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Found 138 results

  1. All-in-One Single-Player Project by Leopard20 Short description: All-in-one Single-Player project is (at this time, will be) a collection of 3 separate addons that work in tandem to create the ultimate single-player experience. _____________________________________________________________________________________________ Long description: Hello guys. I'm sure everyone agrees that the current state of ARMA single-player is not really playable (unless you're alone!). The AI are always a burden and hard to manage. Well, in this project, my goal is to change that. Check out the latest development videos on Superior Intelligence (aka Super AI) in the next post! This project will consist of 3 addons: 1. All-in-one Command Menu (Deluxe ver.): The improved and enhanced version of my old , dusty mod, All-in-one Command Menu which itself was basically an improved version of WW AI Menu by Windwalking. 2. Superior Intelligence (WIP) 3. ADDON #3 (WIP) The other two addons are not "command menus" but something entirely different and crucial to the single-player game, and interaction with them will primarily be through All-in-one Command Menu. I will update this thread about the latest development status. Stay tuned! All-in-One Command Menu (Deluxe Version) Current version: v1.4.2 (Jan. 30, 2022) Some of you may have used, seen, or at least heard of my All-in-one Command Menu mod, which added many new capabilities to the vanilla AI. When I started working on that mod, I was completely inexperienced in scripting, and the mod, despite its great feature roster, became a poorly optimized and buggy mess over time. So I decided to rewrite the mod from the scratch; updated the visuals, rewrote most features and added many new stuff. Without further ado, let's jump into the feature list! Release Trailer: Additional Screenshots: Feature Overview: What's new since All-in-one Command Menu classic: This is a complete rewrite of the classic mod, so obviously there's so many changes. Here is some of the most important ones: Manual (MUST READ): Some of this stuff might be a little hard to grasp at first (but once you learn them you realize how easy and intuitive they were!). I'm very busy right now so I'll add a video tutorial later. For now, try to make do with these! Download: Steam Workshop GitHub Dropbox (Outdated) Google Drive (Outdated) Armaholic Installation (non-Steam): Note: The name of the mod folder has changed! Please delete the old "@AIO_AIMENU" folder if you have the classic version. F.A.Q: Donation and Support: If you like my mod and would like to support it, or you just want to buy me a drink, etc., you can donate on PayPal, or even better, become a Patron! Requirements: Community Base Addons (CBA)
  2. ARPI brings up 700 items to improve military roleplay and immersion in Arma 3. With ACE3 and CBA, some items have functionalities. STEAM-WEB-LINK: ARPI - ARES Roleplay Items VISION and PHILOSOPHY Our vision is to enable the Arma 3 player to tell stories by themselves with independet manipulation of arma environment. We want to spare micromanagement capacities of the ZEUS in extensive roleplay-missions and enable storytellers to increase immersion via filling missions with items. ARES RP Items [ARPI] brings up over 700 items to improve military roleplay and immersion in A3. With ACE3 and CBA, much items have functionalities or can be combined to become usable. Items are for example : Food, Tools, Electronical Equipment, Loot, ID's, Documents, Money, Boxes, Knifes, ComRadios, Contraband and other stuff. The main aims of this mod are: reduce telling and hint-work of zeus with self explanatory items supply missionmakers with mission-relevant items enable the player to physically affect the arma environment provide a messaging system with players and virtual identites (NPC) enriching the immersion of operations, for example "checkpoint simulation with regular civil items and contraband" improve battlefield roleplay with military survival items, things you can find on killed combattants supported language: english and german Basic function via ACE Interaction hint and sound for the used activity, read-and hearable in 15-30m range of the user hints can be seen by admin and zeus globally (zeus will be informed about relevant activities) Advanced functions Some items can manipulate the environment (knive can kill, chainsaw saws trees, machete chops bushes, s.o. ) Survival System with modules for diseases, combinable scrap, water-system and filthy insects. Some Items can reduce or delete the effects of the modules Some items can place objects, such as tents, campfires, security equipment, s.o. Some items can detect variables in objects, for example geiger counter, chemsniffer or RFID Detector (see item list for variables) Requirements: All Functions require CBA3 and ACE3! It is possible to deactivate the ACE3 functions in your init.sqf by adding: AR_InteractionsEnabled = false; Place relevant modules in the editor to use Global Interaction System, Trading System or other systems. Restrictions: No reuploads on Steam allowed! No not never! Montarization in any means is definately not allowed! Its a free mod for the community! Useage on monetarized servers is not allowed. If you want to rip/change/host these files to include them in your local clan-repos, thats ok for us If you want to change or implement something, talk to us! We can make an improvement in the next official version together. Future plans: New Items, Sounds and Functions will be added Classname list and descriptions: https://drive.google.com/file/d/1ZDv3wELtrvSb2nfGhuIKXhr8fpBY5C50/view?usp=sharing
