play in sync with a specific point of the video, and then re-enables their damage and simulation. Everything is moving perfectly and is timed up with uIsleeps with the exception of the video itself. The video appears to be playing back at a speed ratio of almost 2:1. The audio sounds normal, but the visuals are incredibly sped up and the video ends drastically ahead of schedule, cutting the audio out when the visuals finish. I've tried calling the video in two different ways, the first being: ["videos\TimorSpeech.ogv"] call BIS_fnc_playvideo; and the second: ["videos\TimorSpeech.ogv"] remoteExec ["BIS_fnc_playVideo", ([0, -2] select isDedicated)]; Both work in calling the video, both result in the same issue. The playback of the video is remarkably consistent and is ending at about the same time each time. I have nothing in the script or the trigger that should be adjusting time speed or scale. Below is the entirety of the script. The script is called with execVM "scripts\BigBad.sqf"; Any idea why the video playback would be so accelerated or how I might remedy it? Also please forgive the lack of a for loop here, I know it's not as streamlined but I suck at building for loops and was just operating for something that worked out the gate. //Set position and direction of hitman teams zCurator setPos [2373, 6767, 5]; if (!isNil "H1Actual") then {H1Actual setDir 0; H1Actual setPos [2373, 6767, 0];} else {}; if (!isNil "H12IC") then {H12IC setDir 0; H12IC setPos [2373.5, 6765, 0]} else {}; if (!isNil "H1Medic") then {H1Medic setDir 0; H1Medic setPos [2373, 6769, 0]} else {}; if (!isNil "H1Operator") then {H1Operator setDir 0; H1Operator setPos [2372, 6763, 0]} else {}; if (!isNil "H2TL") then {H2TL setDir 0; H2TL setPos [2376.9, 6766.8, 0]} else {}; if (!isNil "H22IC") then {H22IC setDir 0; H22IC setPos [2375, 6766, 0]} else {}; if (!isNil "H2Medic") then {H2Medic setDir 0; H2Medic setPos [2374, 6764,0]} else {}; if (!isNil "H2Operator") then {H2Operator setDir 0; H2Operator setPos [2374, 6762,0]} else {}; //Disable Simulation of Hitman teams if (!isNil "H1Actual") then {H1Actual enableSimulationGlobal False; H1Actual allowdamage False;} else {}; if (!isNil "H12IC") then {H12IC enableSimulationGlobal False; H12IC allowdamage false;} else {}; if (!isNil "H1Medic") then {H1Medic enableSimulationGlobal False; H1Medic allowdamage False;} else {}; if (!isNil "H1Operator") then {H1Operator enableSimulationGlobal False; H1Operator allowdamage False;} else {}; if (!isNil "H2TL") then {H2TL enableSimulationGlobal False; H2TL allowdamage False;} else {}; if (!isNil "H22IC") then {H22IC enableSimulationGlobal False; H22IC allowdamage False;} else {}; if (!isNil "H2Medic") then {H2Medic enableSimulationGlobal False; H2Medic allowdamage False;} else {}; if (!isNil "H2Operator") then {H2Operator enableSimulationGlobal False; H2Operator allowdamage False;} else {}; "Simulation Disabled, Video Playing" remoteExec ["Hint", zCurator]; //UiSleep combined duration of cut scene, broken up for timing of music track with video. ["videos\TimorSpeech.ogv"] remoteExec ["BIS_fnc_playVideo", ([0, -2] select isDedicated)]; uiSleep 254; playMusic ["BossBattle", 1]; "Music Playing" remoteExec ["Hint", zCurator]; uiSleep 39; //Enable Simulation and Damage of Hitman teams if (!isNil "H1Actual") then {H1Actual enableSimulationGlobal True; H1Actual allowdamage True;} else {}; if (!isNil "H12IC") then {H12IC enableSimulationGlobal True; H12IC allowdamage True;} else {}; if (!isNil "H1Medic") then {H1Medic enableSimulationGlobal True; H1Medic allowdamage True;} else {}; if (!isNil "H1Operator") then {H1Operator enableSimulationGlobal True; H1Operator allowdamage True;} else {}; if (!isNil "H2TL") then {H2TL enableSimulationGlobal True; H2TL allowdamage True;} else {}; if (!isNil "H22IC") then {H22IC enableSimulationGlobal True; H22IC allowdamage True;} else {}; if (!isNil "H2Medic") then {H2Medic enableSimulationGlobal True; H2Medic allowdamage True;} else {}; if (!isNil "H2Operator") then {H2Operator enableSimulationGlobal True; H2Operator allowdamage True;} else {}; "Simulation Enabled" remoteExec ["Hint", zCurator]; uiSleep 1; "BigBad Script has Executed" remoteExec ["Hint", zCurator];
