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Found 327 results

  1. vSuppress Script by Valmont and George Floros is the first script based Audio-Visual Suppression effects for Arma 3. vSuppress Main Features: - Easily add Suppression effects to your missions. These audio visual effects will trigger on players when Ai Units' bullets land or pass near them simulating the "Fear Effect" of being shot, the anxiety caused by being pinned down or just general combat stress. - Fully Multiplayer Compatible! - Extremely lightweight. The script was conceived with performance in mind and on testings with 60+ Ai units shooting at a single player resulted in a meagerly 2 FPS negative impact. - The Suppression effects are purely cosmetic and will not cause any other effects on players such as decreased stamina, stats etc. - The sounds and the visual effects can be easily tweaked and disabled inside the script. - Players cannot suppress other players, only Ai Units who have the script/EH running will be able to suppress players. - The suppression effects are quite minimalist and fast in nature to keep Arma 3's gameplay unchanged while adding an additional layer of immersion to the game. Requirements: Usage: vSuppress version 1.1 DEMO MISSION DOWNLOAD LINK: https://drive.google.com/open?id=1NLZx5lH_G5p6ubcK73xvwwgYVqCWpdvL Notes:
  2. Akuakomb shooter

    Team deathmatch (MODE)

    I also have these ideas for those players who loves the encounters shooting in a team We could still using the Signal and radio to see the possible location for the another team 2 airdrops and to help and protect our team We could enjoy this mode playing at least 20 minutes each match that would be addictive
  3. Hello, So I love arma 3 and I wanted to reinstall it and get into it again but oh well it doesnt work anymore what I get is a game that launch correctly but that can't join any servers. I click on join and then , no sign of life, only the tanoa map and waves sound. It gets kinda annoying and now I dont know what to do. When I play solo it works the game loads and I am in. But whenever I try to join a server I get stuck on tanoa map. And sometimes when I try to host a server the game crashes with a black screen and tells me : 0xC0000005 - ACCESS_VIOLATION I don't understand why. And I really want to play a3 My Config I7 4790k Gtx 980ti Ram 8gb Asus Rog maximus Hero VII If anyone could help me I would be really happy ! I have 2 crash reports :
  4. RELEASE INFORMATION Version: 1.09 Release date: 03 May 2019 ARMA III version: 1.92 ABOUT The Two Sierra campaign follows a NRF VJTF platoon during three tours of duty. Each tour takes place in a specific ‘Armaverse’ driven by a storyline loosely based on historical facts. The campaign missions support up to 36 players (30 + 6 JIP). FEATURES 3 tours of duty, 12 missions + 3 warmup missions offering challenging and Immersive gameplay in a lively area of operations; Each mission is accompanied with a detailed operations order (OPORD’s in-game and PDF/TXT for forum briefings), AO map and additional intel; Pre-configured TFAR for quick game start. Media (PDF, images) to be used with forum postings (mission cover image, AO map, objectives, etc.). Optimized for dedicated server play; Challenging opponents; Automatic detection of ACRE2/ TFAR, cTab and ACE3 add-ons. Optional mod compatibility (RHS/Project Opfor/3CB Factions/CUP/CFP) for BluFor & OpFor MISSION BALANCER Since v1.05 the Two Sierra missions are balanced based on the number of players active. Few notes: Less players = less OpFor / more players = more OpFor Recommended min. players: 12 Mission balancer setting can be overruled using the mission params at mission start. Tour 1 and 2 warmup missions have mission balancer running. Tour 3 has no mission balancer. DOWNLOAD INFORMATION Download Two Sierra ALL-IN-ONE via Mega: https://mega.nz/#!kRJCHCxa!sU9jncFzjX2wKgErNmdlLoVKGBeKbXEMPTNtTSx0OxY [v 1.09] Download via Armaholic: http://www.armaholic.com/page.php?id=29616 [v 108] Steam Workshop: https://steamcommunity.com/workshop/filedetails/?id=530541775 [v 1.09] Facebook: https://www.facebook.com/two.sierra.arma/ REQUIRED ADD-ONS Community Based Addons ARMA 3 (CBA_A3) CUP Terrains RECOMMENDED ADD-ONS To enhance game play, the following (optional) client add-ons are recommended: Advanced Combat Radio Environment (ACRE) -or- TaskForce Arrowhead Radio (TFAR) Advanced Combat Environment 3 (ACE3) Commanders Tablet (cTAB) RHS + Project Opfor and/or 3CB Factions CHANGELOG Note: Both the Two Sierra website and Github repo are NO LONGER maintained. Please use this thread, Steam or Armaholic as your source for updates and information. In the archive you’ll find a '2Sierra_readMe.pdf' document with mission information, client/server information, training information, etc. Version 1.09 Added: Mod compatibility (RHS/Project Opfor/3CB Factions/CUP/CFP) for BluFor & OpFor Fixed: Vehicle service points working as they should. Updated: Spawn on demand. Now via framework function. Updated: Dynamic civilians uses mods if available (Project Opfor/3CB Factions/CUP/CFP). Updated: 2sierra_readme.pdf ReadMe document. Updated: Applied ADF 2.15 framework. If you have a VIDEO or SCREENSHOTS of your community playing a Two Sierra mission, please let me know. With your permission I'll post the content on the Two Sierra Youtube Channel.