  3. Hi All, please see the details below. What we are looking for: We are looking for two open minded team members, with healthy egos with: One who wants to join us on our Australian/New Zealand Friday evening event which is hosted at 2100 AEST AND One who wants to join us on our American Saturday (CST) which is hosted at 2000 CST Who we are: We are a tight knit group of former seasoned realism unit members (20 years cumulative) and casual Arma Players (easily 5000+ hours cumulative) that have been running for a little while now, we pride ourselves in running a group that is very casual outside of ArmA 3, but fairly serious within ArmA 3. We have modeled ourselves around the CAG/ACE/Delta Force/1stSFOD, and in honesty is a result of liking their mission set & equipment, which also plays well into ArmA. We do not use ranks, but rather use titles to designate member obligations/accountability, i.e Team Leaders responsible for getting their team on to events, HQ members responsible for coordinating Team Leads and mission makers, but never at the cost of the life blood, which is the general member base. We are a zero bull/toxicity group, that encourages new and senior members to mix and collaborate with one another, we do not want to run a gossip group, and we also promote a zero obligation policy for general members, meaning even if you join, and while we would like to see you at all events that your team is assigned to, we do not hold against you if you cannot make it, and even if you need time away for an extended period of time, we support that as long as you communicate with us. We offer two event days on alternating fornights, this is because we have a mix of Australian's and American's within the group, one event is Aus based time hosted on Friday evenings AEST, and the other event is US based Saturday evenings CST, both events are broken into teams of 4 members, with tag alongs typically rounding it to about 6 - 8 members per event, even if you are part of the Friday team you are welcome to the Saturday event (and vice versa). We have taken reasonable strides to research and understand what we can about the CAG, and not making the error that many groups do which is confusing the CAG (or whatever name it goes by at the time) with SF/ODA, which is also a pet hate of ours in general. Of course we will never get it perfect but we are confident in our offerings around the space, for how we wish to run it in ArmA. How to join and what happens next: There is no formal training pipeline, but we do have a variety tactics and procedures that we have developed, and teach to the new guys, we function more off assumed knowledge, and the success or failure of a group member is down to their ego and their ability to learn and improve. But to get through the door you, all you have to do is... 1) Express interest ArmA 3 units page: https://units.arma3.com/unit/cag6 2) Join our Discord (our primary platform outside of ArmA 3, we use Teamspeak 3 on event days but not as a place to hangout): https://discord.gg/HuvEPrxBpv 3) Download our mods (we do use a few, primarily ACE, ACRE, RHS, a variety of SOF Equipment mods, and Quality of life mods that makes you feel a little more operator): Our ArmA 3 Modlist HTML is stored on our Discord, so once you are on there you will be provided access to it 4) Get on and get intergrated with the guys and play: Simple enough once you are processed, introduce yourself and come join us, you will also need to download teamspeak 3, as we use ACRE, but teamspeak details will be provided once you are processed, and any of our members can help out. Summary: So as a general member what are your commitments? - Ideally show up to your team events as much as possible (only two a month), but know it's okay if life comes first at times. - Be willing to play in ArmA 3 in a serious and almost milsim way in terms of tactics and equipment (but without all the admin and outside of event day training headaches). - Be willing to be part of a very casual group outside of ArmA 3, thick skin required, and a good (if not warped) sense of humour. - Be willing to download our mods, get on our Discord, and join Teamspeak 3 on event days. Beyond that... If this place sounds like a place for you come and reach out, while we are only looking for two members at this time, we will never say no to more (within reason), and it doesn't matter if you are new to ArmA or a veteran we will teach you our ropes, but be warned even though we are casual group outside of ArmA, we do expect each member to get with the standard in ArmA, and to abide by our standard, we are forever growing, and refining our processes too, so having an open mind is important. And don't forget. At the front however, we pride ourselves in the way we play ArmA, and the fact most of our members make friends for life (for as corny as that reads), but we do not believe in white anting, and rather collaboration and support, if this sounds like a place for you, come join our Discord and we will take it from there. Thanks. CAG TF6 HQ
  4. I'm using Ace mod and there is that plasma sack with the id as follow: ACE_plasmaIV_250 Well, I'm trying to remove it from my inventory when I reach the trigger area with the command : this removeItem ACE_plasmaIV_250; ...but nothing happens I've also tried use: this removeItemFromBackpack ACE_plasmaIV_250; with the item in my backpack but still nothing happens... :l Any idea? tks in advance!