  8. Dynamically Generated Horror Missions Join the Paranormal Operations Group (POG) and deal with spooks, anomalies, and paranormal disturbances across the world... NOTE - THIS IS A BETA RELEASE. BUGS MAY PERSIST. PLEASE REPORT IN REPLIES SO I CAN FIX THEM Storyline: The Paranormal Operations Group, a secret multi-national organization, has served under various names since World War 2 to keep the world safe from (and unaware of) the cosmic horrors that threaten our existence. From zombie contagion outbreaks to anomalous beings from beyond the veil, POG stands ready to deploy, contain, and destroy the weird, the paranormal, and the horrifying, no matter where they crop up. - A Horror Mission Generator by UselessFodder Features: - Completely dynamic horror missions generated across the entire map - Every mission is completely unique - Generates based on the server's loaded horror/monster mods (see below) - Variety of mission objectives (purge zone, recover artifact, destroy object, etc) - 1-4 objectives per operation - Single Player or Multiplayer coop up to 16 - Ground or helicopter insertions into the AO - Mission Difficulty and "Vibe" parameters available - Custom 'horror events' and sounds to keep the spooks up while in the AO - Zeus capability for hosts & logged in admins - Mission "Themes" (Undead, Fantasy, Sci Fi, etc) to increase immersion - Fine-tuned control of the enemy factions - Extremely Easy to Port to new Maps - [Coming Soon] Custom POG Patches created by UselessFodder Steam Collection of all Maps Available here: https://steamcommunity.com/workshop/filedetails/?id=3064136265 Supported Maps: - Malden: https://steamcommunity.com/sharedfiles/filedetails/?id=3064130063 - Altis: https://steamcommunity.com/sharedfiles/filedetails/?id=3064103977 - Stratis: https://steamcommunity.com/sharedfiles/filedetails/?id=3064149451 - Chernarus - Autumn: https://steamcommunity.com/sharedfiles/filedetails/?id=3064063985 - Takistan: https://steamcommunity.com/sharedfiles/filedetails/?id=3064683012 - Bystrica: https://steamcommunity.com/sharedfiles/filedetails/?id=3065545236 - Livonia: https://steamcommunity.com/sharedfiles/filedetails/?id=3355373008 - Yulakia: https://steamcommunity.com/sharedfiles/filedetails/?id=3354821631 - Esseker: https://steamcommunity.com/sharedfiles/filedetails/?id=3355963831 - (Soon) Namalsk - (Soon) Others as Suggested Supported Mods: NOTE: You MUST have at least one of the supported mods loaded or the mission will not spawn enemies! - Devourerking's Necroplague Mutants - Drongos Spooks and Anomalies - WebKnight's Zombies and Creatures - Empires of Old - Ryan's Zombies & Demons - Foes & Allies Aliens - Alienz Zetaborn - The Corporation DVK - Ravage - Max's Alien - Max's Werewolf - Cytech Assets (WIP) - Horror Mod (WIP) - (Soon)Diwako's STALKER-like anomalies - (Soon)EpochZ Spearhead Zombies - (Soon)Atmospheric Horror & Emotional Music Pack - (Soon)BG21 Slaughter Assets - (Soon)Alias Night FX Modules - (Soon)SCP Foundation - (Soon)WH Fantasy Skeleton Faction NOTE: This dynamic mission was inspired by the Dynamic Recon Ops, but diverges from that scenario in significant ways and does not utilize a single line of their code. The focus here is on the tension of clearing a dark, lamp-lit village on foot by flashlight, waiting to hear the footsteps of the infected just around the next turn... No one is coming to save your team: You are the saviors. I hope you enjoy the experience... If you encounter any bugs, please post them here, on the Steam Workshop page or in our Discord at https://discord.gg/UselessFodder . Thanks for playing! All Released DHO Collection: https://steamcommunity.com/sharedfiles/filedetails/?id=3064136265 GitHub with most up to date version: https://github.com/UselessFodder/FS-DynamicHorrorOp Credits: - Horror Mod collection: Liru the Lcpl., Icebreakr, Nillers, GameCam, John, Scarecrow1625, Hippcelt, EpochZ, JamesH97, Maddog088, Spectakil, Jones.S, lemonstone92, SMuRG_Teh_WuRGG, Sir_Potoo, robofireman - Testers: GameCam, Flame, Poly, John, Sytx, Waksu, Axagoras, Element, uty206, slugfox - Bugfixes: Drongo, Devourerking, Webknight - See more in-game Highlighted by BIS in Community Spotlight #144: No kidding screenshots captured during DHO missions:
  9. Hi, I have problems with dedicated server. When I start a mission there is around 2 min stuttering when moving. After that everything goes to normal. I am wondering what will cause this? I have tried with mods or without, reinstalling the game, etc. the issue persist.