  5. vDog Patrol and vDog Feral Scripts by Valmont are long time requested scripts that allows mission makers to easily add MULTIPLAYER COMPATIBLE patrol and feral Dogs to their missions in Arma 3. vDog Scripts Main Features: - Easily add patrolling ai Dogs to allied, enemy or even playable Arma 3 units. - Easily add ai Feral Dogs who will roam a trigger area and viciously attack any unit who enters their territory. - Lightweight Scripts. (Your FPSs will thank you!). - Multiplayer Compatible! - Fully featured script also comes with sound effects. (Dog barks, growls, cries etc). - Since version 1.3 the scripts also support the ACE 3 damage model! - Even thou the scripts were made with Multiplayer and Performance in mind they work in SINGLE PLAYER just as well. Requirements: - CBA Community Based addons. (Dependency removed in the latest version but CBA is still suggested just in case). - Basic Mission Editing knowledge. (For adding the commands to the unit's init and/or the triggers). DOWNLOAD: Demo Mission version 1.3b DOWNLOAD Link (Google drive): https://drive.google.com/open?id=1AJ0NYIAVklLT1jBwq4x4d47EoKiiFaUs Demo Mission version 1.3b DOWNLOAD Link (Armaholic): http://www.armaholic.com/page.php?id=35026 vDog Patrol Details: vDog Feral Details: Updates/Changelogs: Special Thanks and Credits: Known Limitations: Please don't hesitate to post any questions, suggestions, bugs and testing reports. Enjoy.
  6. FFtA3 : From Flashpoint to Arma 3 Project description : FFtA3 is a Multiplayer project. My objective is to recreate all the best OFP maps (starting by CTF: Capture the Flag and all the way to DM and TDM). As an old school player, playing Flashpoint since 2001 I have recently installed Arma 3. Only finding very little CTF and DM GamePlay, I have started gathering the wonderful maps we all played and on witch we spent soooo much time and started transferring them in the Arma 3 world. Scripts and Templates : In collaboration with the "88th Walking Death" squad and some other coders, I have built up stable CTF, DM and TDM templates. It's is now operational since 1.68 Update. Special thanks to [88] LORD without who this couldn't be possible. Credit : CTF Template: General work flow : Flash-Ranger DM & TDM Template: General work flow : Flash-Ranger WeaponSystem : [88] Murcielago Friendly Tag System : JTS Mission recreation : Flash-Ranger Where to play : Map already recreated : - [CTF] The End - [CTF] Lost And Lonley - [CTF] Never Scared - [CTF]=S.O.F=Born To Kill - [CTF] Corridor - [DM] Tequila Sundown - [TDM] SNIPER SHOWDOW - [TDM] Urban Sniper - [DM] MAZED - [DM] Ultimate Gunship (WIP) - [CTF] S-Curve (WIP) Maps to come : - [CTF] Dead Mans Alley - [CTF] Head ♥♥♥♥ - [CTF] Scotch Valley - [CTF] ToySoldiers - [CTF] Crazy ctf - [CTF] MiniHexenkessel - [CTF] Cashville - [CTF] Dead Zone - [CTF] X-RAY - [CTF] URBAN ALLEY - [CTF] Little Everon - [CTF] LightHouseKeeper - [CTF] Up In Smoke - [CTF] PARADISE - [TDM] Double Tower Sniper - [TDM] SniperZ ... Please feel free to send me some recommendations by Mail and if you have the maps you are asking for somewhere, send them too. What is CTF ? CTF stands for Capture The Flag. It is a "Close Quarters Combat (CQC)" game-mod played by a limited amount of players (2 to 24 players) in a restricted area (500m MAX). CTF players have to capture the enemy flag and bring it back to their own Flag. Fatigue is disabled and Snipers/long range riffles are not available (for CQC verison). The team that scores the most times in a given time is the winner. CTF can be adapted to bigger maps and applied to a terrain. Listen to the ArmaNET podcast FFtA3 CTF Map Features : - Weapon Menu - Friendly tags (Optional) - Flag tags (Optional) - Self Heal system FFtA3 DM Map Features : - Lobby Weapon type selection - Full Randomised weapons & scopes - Friendly tags (For TDM Only) - Self Heal system NO MODS ARE NEEDED FOR THE SYSTEM TO WORK. CHANGELOG : (Send FeedBack : flashrangerarma3@gmail.com) 08/05/2019 : - SNIPER SHOWNDOWN : Full system update 06/03/2019 : - [DM] MAZED first release. 30/01/2018 : - [TDM] Urban Sniper First Release. 18/01/2018 : - SNIPER SHOWNDOWN : No-Respawn bug Fixed 17/01/2018 : - ALL MAPS Intro Synchro Fixed 16/01/2018 : - All CTF maps : open doors problem fixed 15/01/2018 : - CTF system Update (All CTF maps) - TEQUILA SUNDOWN > Fixed MP bug Download : THE END : Workshop / Google Drive LOST AND LONELY : WorkShop / Google Drive NEVER SCARED : WorkShop / Google Drive =S.O.F=BORN TO KILL : WorkShop / Google Drive Corridor : WorkShop / Google Drive Tequila Sundown : WorkShop / Google Drive Sniper Showdown : WorkShop / Google Drive Urban Sniper : WorkShop / Google Drive MAZED : WorkShop / Google Drive @FFtA3 @FlashRangerArma