  5. Hi all, I want to build a can Fold and Unfold tent via ACE's interaction menu.(ACE Interaction Menu Framework) So this is my config.cpp example: class CfgPatches { class My_HappyTent { units[] = {"My_HappyTent"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Structures_F_Civ_Camping"}; }; }; class CfgVehicles { class Land_Ground_sheet_folded_F; class My_HappyTent: Land_Ground_sheet_folded_F { displayName = "My Happy Tent (Folded)"; class ACE_Actions { displayName = "Unfold"; condition = "true"; statement = ""; //Bla bla bla something action unfold tent distance = 5; } }; }; So I pack this config.cpp into pbo, and go to editor. But when I push interaction button with this object, I can't see anything jump out. Is something I done wrong? //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Currently I use the ace trenches pbo to help me do this. I finally hope can create a Sleeping Mat, and when Player take this Sleeping Mat into their backpack, then when he put it on the ground, he can use interaction menu on Sleeping Mat to build (Like build trenches method) a Medical Tent(also include ace's medical building function), finally delete the Sleeping Mat that is on the ground. And when want to dismantle, player can use interaction menu on tent and dismantle it back to a Sleeping Mat. Then we can have a movable Medical Tent on field. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  6. Hey Guys, i hope you can help me to get rid of this error. I hope it is something simple and i'm don't see it. I try to add ACIM (http://www.armaholic.com/page.php?id=27355) to the ACE3 Interaction menü. In Singleplayer / Editor everthing works fine (sorry for the german) But as soon i start it as multiplayer / on a dedicated server i get this erros in my rpt file: To add all the Ace options i use this script: I know this part is very very basic, because i tried to reduce other possible error sources. I hope it is a fucking dump mistake and sorry for my bad english. Download Sample Mission: https://www.dropbox.com/s/hyhqsik17lhrpbx/ACIM-ACE-Extension-Test.Stratis.pbo?dl=0 Thx for reading so far! Greetings Gangolf
  7. The vehicle is not destroyed, but simply catches fire. I tried to launch a lot of rockets from: NLAW, Javelin, RPG-7 at vehicles. Vehicle either catches fire or remains without damage.Can something be done about it? I don't want to remove ace.
  8. Hello I am currently recruiting for my Arma 3 server called "Arma Operations" We are a newer community with 20+ members we have a lot of spots that need filled I will list them below; * MEDIC * MARKSMAN * MACHINEGUNNER * ASST MACHINEGUNNER * ANTI-TANK * ENGINEER * EOD ( We are looking for Pilots as well ) And some more, basically all roles need filled, we currently have a few people who are looking to be in these kits so hurry up if you're interested. Our current op; Operation Hell Desert* Description; A small town called Laura has had recent reports of insurgents harassing and killing innocent civilians. The town has about 30 people living in it and 2 civilians are reported missing, We will be dispatching a fireteam to investigate further. Obtain information about the disappearance of the two civilians as well as the insurgents in the area. We do not know what to expect, follow ROE and check in with command, set up a perimeter and talk with the locals to gather intel. This community does have actual members who are in the Military, I'm the Owner and I do not place myself higher than anyone who wants to take a foot in leadership, I am here to Zeus. So if you're interested in filling some slots and having a great time come on down. ( We have 50 + mods ) Discord Link; https://discord.gg/b936rY3H6n
  9. I've been trying to get the vanilla vehicle maintenance system to work with ace for a few hours now. The only thing I have found is people saying that you should delete the related pbo files (which I've done) but then I still can't, for example rearm through the interaction menu nor through the ace menu (obviously). Does anyone know how you can get the vanilla system to work with ace. I know it is possible 'cause you can see it in some of Dslyecxis videos. A quick answer would be appreciated. ---- Sorry for any spelling or grammar mistakes. English is not my native ----