  10. Idea- MP Lone survivor mission (VIP). One player tries to survive at a dangerous location, the rest of the players' job is to get there in time to save the survivor. Must- Survivor must spawn at his placed location. All others have respawns available at a set location (FOB) and spawn there at the beginning. Problem- When starting an MP mission, the survivor is automatically forced to respawn at the same spawn as the other players, as opposed to what I want, which is for them to just take control of the existing AI OR spawning at his already placed position, WITHOUT "Enable AI" being checked in the MP settings. Solution- Either a way to set up a spawn position that only the survivor can see OR Disabling the survivor's ability to respawn hopefully causing them not to just outright die but spawn at the spot with no lives. Tried- player addMPEventHandler ["MPRespawn", {[14716.65, 9175.446, 0]}]; player addMPEventHandler ["MPRespawn", {[here]}]; (In player INIT as well as Spawn INIT with variable name) Deselect "Select Respawn Position" (Causes all players to spawn on death location) if ( player isKindOf "B_Officer_F" || player isKindOf "O_Officer_F" ) then { player setPosATL getMarkerPos format[ "VIP_Respawn_%1", side player ]; }; if ( player isKindOf "B_Officer_F" || player isKindOf "O_Officer_F" ) then { [ player, format[ "VIP_Respawn_%1", side player ] ] call BIS_fnc_addRespawnPosition; }; Plez help
  11. Hey all, Some suggested i should post this here. I have put together a randomly generated mission, started development early 2016 and now on 2nd version of the engine. This is currently a Beta version, and once live I will be updating with new features and mission types Full details on Steam Workshop here: Malden 2035: http://steamcommunity.com/sharedfiles/filedetails/?id=1259632853 Tanoa : http://steamcommunity.com/sharedfiles/filedetails/?id=1270920304 Details of the mission here: http://www.trgm2.com In a nut shell, this is a quick start mission, that will be different each time, random events can occur during the mission (more soon), with the ability to adjust mission settings to your type of gameplay. Also an option to start a campaign mode : details here http://steamcommunity.com/workshop/filedetails/discussion/1270920304/2595630410193765175/ (ill be writing up more once out of beta) Any feedback or suggestions are very welcome
  12. Hey guys, wanna know, by curiosity, if there would be a way to give in game Ranks permanently and persistently? We have a small Milsim and by playing around with the Coalition squad interface and the option to show rank, It would be fun to have our actual Ranks Visible under our names So if there's a way to save ranks on our server and also to manually promote players, please let me know. Thanks!
  13. "My name is Steve R. Hawkins, intelligence sergeant..." More than 20 years ago, this sentence introduced thousands of players to one of the greatest games ever produced by the Czech gaming industry. And although Vietcong (2003) made by Pterodon and Illusion Softworks is now basically abandonware, we who grew up on it have not forgotten its name. This modest modification is my way to thank all those who helped to create Vietcong, all those years ago. Basic information: - PvE campaign for 4-6 players - Difficulty: Challenging - Category: Roleplay, Infantry, Special Forces - Dubbing: Yes - Setting: Vietnam War Description Vietcong COOP is a PvE campaign for 4-6 players, available in English and Czech language. Although it is theoretically possible to play with less than 4 players, this may negatively affect your gaming experience. All 16 missions are using the original voice acting taken from Vietcong (2003) and were designed with roleplay in mind. Features: 1. 16 missions for 6 players, divided into 3 chapters, with over 30 hours of playable content 2. The unique co-op format of the original Vietcong campaign 3. Original English (or Czech) dubbing 4. Briefings, armory, option to start a mission from a custom starting point 5. Additional mission "Red Dawn" For the best experience, it is strongly recommended to use this collection of mods: https://steamcommunity.com/sharedfiles/filedetails/?id=3294234750 Requirements: Arma 3 Creator DLC: S.O.G. Prairie Fire (https://store.steampowered.com/app/1227700/Arma_3_Creator_DLC_SOG_Prairie_Fire/) StaminaPLUS (https://steamcommunity.com/workshop/filedetails/?id=2365681222) RHSPKL (https://steamcommunity.com/workshop/filedetails/?id=1978754337) ----------------------------------------------------------------------------------------------------------------- Link to the English version: https://steamcommunity.com/sharedfiles/filedetails/?id=3317055096 Link to the Czech version: https://steamcommunity.com/sharedfiles/filedetails/?id=3294283095
  14. zkb1325

    ZKB's PVP Modes

    ZKB's PVP Modes is a single mission file that contains multiple PVP gamemodes, perks, score streaks, with persistent stats. This has been an on and off project for the last several years with seemingly endless tweaking and refining of features to make them the best they can be. At the moment there are 3 maps made, 2 in the VR world (I like to make things hard for my self) and ghost hotel and they can be found within a Steam Workshop Collection or on my Steam Workshop. All mission files work both local host so you can quickly play with friends as well on a dedicated server. There is also a server side addon available here where you can create custom loadouts that players can use and combined with mission parameters you can restrict it to only those loadouts or a combination of premade and player custom. If you have any questions or looking for more information on recommended settings for your server feel free to join my discord server where you can find such information and possibly others to play with. https://discord.gg/aGNSztac8k I also have a dedicated server running only the PVP missions and you are able to vote your self admin and change between the maps and mess around with different parameters. In server browser search for: ZKB or Direct Connect IP: 74.208.139.97 Port: 2302 VR Town