  7. VERSION INFORMATION Version : 1.70 Release date : 19 April 2019 Arma3 Version : 1.90 Vol 1 can be found here CHANGELOG Note: Both the Wolfpack website and Github repo are NO LONGER maintained. Please use this thread, Steam or Armaholic as your source for updates and information. In the archive you’ll find a 'Wolfpack_readMe.pdf' document with mission information, client/server information, training information, etc. It is recommended to disable all AI enhancement functionality (Vcom AI, ASR AI, bCombat, etc) on both the server and the clients. Version 1.70 - Added: Mod compatibility (RHS/Project Opfor/3CB Factions/CUP/CFP) for wolf & opfor. See readme. - Added: Ambient animals - Fixed/removed: Legacy code. - Fixed: Player can no longer swap places with AI vehicle crew during exfil. - Updated: Spawn on demand. Now via framework function. - Updated: Dynamic civilians - uses mods if available (RHS/PO/Factions/CUP/CFP) - Updated: Helicopter infil day 2, 6, 8 - Updated: Wolfpack_Vol_1&2.pdf ReadMe document. - Updated: Applied ADF 2.14 framework. DOWNLOAD INFORMATION Download Wolfpack Vol. 2 via Mega: https://mega.nz/#!Adxg1Szb!oRvPeQRqL3iyvehhFNN2bQe1OeGx8jeIEgrQ-1CaYrU [v 1.70] Download Wolfpack ALL-IN-ONE via Mega: https://mega.nz/#!wEgExIoD!ndO4ZRIphWJTGl_pRR5tQGzFAXpLl7ftbEJ1YuIRfjE [v 1.70] Download via Armaholic: http://www.armaholic.com/page.php?id=25998 [v 1.69] Steam Workshop: http://steamcommunity.com/id/whiztler/myworkshopfiles/ [v 1.70] REQUIRED ADD-ONS None RECOMMENDED ADD-ONS - Community Based Addons A3 (CBA_A3) - Advanced Combat Radio Environment 2 (ACRE 2) or TaskForce Arrowhead Radio (TFAR) - Advanced Combat Environment 3 (ACE3) - Commanders Tablet (cTab) - ASR AI (server) ABOUT WOLFPACK Wolfpack is a multiplayer (14 slots) special operations campaign consisting of ten challenging assault, demolition and reconnaissance missions, three bootcamp training missions and a warmup mission. Features: - 10 SpecOp/Recon Missions; - 3 Bootcamp training missions; - 1 Warmup Mission for warming up, modline testing and general training (11 tasks/objectives) - Challenging and immersive gameplay in a lively area of operations; - Detailed SpecOp style briefings (ingame and PDF/TXT for forum briefings); - Optimized for dedicated server play; - Challenging opponents. - Automatic detection of ACRE(2)/TFAR, cTab and ACE3 addons STORYLINE June 2034, Altis is in turmoil. The island has been cut off from the outside world due to economical and physical blockades. The local populous has grown impatient with the government and the AFF in particular. Several demonstrations have resulted in the deaths of tens of civilians. The government was losing control rapidly and called in the help of CSAT. A mistake that would cost them dearly. CSAT saw a golden opportunity to get a much needed foothold in the Mediterranean area. The AAF requested a single battalion of CSAT Infantry. Instead CSAT send the entire 2nd brigade and soon CSAT outnumbers AAF by 11:1. Altis government realized that they lost control completely and stepped down. CSAT General Tehrani has since been in power and controls all of Altis and Stratis. CSAT is now proven a serious threat to the European region. As diplomatic efforts have not lead to the anticipated result, NATO decided to send a rapid task force to free both islands from CSAT oppression. DEVGRU has been ordered by J.S.O.C. to take out several high value threads on Altis before the NATO campaign commences. Wolf has been tasked with executing 10 missions over a period of 3-4 weeks. Your first mission commences 11 June. CREDITS & ACKNOWLEDGEMENTS Concept & Development: whiztler This MP campaign was carefully put together with the assistance, support and scripts from the following individuals/groups: the Nopryl community (www.nopryl.no) / Killzone Kid / Mad T / Anjan Riot / Zorrobyte / Void / Tonic VOL 1 MISSIONS DAY 06 - RIGA HILL Intel shows a large AA-emplacement at a base west of Zoros Bay (codename 'Istanbul'). which gets its intel from a radar site a little north east (codename 'Barcelona'). Your orders are to insert west of Zoros Bay and take out the radar installation at Barcelona and the AA-emplacements at Istanbul. DAY 07 - U-12 Our man on the ground, Nikkos got captured by CSAT Intelligence Services. Nikkos knows too much about the upcoming campaign. We need to break him out before they fly him back to the CSAT capital. Nikkos is currently being held in a secret prison codenamed 'U-12'. It is located in Thelos Bay on the east coast of Altis. Wolf is to secure and retrieve Nikkos Fotopoulos. DAY 08 - ICE TIGER The last two weeks, SatNav has been tracking a heavy armored squadron consisting of 6 T100 MBT's, 1 x Tigris and APC's plus supporting units. SatNav lost Ice Tiger due to severe overcast weather. According to Nikkos, Ice Tiger should be in the North Western part of Altis. We need confirmation on its exact location. Your orders are to locate Ice Tiger. DAY 09 - DRAGONFLY Two days ago the 127 Republican Wing Squadron, an elite squadron of TO-199 bombers touched down at Stratis Airbase. The 13th MEU is scheduled to assault Stratis in three days. This can only happen when those TO-199's have been disposed off. We'll advise objectives and targets when you're on the ground. DAY 10 - DOBERMAN Your last mission is a high risk mission in Kavala. We are still gathering intel. We'll brief you when you're oscar mike.