  10. Hi, there. I am trying to make two "factories" in my mission - one producing fuel and the other vehicle ammo points. Both factories should produce a box filled with fuel and "ammo points" respectively. The fuel and ammo points use ACE3 framework. For the fuel factory I made these script and it works perfectly (executed via initServer) : while {true} do { sleep 1800; _fuel = "CargoNet_01_barrels_F" createVehicle [4694.33,9483.27,0]; [_fuel, 1000] call ace_refuel_fnc_makeSource; _marker = createMarker ["Fuel Produced!", [4697.51,9475.91,0]]; _marker setMarkerType "loc_Truck"; sleep 300; deleteMarker "Fuel Produced!" }; Every half hour it produces one barrel with 1000 fuel (ACE). I tried to make the same thing with ammo points for vehicle rearming but no success. I am trying to implement ACE3 Rearm framework code (taken from https://ace3.acemod.org/wiki/framework/rearm-framework.html) : while {true} do { sleep 600; _ammobox = "CargoNet_01_box_F" createVehicle [5058.03,6888.37,0]; _ammobox = setVariable ["ace_rearm_isSupplyVehicle",true]; [_ammobox, 1200] call ace_rearm_fnc_setSupplyCount; _marker = createMarker ["Ammo Produced!", [5056.13,6886.58,0]]; _marker setMarkerType "loc_Truck"; sleep 300; deleteMarker "Ammo Produced!" }; But it doesn't spawn anything, it doesn't show any error and I have no clue why isn't working. Big thanks to everyone who wants to help a big script nOOb like myself.
  11. ZenonAlergico

    ACE DLL ERROR

    My game hasn't worked with ACE enabled for a long time. It always loads a DLL error, more precisely the error "Extension ace_advanced_ballistics_x64.dll not found" every time I enter any mission. I make it to the lobby, but it's not possible to start the mission. I figured out a way to get around this: open the game with Battleye enabled, get to the lobby, disable Battleye and enter the quest, but that doesn't work the first time, I have to try it a few times. It also happens to not work and I have to close the game and open it again, repeating the steps. The problem is that I'm hostage to it and can't play on servers that require Battleye turned on. I've done everything: uninstalled the game and installed it again. I uninstalled ACE, CBA and installed them again. I have already copied the file "ace_advanced_ballistics_x64.dll not found" from other computers. Nothing resolved. I suspect it has something to do with Battleye, who accuses the file in question as malicious, but we know it isn't. I have doubts how to create an exception in Battleye, if that really is the problem. Hope you help me!
  12. ACE3 Extension Here is my ACE3 Extension mod! ACE3 Extension (Anim & Actions) ACE3 Extension (Placeables) ACE3 Extension (Gestures)
  13. ACE Punish unknown weapon Description: A script that punishes picking up unknown/enemy weapons by degrading their efficiency! As a mission maker and player, it is generally known not to pickup enemy guns for multiple reasons, such as being able to ID enemies easier. During my time playing this game I saw multiple ideas how to limit players form picking up enemy guns. Most revolve around the idea of just straight up removing guns and ammo from dead enemies or even enemy guns from a player’s inventory. This would also means running out of ammo as a player with no other way to resupply then looting enemy or friendly corpses will render you defenseless. I’ve been in similar situations like these before and all I could do was hope my squad would not run out of ammo or some other squad would safe us. So, I started thinking of a way to discourage players form picking up enemy weapons, but not outright remove the option for them. As a solution I came up with a system which makes enemy weapons less efficient and still usable, but it comes with a risk. In general, unknown weapons will be less accurate the more the heat up, they are prone to jam more then your starting weapon and reloading can fail, so you have to reload again. (This is to simulate longer reloading times as it is not possible otherwise in ARMA) The earlier mentioned risk is that such an unknown weapon can have a rare fatal chamber failure when jamming and it will basically explode in your face and makes the weapon itself unusable. By no means is this script meant to be realistic. For me it is a gameplay mechanic and I treat it that way as well. Thus, it is really only meant to be used in COOP missions as the unknown weapon list is global to all players! Requirements: In order to use this script, you need to run these mods alongside it: CBA ACE Overheating Installation and configuration: Copy over the contents of the “scripts” folder into your mission folder, add or edit your mission’s config settings in description.ext according to the example mission. Installation is done. Any configuration will be done within Eden editor and in Settings -> Addon Options -> Punish unknown weapon For mission makers: Here is a small rundown what which setting does and how in general this script works. Enable: Enables the script on mission start. Wait after mission begin: This script will add all primary weapons from any player after the set time to the known weapon array and propagate it to all players and jips. Jips will send after 30 seconds (so custom loadouts can be applied) their current primary weapon