A medium sized town with parallel roads filled with back alleys and shortcuts for flanking the enemy. The gas station side is a "small" NATO outpost, from it you can see a push towards the church side occupied by enemy guerillas who are putting up a fight all the while IDAP is trying to move around into a courtyard and setup an aid station. https://imgur.com/a/y2fGlQB https://steamcommunity.com/sharedfiles/filedetails/?id=3270028283 VR Suburb A medium sized area with a main road that goes past a gas station, garages, and a couple shops. Off the main road you will find a long row of houses with their yards filled with life. Across the road from the garages next to the houses you will find a square where IDAP has set up a decontamination zone. Expect long sightlines along with fighting between the houses. https://imgur.com/a/6Vce2KP https://steamcommunity.com/sharedfiles/filedetails/?id=3270596264 Ghost Hotel The Ghost Hotel area on Altis with some cover and obstacles placed around the area... not much more to it. https://imgur.com/a/l4IsALQ https://steamcommunity.com/sharedfiles/filedetails/?id=3272429925 Feature Highlights ( https://imgur.com/a/zPll9Y3 ) Mission Parameters Gamemode voting Bots XP and Leveling Custom Loadouts Minimap Hitmarkers Auto mag repack every reload Killcam Settings Keybinds Hitmarkers sound, color, icon Personal preferences Persistent Stats (General and Per gamemode also bot specific stats) Playtime, Kills, Deaths, Assists, Headshots, Score, Wins, Loses, Ties, Objectives Weapons stats (kills, headshots, Shots fired, Hits) layers history (See what they killed you with and you killed them with) Score streak uses and kills Profile Import/Export (Share your stats to friends or back them up) Challenges (Daily and Weekly) Unlocks in addition to weapon kills unlocks (Unlock things for completing challenges) Arma 3 units support (If everyone on a team has the same Arma 3 unit selected then the team name and icon will be the units) Gamemodes Deathmatch The classic free for all mode where the first player to reach the required amount of kills wins. Hotspot A free for all mode where there is a single point that changes positions and needs to be held to gain points. Think of it as King of the Hill. First player to reach the required amount of points wins. Flag Control A free for all mode where a flag spawns randomly on the map and you must get close to pick it up. Once picked up hold on to it to score points. If you die you will drop the flag for others to pick up and after 15 seconds will get reset to a random position. Arcade A free for all Deathmatch mode where you spawn with a basic weapon and no pre-selected Score Streaks. Find other weapons and Score Streaks around the map as pickups. Respawning will remove any unused Score Streak. Team Deathmatch Like Deathmatch but with teams, the first team to reach the required amount of kills wins. Team Hotspot Like Hotspot but with teams, a single point that changes positions and needs to be held to gain points. First team to reach the required amount of points wins. Team Flag Control Like the free for all version but with teams where a flag spawns randomly on the map and you must get close to pick it up. Once picked up hold on to it to score points. If you die you will drop the flag for others to pick up and after 15 seconds will get reset to a random position. Kill Confirmed A team mode where killing a player does not immediately reward your team with a point. Instead, when killing a player it will drop a sphere to be collected, collect green spheres to "Confirm Kill" and gain a point for your team, collect a red sphere to "Deny Kill" and prevent the enemy team from gaining a point. Domination A team mode where each team must capture several areas on the map while at the same time prevent the enemy team from capturing the areas. The more areas your team holds the more points your team gains, first team to reach the required amount of points wins. Perks Score Streaks
  15. Hello, I haven't been playing Arma 3 for very long and don't really know how to fix things like this. I've been playing on a wasteland server with some buddies for most of my play time and I cant play one the server anymore as the game crashes as my character loads into the map. I hear all the in-game sounds for 1 second and then it crashes and I get the error: Include file A3W:ForceQuit not found. This only happens on this one server and I haven't been able to solve the issue. I've even wiped my pc since its happened and nothings changed, would this be a server issue or have I been banned? Thanks.
  16. First of all, I'm a non-English speaking player, so I'm relying on a translator since my English skills are terrible. (Translating using Naver’s Papago.) I'm trying to help famous Korean streamers enjoy Arma 3. In Korea, Arma 3 had a lot of difficulty accessing various information as the number of people active in it decreased significantly due to the DDoS incident that lasted about two years. (I feel infinite envy for those whose native language is English.) This streamer continues to enjoy Arma 3 with his fans and other streamers. In 2022, about 80 people gathered to enjoy the simplified King of the Hill, and in 2023 and at the end of March this year, about 80 people gathered in Altis and Tanoa to enjoy the marathon. Before enjoying content focused on war and combat, research is needed on server problems and optimization, but it is difficult to get help from the Korean community because such a large server has never been serviced in Korea. Our goal is to have 100+ people in one session playing PvP, and I was wondering if I could get some help. Q1. Would using TFAR or ACRE rather than Arma 3's VON reduce the burden on the server? Q2. I saw a topic saying that increasing server bandwidth can reduce desynchronization. Is this still valid? And what is the maximum? Q3. How much will the frame rate drop when 100+ players battle across the area? Please understand that I have too many questions. I hope you have a nice day. 🙂 Add, I think I picked the wrong topic. This is my mistake as I am not familiar with the forum.