  8. Hi everyone, I have written a function that will allow people to configure an aircraft in the 3den editor and have it able to respawn with that exact loadout. I found that I was having very inconsistent results when the respawn module was set to delete or delete with explosion. It has been rock solid since setting the module to preserve. The function deletes the old vehicle once it has all the old data anyway. Instructions You will need two things for this function to work: You will need to create an init.sqf file in your mission folder and paste the code below into it. You will need a respawn module in your mission with the customized vehicles synced to it. Put this code into the Expression section:: [_this, 2] call RESPAWN_VEHICLE; Note: The number allows you to customize what happens with the cargo of the respawning vehicles (guns, medickits etc etc). It is all listed in the function below Optional If you want to be able to edit and move the vehicles as Zeus, you will need to add an "Add Editable Objects" module to your mission and name it ZEUS_EDITABLE and put the variable name of your zeus player unit in the owner section. In the script do a search for "ZEUS_EDITABLE" and uncomment it. Things I am trying to work out currently: - Why the sync commands don't work at all. My goal was the have it pick up all the objects the old vehicle was synced too. Alas I haven't worked that out yet. - Work out if its possible to get all the customizations like missing doors on vehicles from the old vehicle and pass them onto the new one. I have tested this in Multiplayer and it does work. DEMO MISSION AVAILABLE HERE
  9. VERSION INFORMATION Version : 1.70 Release date : 19 APR 2019 Arma3 Version : 1.90 Vol 2 can be found here CHANGELOG Note: Both the Wolfpack website and Github repo are NO LONGER maintained. Please use this thread, Steam or Armaholic as your source for updates and information. In the archive you’ll find a 'Wolfpack_readMe.pdf' document with mission information, client/server information, training information, etc. It is recommended to disable all AI enhancement functionality (Vcom AI, ASR AI, bCombat, etc) on both the server and the clients. Version 1.70 - Added: Mod compatibility (RHS/Project Opfor/3CB Factions/CUP/CFP) for wolf & opfor. See readme. - Added: Ambient animals - Fixed/removed: Legacy code. - Fixed: Player can no longer swap places with AI vehicle crew during exfil. - Updated: Spawn on demand. Now via framework function. - Updated: Dynamic civilians - uses mods if available (RHS/PO/Factions/CUP/CFP) - Updated: Helicopter infil day 2, 6, 8 - Updated: Wolfpack_Vol_1&2.pdf ReadMe document. - Updated: Applied ADF 2.14 framework. DOWNLOAD INFORMATION Download Wolfpack Vol. 1 via Mega: https://mega.nz/#!YI40hKaL!ERzij0u3fLmr7h8tUY94qxobkjYo_k3g70p22R6gyIM [v 1.70] Download Wolfpack ALL-IN-ONE via Mega: https://mega.nz/#!wEgExIoD!ndO4ZRIphWJTGl_pRR5tQGzFAXpLl7ftbEJ1YuIRfjE [v 1.70] Download via Armaholic: http://www.armaholic.com/page.php?id=25634 [v 1.69] Steam Workshop: http://steamcommunity.com/id/whiztler/myworkshopfiles/ [v 1.70] REQUIRED ADD-ONS None. RECOMMENDED ADD-ONS - Community Based Addons A3 (CBA_A3) - Advanced Combat Radio Environment 2 (ACRE 2) or TaskForce Arrowhead Radio (TFAR) - Advanced Combat Environment 3 (ACE3) - Commanders Tablet (cTab) - ASR AI (server) ABOUT WOLFPACK Wolfpack is a multiplayer (14 slots) special operations campaign consisting of ten challenging assault, demolition and reconnaissance missions, three bootcamp training missions and a warmup mission. Features: - 10 SpecOp/Recon Missions; - 3 Bootcamp training missions; - 1 Warmup Mission for warming up, modline testing and general training (11 tasks/objectives) - Challenging and immersive gameplay in a lively area of operations; - Detailed SpecOp style briefings (ingame and PDF/TXT for forum briefings); - Optimized for dedicated server play; - Challenging opponents. - Automatic detection of ACRE(2)/TFAR, cTab and ACE3 addons STORYLINE June 2034, Altis is in turmoil. The island has been cut off from the outside world due to economical and physical blockades. The local populous has grown impatient with the government and the AFF in particular. Several demonstrations have resulted in the deaths of tens of civilians. The government was losing control rapidly and called in the help of CSAT. A mistake that would cost them dearly. CSAT saw a golden opportunity to get a much needed foothold in the Mediterranean area. The AAF requested a single battalion of CSAT Infantry. Instead CSAT send the entire 2nd brigade and soon CSAT outnumbers AAF by 11:1. Altis government realized that they lost control completely and stepped down. CSAT General Tehrani has since been in power and controls all of Altis and Stratis. CSAT is now proven a serious threat to the European region. As diplomatic efforts have not lead to the anticipated result, NATO decided to send a rapid task force to free both islands from CSAT oppression. DEVGRU has been ordered by J.S.O.C. to take out several high value threads on Altis before the NATO campaign commences. Wolf has been tasked with executing 10 missions over a period of 3-4 weeks. Your first mission commences 11 June. CREDITS & ACKNOWLEDGEMENTS Concept & Development: whiztler This MP campaign was carefully put together with the assistance, support and scripts from the following individuals/groups: the Nopryl community (www.nopryl.no) / Killzone Kid / Mad T / Anjan Riot / Zorrobyte / Void / Tonic VOL 1 MISSIONS DAY 01 - THE PACKAGE Our area of operation lies north of Athira. JSOC expects a HVT to arrive and inspect the CSAR Frini base tomorrow. Wolf will eliminate the HVT once he arrives at the base. Due to the sensitive nature of this mission, detailed objectives will be given on a need to know basis once you have reached the RV. Our local on the ground will do an extensive briefing. DAY 02 - KAJMAN FIRE CSAT has taken over the Abdera Airfield and turned the airfield into a helicopter base. The base is home to the 127 AAC Squadron with 6 or 8 Kajman Attack helicopters and to the 17 Air Support Group. The Kajman is a formidable opponent and can do some serious damage to the upcoming campaign. About one kilometer north east lies the village of Krya Nera. This used to be a little fisherman's village until CSAT stationed a small fleet of attack vessels there. Primary objective: Abdera Airfield, sabotage all Kajman Attack helicopters stationed at the airfield. Secondary objective: Krya Nera Naval Base, take control of the Naval Base and wait for further instructions. DAY 03 - SWITCH OFF CSAT's primary communications station is situated on the outskirts of Kavala. It is essential we disrupt communications before we commence the NATO invasion. The nearby power station provides power to the Kavala region, including the communications station. We need to take both out in order to be sure that CSAT's ability to communicate is disrupted. Primary objective: Sabotage the communications station. Secondary objective: Sabotage the power station. Detailed information and intel will be provided for whilst en-route. DAY 04 - TOP SCREEN CSAT's propaganda campaign is out of control. Their fear and retribution series broadcasted on television and radio has caused grave concerns both locally and abroad. We need the local populous on our side once the invasions commences. We need to shut down the Altis Broadcasting Company (ABC) in the Capital of Altis, Pyrgos. Sabotage the ABC headquarters. You'll be filled in on the specifics once you are close to the objective. DAY 05 - BULLSEYE Maj. F. Kallaziz's replacement has arrived in Pyrgos, Maj. Farrokhzad. We know very little about Maj. Farrokhzad. According to Nikko, the major has already made his mark by having tens of civilians arrested. Supposedly there is a public hanging the day after tomorrow. CIA and MIS are working hard to get more intel about this guy. So it looks like your Wolf troops are going back to Pyrgos. Your objective is to find intel on Maj. Farrokhzad.
  10. Hi, I need a help guys, can someone make me a simple script, where the enemy on the map chases the player wherever he moves? I tried some but I did not do anything, I have not been doing anything wrong, could you help me with this please?
  11. 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?
  12. COOP 7 • Purple Swamp Location: Prei Khmaoch Luong | ព្រៃខ្មោចលង Quick Description: • The enemy forces are weak because of our advance over the north of the country, we have an opportunity to control the south zone, you have to eliminate the rebel leader and the 3 Vypers who are negotiating on shipments of weapons in the village, the enemy already received a shipment that is located in an enemy field on the east side of the river, where you will have to destroy that same shipment that contains anti-aerial weapons and ammunition, but first you will have to hack the computer that is in a hiding place in the middle of the forest, West of your primary targets, so we have access to the entire network of the southern area. Teams ◘ GREEN MAMBA: 1 • TL 2 • JTAC 3 • PARAMEDIC 4 • DEMO SPECIALIST 5 • MACHINEGUNNER ◙ BLACK MAMBA: 1 • SNIPER 2 • SPOTTER Features: • Limited Gear via Crates (OldSchool way ArmA) • BIS Respawn (Rallypoints BIS Enable) • BIS Revive (With Drag & Drop) • Sway Reduced • Gear Save • Full Voice Act Steam Workshop: Link
  13. Operation Chester Date/Time: April 13, 2019 @ 2100/9PM CET (2000/8PM UK) Side: SIAF (Slovenian Armed Forces) vs Local Rebels Storyline: Our QRF unit operating in the area has been asked to intervene after local army lost control of Chongo Airbase after an intense battle with a local rebel group named Al-Wabra. We will use that Airbase as an FOB to inflict further damage to rebels in the sector. Enemy: Rebels / Mercenaries Addon repository: http://www.vojak.si/chongo/ More info in our FB group: https://www.facebook.com/groups/sbpteam/ Our Discord channel: https://discordapp.com/invite/0at5rHYr1sy2Mp8y So far signed up: my SBP Team ~8-10 players. We are looking for a dedicated disciplined group or two that would join us in the battle.