  17. Hey people. So, i've been editing a Liberation mission for me and a couple of friends. However, the modlist we use is a little bit extense, and some mods include gear / equipment from other countries. Furthermore, these mods are necessary for the liberation mission, as the enemy force will be spawned from units from these mods. As i want to make something very standardized, i don't want people using gear from my country and then having somebody using a freaking russian helmet or whatever. To solve that problem i thought of hiding the arsenal option in the Main base and FOBs (By adding "//" to the arsenal script in the liberations source folder) and instead of having a full arsenal, having a tent with various cabinets and, by these cabinets, there are triggers that, once a player enters it's area, a loadout is assigned to that player. This is how it works: You enter the trigger Area, the trigger removes all of your gear, equipment and items and assign you new clothes, weapons, gear and items to replace the ones you've had on spawn. I've tested it, and works great. However, on Multiplayer sessions, it seems it stops working for some reason. i've read something about the player variable not working in multiplayer, because player in MP means everyone connected to the server, and not just the player that stepped on the trigger. Basically i want this script to be applied only to the one player that steps on that especific trigger, and not the whole player base. This is how the structure of my script is right now (still broken on MP): {removeVest _x} forEach thisList; {removeBackpack _x} forEach thisList; {removeHeadgear _x} forEach thisList; {removeUniform _x} forEach thisList; {removeAllWeapons _x} forEach thisList; {removeAllBinocularItems _x} forEach thisList; {removeGoggles _x} forEach thisList; {_x unassignItem "NVGoggles"} forEach thisList; {_x removeItem "NVGoggles"} forEach thisList; Player addWeapon "bel_fn_cal"; Player addWeapon "Binocular"; Player addPrimaryWeaponItem "20rd_556x45"; Player addWeapon "BAD_M1911"; Player addHandgunItem "9Rnd_45ACP_Mag"; Player forceAddUniform "BFMexercito_uniform1"; Player addVest "MEA_vest_EB_06"; Player addBackpack "br_alicepack_med"; Player addItemToUniform "ACE_EarPlugs"; Player addItemToUniform "ACE_IR_Strobe_Item"; for "_i" from 1 to 5 do {Player addItemToUniform "ACE_CableTie";}; for "_i" from 1 to 2 do {Player addItemToUniform "ACE_Canteen";}; for "_i" from 1 to 2 do {Player addItemToUniform "ACE_MRE_MeatballsPasta";}; for "_i" from 1 to 2 do {Player addItemToUniform "ACE_WaterBottle";}; Player addItemToUniform "ACE_MapTools"; Player addItemToUniform "ACE_microDAGR"; Player addItemToUniform "ACE_Flashlight_XL50"; Player addItemToUniform "ACE_wirecutter"; Player addItemToUniform "ACE_EntrenchingTool"; Player addItemToUniform "ACRE_PRC343"; for "_i" from 1 to 6 do {Player addItemToUniform "9Rnd_45ACP_Mag";}; for "_i" from 1 to 6 do {Player addItemToVest "20rd_556x45";}; Player addItemToBackpack "NVGoggles_INDEP"; Player addItemToBackpack "Medikit"; for "_i" from 1 to 5 do {Player addItemToBackpack "FirstAidKit";}; for "_i" from 1 to 2 do {Player addItemToBackpack "20rd_556x45";}; for "_i" from 1 to 4 do {Player addItemToBackpack "HandGrenade";}; for "_i" from 1 to 4 do {Player addItemToBackpack "SmokeShell";}; Player addHeadgear "EB_helmet_ballistic_C"; Player addGoggles "G_Tactical_Clear"; Player linkItem "ItemMap"; Player linkItem "ItemCompass"; Player linkItem "ItemWatch"; Player linkItem "ItemRadio"; If anyone knows wich variable i can replace for the player, that'd be a great life-saver. Thanks in advance!