  14. captainchain5

    Arma 3 Immersive Roleplay

    Hey all, I'm currently looking into creating a Roleplaying schema that takes aspects of Milsims, DayZRP and CWRP on Garry's Mod and creating a roleplay experience that follows the Arma 3's lore. At the moment I'm looking for people who are like-minded and have an interest or would like to help in any capacity. If you're interested, here are some links that you can contact me by: Steam Profile: https://steamcommunity.com/profiles/76561198023937473/ Steam Group: https://steamcommunity.com/groups/arma3immersiveroleplay Discord: https://discord.gg/57VXqq
  15. Armaverse Nordic is hosting a 24/7 server for Iron Front with team vs team missions The missions are built on Arma 3's Warlords game mode and use HoverGuy's Simple Shops framework (GitHub, BIS forum thread) to provide players the freedom of choice regarding gear, vehicles etc. while still at the same time somewhat restricting the access to top-tier assets. Warlords game mode offers Sector Control / CTI hybrid style gameplay. This game mode unleashes the ultimate all-out combined arms warfare Note about the overall gameplay: the server is forcing Veteran difficulty, so 3rd person mode will not be available. Available missions include action for the following factions of Iron Front: the German Army, the Soviet Army, the United States Army and the Army of United Kingdom. The game server is provided with the possibility to use Advanced Combat Radio Environment 2 (Get it from GitHub, Steam Workshop) To join the ACRE2 enabled TeamSpeak server head over to ts3server://88.115.194.172/?port=9987 or direct IP (88.115.194.172) to connect from the TeamSpeak. About modifications Required: @CUP Terrains - Core - The Community Upgrade Project Terrains core pack Get it from >> Armaholic, Steam Workshop @IFA3_AIO_LITE - Iron Front in Arma 3 Get it from >> Steam Workshop, other sources please see: http://ww2ina3.com/wiki/index.php?title=WW2_Download#Mirrors Recommended: @CBA_A3 - Community Base Addons Arma 3 (required with Task Force Arrowhead Radio and ShackTac User Interface) Get it from >> Armaholic, Steam Workshop @ACRE2 - Advanced Combat Radio Environment 2 Get it from >> GitHub, Steam Workshop @ShackTac User Interface - ShackTac User Interface Get it from >> Armaholic, Steam Workshop @Immersion Cigs Get it from >> Armaholic, Steam Workshop @IFA3_WW2StyleCompassAndWatch Get it from >> Steam Workshop @ASR_AI3 - AI enhancement mod for Arma 3 Get it from >> Armaholic, Steam Workshop To easily download all the modifications that are listed above you can also use a Arma 3 Mod Preset file! Just download the preset HTML file to your PC and drag-and-drop the file to the Arma 3 launcher to directly start downloading all the required and recommended modifications from Steam Workshop. Arma 3 Mod Preset Armaverse Nordic Iron Front @ pastebin.com You can find the raw paste data inside the spoiler below. Just copy-and-paste it for example into Notepad and save the file as HTML. For now there won't be any other possibility to send feedback other than this very forum thread so be it either hate mail, positive feedback or suggestions please leave a comment below! Please consider a donation to help keep the server operational (all donations will be directed to the monthly server fee). To donate, click the direct link below between the PayPal icons. https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=V5FHKHW9H57NU On behalf of Armaverse Nordic Asmodeus
  16. JoHnny Mate

    Anyone have a FIX??

    My current game has been suffering some issues of not being able to load into servers due to the complication of "You were Kicked off the game. ( BattleEye: Bad Player Name)". But my name is nothing offensive "Jonny Baked", does anyone have another reason for this as well?.
  17. Hi, I'm still looking for the best way to manage some revive heal in SP and MP session. SP works fine but I can't find a reliable solution for MP, with the EH handleDamage. Restarting from the basement, I'd like to share this test I can't explain the result: I placed 2 playable groups in editor. and 1 trigger (true) to run this code: {_x addEventHandler ["handleDamage", { params ["_unit","","_dam"]; hint str (getAllHitPointsDamage _unit); _dam min 0.86 }]; } forEach allunits; This code is running on each hosted/clients. The EH is supposed to limit all the hits at 0.86 max. This way the unit is wounded but never die (OK in SP or units on hosted server). PS: I know, I can write the hint inside of a loop rather than inside of the EH, but that doesn't change anything for the following issue: If I JIP on the 2nd group leader, so the group will be remote to the client's PC. The group owner changes. Normal. Then if I continue to fire against these remote units, the EH still fires (I can see the new value for getAllHitPointsDamage), so the hint is "ok" then the EH code runs but the remote units die! - I can shoot the units of my group: they never die, - all remote units are dying... Everything goes as the EH fires locally (normal: E.L.) but this localization is not updated to the new localization of the unit! This EH is hard to manage, even for so small behavior as modifying a value for hit damage. I miss something, probably. Any help appreciated. Thanks.
  18. Hi all, Here is a new WARLORD ,CUP oriented scenario, if you love Chernarus in winter! You can play in MP only but this scenario is fine on solo MP (but hard). You need all CUP mods (+CBA). Recommended addons: Enhanced movements, JSRS sound mod (with some limitations on CUP assets) MGI Tactical pack (for beginners). As usual now, there are plenty of mission parameters, coming from Warlord or added for: - All AIs in a played leader group can heal and be healed/revived by player or Ais. - you can opt for civilian life , and opt for human bombers also (enemy for reds/blues). - you can opt for weapon loots in houses. - you can mark unconscious and/or dead units. There are some enemy areas, all the map. So be cautious when you plan a path to next sector. Have fun! on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1618406445 Pbo for servers: https://www.dropbox.com/s/9gmbt17zovk39ou/CHERNARUS_WARLORDS.Chernarus_Winter.pbo?dl=0
  19. As the title says, im having a problem, and i have not the faintest idea on what. Im a mission creator for my group. Im experiencing that in missions i've made with player slots that has custom loadout i've made through the virtual arsenal in the eden editor, end up being naked when they spawn into the game. It was not always like this, but suddenly a few weeks back - it started. No idea why. This is really annoying, and somewhat game breaking for my missions at the current time - so if anyone has an idea on whats going on here, please help! Its somewhat urgent timewise - we're playing a mission this saturday, and if I dont have a fix till then i'll have to make some really unconvenient workarounds. This is the modlist we're using (steam collection): https://steamcommunity.com/sharedfiles/filedetails/?id=1627983524
  20. In the MP game mode "Commander" you'll play a commander like in "Warlords" but here are just two sides, the NATO vs CSAT & AAF (on Altis & Stratis) ore only NATO vs CSAT (on Tanoa & Malden). You have as commander of your troop fix resources wich you can use (infantry, vehicles) but this depending on the count of towns, villages and strategic important structures they're under the control of your side. It mean, smaller your resources are, smaller your vehicles and count of infantry. In "Commander" also exist a fix command structure, at first the "General" (AI follows a fix scripted plan) who gives orders, at second you and other players (as commander). There are a lot of normal infantry commanders (motorized inf) but also commanders of special groups (with special tasks), commanders of tanks, commanders of artillery, commanders of parts of the air wing, commanders of naval forces and commanders of support and vehicle service. All becomes orders from the "General" but it's on you how you get your goal. Every commander need the others, all units need ammo, fuel, repaire, not every fithing ground of you will be easy to arrive with your resources and not every operation have his fix line of happenings, the other side will try everything to stopp you on your way to the victory. All sides are playable or just one side is playable, but i think the game play will be better when all sides are playable. I would suggest, that also civil losses/causalties can lower the resources of your troop. When you have ideas, write them, i would really like to see that in the future in A3 Vanilla.
  21. Hi, I am currently trying to find a way to check if local player is function caller in sqf file. I have civilian with addAction, which calls this script: _caller = _this select 2; if (local player == _caller) then { _handle = createdialog "Interaction"; } I need to show the GUI only to player using the action. Sorry if it's somewhere on these forums, but I was unable to find it. Thanks for your answers 🙂 WendAF
  22. I really need some help here guys, this script has been keeping me up for the last 6 days and nothing seems to make it work correctly when called by Clients connected the my Hosted Server (No errors thou): The first part when executed on the server (host player) works perfectly, I left it in inside the If (isServer) as a reference to the simplest version that works for the server. Then under the If (!isServer) is the reworked script that I made for the clients. Lots of options that I tried are now with // just as reference to what I tried with no success.