  18. Hello fine folks, I've got a friend who's getting kicked with the error Steam authentication failed with the following lines in the .rpt: Version 1.98.146373 Fault time: 2020/08/24 21:55:45 Fault address: 8000A90E 00:8000A90E Unknown module file: OUR_Mission (__CUR_MP) world: Malden Prev. code bytes: 00 00 48 8B 17 EB 5D 4C 8B 42 58 4D 85 C0 74 0E Fault code bytes: 49 8B 00 48 89 42 58 66 44 01 6A 74 EB 2E 4C 8B He already reinstalled steam, arma 3, launched without mods. We just checked his router settings and firewall plus his windows firewall. We have quite some guys with IT background in our clan but are running out of ideas. Have any of you encountered a similar issue? What more files can I provide to help sort this out? Thank you in advance,
  19. C O I N | Counter Insurgency Operations Current version: 0.95 (beta) Filename: CO45_COIN_095.MapName ABOUT COIN is a CO-45 multiplayer mission featuring USMC recon marines tasked with seizing and securing various AOs occupied by Opfor insurgents and Takistan Armed Forces. FEATURES COOP: 44 player slots + 1 optional headless client Mod Support: Compatible with RHS and CUP mods Multiple AOs: Challenging opponents and immersive gameplay in a lively Middle Eastern setting Side Missions: Variety of additional missions Replayability: Extensive randomized operations Support Options: Various support options for the CO Join in Progress (JIP): Supported Respawn and Teleport: Respawn at the FOB and teleport to the team leader using the flagpole Server Optimization: Optimized for dedicated server play with headless client support GAME PLAY COIN's COOP missions are designed for at least 10 players, with a headless client recommended. Small AOs typically consist of 35-55 Opfor, while larger AOs can have up to 255 Opfor. Some AOs include a base populated by Takistan Armed Forces. ALL-IN-ONE PACKAGE The AIO package includes all missions, media, and templates for forum postings: Direct download: https://mega.nz/file/sVYFBQLa#QOWNE-A5VkLHiRbQFw_YRYPEGfLvPkolEvMBZ73YKEw Steam collection (missions only): https://steamcommunity.com/sharedfiles/filedetails/?id=2077447852 SUPPORTED MAPS Aliabad Region, Takistan (MCN_ALIABAD); Al-Rayak, Takis tan (G.O.S Al-Rayak/PJA310); Al-Salman, Iraq (swu_public_salman_map); Anizay district, Takistan (Tem Anizay); Bala Murghab Summer, Afghanistan (bala_murghab_summer); Bala Murghab Winter, Afghanistan (bala_murghab_winter); Chongo, Republic of Angola (Chongo) ; Dariyah Region, Sudan (G.O.S Dariyah/PJA307); Dingor, Republic of Lingor (dingor); Diyala district, Diyala Iraq (DYA); Farabad district, Iran, (Global Ops, Farabad); Farkhar Valley, Afghanistan (ARC Farkhar Valley); Federally Administered Tribal Areas (FATA); Feruz Abad district, Takistan (Takistan); Kardazak district, Takistan (swu_public_afghan_map); Kujari Region, Sudan, (Tem Kujari); Kunar Province, Afghanistan (CLAfghan); Kunduz River, Afghanistan (kunduz_valley); Lythium, Afghanistan (Lythium); North Takistan, Takistan (NorthTakistan); Reshmaan Province, Afghanistan (Reshmaan); Sa'hatra, Iraq (juju_sahatra); South-Sahrani, Sahrani (Saralite); Tora Bora Region, Afghanistan (Tora Bora); Zargabad, Takistan (Zargabad). New maps will be added in future releases. MOD REQUIREMENTS The missions are designed to use either the RHS or CUP mod packs. It is recommended to use one set, not both simultaneously: Community Based Addons ARMA 3 (CBA_A3); CUP Terrains Core; CUP Terrains Maps; The map of choice and it's required add-ons; RHS Mods: USAF; AFRF; GREF; 3CB Factions (Project Opfor is also supported). CUP Mods: CUP Weapons; CUP Vehicles; CUP Units; Community Factions Projects. MOD Steam Collections: RHS mod set: https://steamcommunity.com/sharedfiles/filedetails/?id=2057020307 CUP mod set: https://steamcommunity.com/sharedfiles/filedetails/?id=2174257521 CHANGELOG Version 0.95 Added 7 new maps: - Bala Murghab Summer - Bala Murghab Winter - Sa'hatra - Kunduz River - North Takistan - Kardazak - Farabad Added: Independent Pashtun Warlord faction. Enemy to Blufor and Opfor. Well trained, armed to the teeth and highly motivated mountain guerilla's; Added: Both Takistan Armed forced and insurgent forces can call in various support options when under attack; Added: Implemented the BIS task framework to keep track of current objectives and overall achievements; Added: Option to choose the Blufor support timeout (mission parameters). The Airlift support timeout is half of the selected timeout; Added: Group management via BIS Dynamic Groups; Fixed: Respawn loadout. Players now respawn with their 'KIA loadout'; Fixed: Removed unnecessary JBAD addon requirement for some maps (although a few maps still require JBAD); Fixed: Various issues with the side missions; Fixed: View Setting function; Fixed: Several translation stringtable issues; Fixed: Tomcat Airlift emergency procedures. Passengers are notified in case of an emergency. Fixed: Additional RPT spamming issues; Updated: Project Opfor is no longer actively updated since the Project Opfor mod hasn't been updated since 2019. However, it is still supported. The recommended mod packs for COIN Operations are RHS + 3CBF or CUP + CFP; Updated: Applied ADF 2.29; Note: The loading time for the Bala Murghab maps is longer due to a map/road clean-up script that runs at mission start, taking approximately 15-25 seconds to complete. KNOWN ISSUES None UPCOMING / FUTURE RELEASE(S) Additional maps (suggestions welcome); Session Saving. SUPPORT / BUGS / SUGGESTIONS / ETC Please leave comments/feedback/bug reports in this thread. SCREENSHOTS The All-In-One archive includes a folder with media for forum posts. Latest screenshots can be found on the Steam collection page. Screenshots from the different maps: https://imgur.com/a/Xu10Gef.
  20. Hi, I have made a mission and uploaded in from eden to Steam Workshop, everything fine but I got no Mission Summary Picture when I subscribe to it and then host (no dedicated server). This is my description.ext briefingName = "Codename Johan"; overviewText = "Capture the HVT codename Johan"; overviewTextLocked = "Capture the HVT codename Johan"; overviewPicture = "the_monster_within.paa"; author = "kiba3x" onLoadName = "Codename Johan"; onLoadMission = "Capture the HVT codename Johan"; loadScreen = "the_monster_within.paa"; I will be really thankful for any help. Link to the mission - > https://steamcommunity.com/sharedfiles/filedetails/?id=3253698791
  21. Hello everyone, This code below used to work back in the days (I'm about two years without login in, so perhaps some things have changed?): waitUntil {!isNull player && alive player && {vehicle player != player}}; while {alive player} do { waitUntil {vehicle player != player}; vehicle player addEventHandler ["IncomingMissile", { params ["_target", "_ammo", "_vehicle"]; [_target, "smokeLauncher"] call BIS_fnc_fire; private _newTarget = createVehicle [["laserTargetW","laserTargetE"] select (side _target getFriend WEST < 0.6),getpos _target vectorAdd [0,0,5],[],0,"can_collide"]; private _missile = (getpos _vehicle nearestObject _ammo); [_target, [0,0,0]] remoteExec ["setVehicleTIPars",0]; _missile setMissileTarget _newTarget; [_missile,_target,_newTarget] spawn { params ["_missile","_target","_newTarget"]; while {!isNull _missile && alive _target} do { if (_missile distance _target < 150) then {deleteVehicle _missile}; }; deleteVehicle _newTarget; }; [_target, "CMFlareLauncher"] remoteExec ["BIS_fnc_fire", 0]; _missile setMissileTarget _newTarget; }]; waitUntil {vehicle player == player}; vehicle player removeEventHandler ["IncomingMissile", 0]; }; When I used it single player it still works though. But when in MP server with my friends, the server crashes when he hosts, when I'm hosting, it doesn't work but it also doesn't crash. In single player mode, it works just fine. How can I make it so it would work in MP? Thanks in advnace.
  22. Hello, I am trying to get a simple hostage script to work on a dedicated multiplayer server, but it does not seem to work properly. I can see the "Free Hostage" option on the "hostage" AI, but the AI does not do anything after I select the option. While testing in the editor, the hostage is able to go to his next waypoint, but on the dedicated server, he is still stuck in place as if the script did not execute. The code I have to setup the hostage in "hostageSetup.sqf": hostage disableAI "move"; hostage setcaptive true; removeallweapons hostage; removebackpack hostage; removeGoggles hostage; removeHeadgear hostage; hostage unassignitem "nvgoggles"; hostage removeitem "nvgoggles"; removeVest hostage; hostage setunitpos "middle"; The code in "hostageAction.sqf": hostage setcaptive false; hostage setunitpos "auto"; hostage enableAI "Move"; And then finally the code in "init.sqf": execVM "hostageSetup.sqf"; hostage addaction ["Free Hostage",{ execVM "hostageAction.sqf" },nil,6,true,true,"","true",2,false,"",""]; Is there something I should add?
  23. Hello folks, i have a very stupid problem and maybe I am missing something here: Is there an option to not show the statistics screen when a Player logs out of a Multiplayer match? I know I can hide the Score Table but I want the other screen to be deactivated as well. Any hint would be great.