  23. Steam workshop link - https://steamcommunity.com/sharedfiles/filedetails/?id=1618325439 MISSION Russians have invaded the small peaceful island of Malden, and are holding it's citizens captive! Execute missions to weaken the russian presence on the island and set it's citizens free! A randomly generated campaign, execute missions and lead the United States Armed Forces to capture the island of Malden and win the war against the Russian Federation. FEATURES Random AO - One of Malden's cities, the main airport, or the military island base will be selected to attack. Finish one and another is generated. Random Selectable Side Missions - If you want a bit more excitement, you can choose a side mission from the mapboard at base. It will open the map and show you all available missions. Side missions range from diffusing a bomb on your officer, to stealing an enemy supply truck, to finding and rescuing a downed pilot, plus much more. Every time you open the side mission map, there will be different missions at different locations, so if you don't like what's available, just close it and reopen it. Civilian Population and Traffic - There is a heavy civilian presence on Malden, its citizens populate most of the island and are driving cars (shocking!), and walking around everywhere. They aren't hostile to our forces. In fact the reason we are on malden is for them, as the russians have invaded and are making their life a living hell. Recruitable AI - You can recruit AI units from the officer at base. Please allow them a few seconds to get deployed and join your group. If you wish to dismiss a unit, simply walk up to him and select 'Dismiss.' Mobile Respawn - There are 3 mobile respawn vehicles, a 4 door Humvee, an unarmed M113, and an unarmed MRAP. They should have green letters above them saying M.H.Q. 1, 2, or 3. When you die, simply choose which M.H.Q. you wish to respawn on, or just choose to spawn at base. If a M.H.Q. is destroyed, it will respawn at base. Revive - You can be revived by your teammates if you are incapacitated. There is a 5 minute window to be revived before you die. Players can only revive other players, A.I. units do not revive or become incapacitated, they simply die. HALO Jumping - You can HALO Jump by choosing H.A.L.O. Jump from the mapboard at base. You can also choose H.A.L.O. Group to jump with your squad members. CAUTION: if you have joined another players group, it will force ALL GROUP MEMBERS to jump as well! Dynamic Group System - Press the Teamswitch key (Default "U") to open the group menu. Here you can create/disband your own group, invite other players, join or leave another players group. Virtual Arsenal - There is an ammobox at base with virtual arsenal, and all MHQ vehicles are virtual arsenal enabled. You may also call in a supply drop which has virtual arsenal. AVAILABLE SUPPORT (Called with 0-8 on Radio) Supply Drop - An ammobox will drop near you and be marked with green smoke. This box will have virtual arsenal. UAV Recon - Click a location on the map and after the data from the UAV comes in, all hostile and friendly units will be marked for 3 minutes. These markers will not be updated, so be aware units may move around. Artillery, Mortars, Carpet Bomb - Choose one of the 3 from the support menu and click on the map to rain down some good ol' american pop rocks on the enemies. Caution when using in cities, as it may result in lots of civilian casualties, our mission is to protect the civilians, not kill them. Laser Designated Missile - If you have a laser designator, you can call in laser designated missile strikes. You must keep your laser designator on the target until the missile strikes. (There might currently be a bug that removes the missile if you turn the designator off). Fast Travel Transport Helis - A UH-60 and MH-9 are available to transport you around Malden. When you select the heli you want, it will mark an LZ near your location and head that way. Green smoke will automatically be popped at the LZ when the Heli is near. Once you get in, choose "Give a LZ to the Pilot" and it will head to that location. After a few seconds, the screen will go black and you will fast travel to the location. If at any moment the heli becomes bugged out, choose "Detonate Heli Transport' from your action menu to destroy the heli and make the support available again. Paratroop Reinforcements - Click on the map and a squad will paradrop on your location. After the squad has landed, they will fall under your command (Or your group leader's, if you are in another player's squad). Requires both RHS USAF and AFRF. Credits: DUWS by Kibot. Modified Version by BigShot. EOS script & Occupation mission by BangaBob Civilian scripts by Enigma ATM Airdrop HALO script by PokerTour. Defuse Bomb script by Cobra4v320. Thanks to Kempco for the mapsize script. Thanks to FrankHH for correcting the typos. Thanks to Yumsum, Porte and Phil for all their patience in testing.
  24. Hello, community! I am creating a MP mission, but I want to use a script for saving my proffered loadout. For example, when I get killed, I need to spawn with the same gear. I did a little research last night and I found a script that works for me only. I haven't tested it with friends, but it doesn't work for bots. There it is: in init.sqf // Set Units current Loadout Fnc_Set_Loadout = { _unit = _this select 0; _unit setVariable ["Saved_Loadout",getUnitLoadout _unit]; }; // Get Units current Loadout Fnc_Get_Loadout = { _unit = _this select 0; _unit setUnitLoadout (_unit getVariable ["Saved_Loadout",[]]); }; in initPlayerLocal.sqf player addEventhandler ["Killed", {_this spawn Fnc_Set_Loadout}]; player addEventHandler ["Respawn", {_this spawn Fnc_Get_Loadout}]; Would it work for other players when they use the playable units or not? If not, what could be done? Thanks in advance and cheers!
  25. Greetings, I have been running a dedicated Arma 3 server for about 10-15 players with 32 mods. I've noticed that players weapons, after they were done firing, would continue to fire. For example, if player X fired down range then holstered his rifle, his rifle would continue to fire for all the other players in the server. This happens when there's 2 or more players on the Zeus server without anything else spawned in. Its more so obnoxious when 10-15 players are in a firefight and there is continuous rifle fire even though the battle has ended and everyone is yelling at each other to stop firing. The players on the server all have a ping of 100m/s or lower. The server specs are decent. I've tried running the server without mods to see if this was a mod related issue but found it continued to persist. I've spoken with another community about this issue and they have also experienced the same problem. Anyone know what might be causing this and if there's a way to fix this?
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