  24. Hi Folks. My goal is set in my mp training scenario a kind of randomized CQB "killhouse" generator, and I was lucky to find between my old files a scenario folder that have it. It works perfectly in SP but in MP have a problem, and is when my buddys join in scenario walls and targets are not synchronized between the server and the players. I must clarify that I don't know anything about scripting. I understand that the function of the script is to hide the walls and targets randomly to give a dynamic impression to the killhouse. It works with ACE mod menu. Below I leave the details: In a transfer switch init (Land_TransferSwitch_01_F) named "training_tools": _killhousecategory = ["KILLHOUSE", "KILLHOUSE", "", {}, {true}] call ace_interact_menu_fnc_createAction; _targetcategory = ["TARGETS", "TARGETS", "", {}, {true}] call ace_interact_menu_fnc_createAction; _rankillhouse = ["KILLHOUSE_RAN", "RANDOMIZE", "", { private["_w", "_walls"]; _walls = []; _w = 0; for "_count" from 0 to 45 do { _w = _w + 1; _walls set [_count, format["w%1", _w]]; if (_w == 45) then { _w = 0; { targetObj = missionNamespace getVariable [_x, objNull]; targetObj hideObject false; targetObj setDamage 0; } forEach _walls; for "_count2" from 0 to 45 do { ranval = selectRandom _walls; target = missionNamespace getVariable [ranval, objNull]; target hideObject true; }; }; }; }, {true}] call ace_interact_menu_fnc_createAction; _rantargets = ["OPFOR", "[TAR] OPFOR", "", { private["_t", "_targets"]; _targets = []; _t = 0; for "_count" from 0 to 51 do { _t = _t + 1; _targets set [_count, format["t%1", _t]]; if (_t == 51) then { _t = 0; { targetObj = missionNamespace getVariable [_x, objNull]; targetObj hideObject false; targetObj setDamage 0.8; } forEach _targets; for "_count2" from 0 to 51 do { ranval = selectRandom _targets; target = missionNamespace getVariable [ranval, objNull]; target hideObject true; }; }; }; }, {true}] call ace_interact_menu_fnc_createAction; _ranciv = ["CIV", "[TAR] CIV", "", { private["_civ", "_civilians"]; _civilians = []; _civ = 0; for "_count" from 0 to 33 do { _civ = _civ + 1; _civilians set [_count, format["civ%1", _civ]]; if (_civ == 33) then { _civ = 0; { targetObj = missionNamespace getVariable [_x, objNull]; targetObj hideObject false; targetObj setDamage 0.99; } forEach _civilians; for "_count2" from 0 to 43 do { ranval = selectRandom _civilians; target = missionNamespace getVariable [ranval, objNull]; target hideObject true; }; }; }; }, {true}] call ace_interact_menu_fnc_createAction; _cleartargets = ["CLEAR", "[TAR] CLEAR", "", { private["_num", "_targets", "_civilians"]; _targets = []; _civilians = []; _num = 0; for "_count" from 0 to 51 do { _num = _num + 1; _targets set [_count, format["t%1", _num]]; _civilians set [_count, format["civ%1", _num]]; }; { targetObj = missionNamespace getVariable [_x, objNull]; targetObj hideObject true; } forEach _targets; { targetObj = missionNamespace getVariable [_x, objNull]; targetObj hideObject true; } forEach _civilians; }, {true}] call ace_interact_menu_fnc_createAction; [training_tools, 0, ["ACE_MainActions"], _targetcategory] call ace_interact_menu_fnc_addActionToObject; [training_tools, 0, ["ACE_MainActions"], _killhousecategory] call ace_interact_menu_fnc_addActionToObject; [training_tools, 0, ["ACE_MainActions", "KILLHOUSE"], _rankillhouse] call ace_interact_menu_fnc_addActionToObject; [training_tools, 0, ["ACE_MainActions", "TARGETS"], _cleartargets] call ace_interact_menu_fnc_addActionToObject; [training_tools, 0, ["ACE_MainActions", "TARGETS"], _rantargets] call ace_interact_menu_fnc_addActionToObject; [training_tools, 0, ["ACE_MainActions", "TARGETS"], _ranciv] call ace_interact_menu_fnc_addActionToObject; There are a total of 45 internal walls named consecutively (w1, w2,......w45). There are a total of 51 opfor targets named consecutively (t1, t2,......t51). There are a total of 33 civilian targets named consecutively (civ1, civ2,......civ33) Sorry, my english sucks. Greetings and thanks
  25. Hi! We have a semi-Public Antistasi Server and some of the people think, shooting through the bottom of an APC or Tank is fun to capture it. We have rules but there isn't everytime someone around to check if they "legally" obtained it or not. I also searched for some scripts or mods that help with this problem but I couldn't find a single one that would prevent this (how is that not a problem someone already fixed?) I now wanted to create a serverside mod that adds an EventHandler to all players, because I can't edit the mission itself (and don't want to because of updates etc). My initial code looks like this: _firedHandler = { _player = _x; _position = eyePos _player; _positionAbove = _position + [0, 0, 1]; _objects = lineIntersectsWith [_position, _positionAbove]; { if ((_x isKindOf "APC" || _x isKindOf "Tank")) then { _player setPos (_position + [1, 0, 0]); }; } forEach _objects; }; if(isPlayer _x) then {_x addEventHandler ["Fired", _firedHandler];} forEach allPlayers; but I can't figure out how this can work on a dedicated server. I have almost zero knowledge in coding and just googled the most of it and used the wiki. Other solutions or directions how this could be archived are welcome It would be very helpful if someone could help me out. I can't understand how to make this work :(
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