to the server and it will add it to the known weapon pool and clear any disadvantages from other players for that weapon. Add weapon dispersion: Adds a flat value ON TOP of ACEs dispersion value. This makes weapons less accurate. Add jam chance: Adds a jamming percentage ON TOP of ACEs jamming chance. Reload failure chance: Chance of a reload failure for an unknown weapon. Chance to destroy weapon on jam: If a jam event occurs this is the chance that the weapon will straight up explode and hurt its current user. Add more weapons: In case players do not have all their weapons on mission start, you can add weapon classes comma separate and WITHOUT whitespaces to this input field. Those weapons will be added as known weapon. Add briefing entry: Adds a Diary entry to the briefing menu warning players that this script is activated. Enable propagation: Enables if the server should collect weapon class names from players and add them to the whitelist. This is an advanced option and only experienced mission makers should use this. This option could be used to set up a play scenario for TvTs for example. Variables This script uses some variables which are not listed inside the addon options menu. diwako_unknownwp_local_weapons: This is a local array which ADDS to the whitelist from the server. It can be used to give units of choice more weapon choices without penalty. This is an advanced mission maker variable as there are rules for this variable. Only strings are allowed Every string MUST be fully uppercase No whitespaces in class names Must be filled on mission start for the unit, mid mission not supported! Download https://github.com/diwako/ACE-punish-unknown-weapon/releases https://steamcommunity.com/sharedfiles/filedetails/?id=1549103861
  14. Visual Studio Code SQF Language v1.0.6 Lastest update: 22.10.2018 Microsoft Visual Studio Code is a new, but already very known Code Editor. Works on Linux, OS X and Windows. Now in the Visual Studio Marketplace -> Report bugs, ask questions or make suggestions <- Supported Products: Operation Flashpoint [OFP], Operation Flashpoint: Resistance ArmA, ArmA 2, ArmA 3 (DLCs & Extensions included) Take On Helicopters [ToH] Community Based Addons [CBA], ACE Easy Installation (Recommended) Download Visual Studio Code. Open the Editor and click on the extension icon to your left ( ) Enter "SQF" and hit enter Select "SQF Language" and click on "Install" Enjoy Manual Installation Only use this guide if the installation over the extension manager and/or marketplace isn't working! Download VS Code Download the latest release from GitHub ( https://github.com/Armitxes/VSCode_SQF/releases ) Install Visual Studio Code Navigate to your VS Code extension Folder. Windows: %USERPROFILE%\.vscode\extensions Mac/Linux: $HOME/.vscode/extensions In the plugins folder, you create a folder called Armitxes.SQF, if you have it already delete all files inside! Inside the Armitxes.SQF folder you then unzip the sources you obtained from GitHub That's it, now simply (re-)start Visual Studio Code (or just "Code") and it's done :) With VS Code, every folder is a project! To open your SQF Project simply go on File->Open Folder and choose your mission/mod folder. Feel free to ask any questions, aswell the Code of the GitHub Project was now simplified several times by me and is open for everyone for contribution! Cheers, Armitxes
  15. I made RHS air weapons and ACE Laser Guidance compatibility mod. I don't really have experience in scripting and ArmA modding in particular, so please feel free to report bugs or/and strange missile/bomb behaviour. Have fun! https://steamcommunity.com/sharedfiles/filedetails/?id=2786904792
  16. Find here one evergreen of Gruppe Adlers TvT Missions: Breaking Contact. Well suited for groups from 20 but living to its full potential with much higher player counts. Supports up to 112 players and many maps (CUP TP and more). Very high replayability value - free spawn selection. Best played in a roughly 2:1 attacker defender ratio. Dependencies CBA, ACE3, ACEX, RHS Escalation, TFAR, optionally RDS_CIV Mission Concept Russians have to protect their radio truck from destruction from US forces. At the same time they have to deploy antennas (send radio message) a preselected total amount of time to win. When deployed the radio truck is marked on the map for US. If US manages to neutralize the truck or kill all Russians, the game is over. At their start vehicle both factions can buy a limited range and number of vehicles with a preselected amount of credits. US forces have air superiority whereas Russians can field a little bit more raw fire power. Rules no respawn, no play area restrictions, ACE spectator, no scopes, basic medical, fixed loadout, quick start Parameters Time, Weather, US Spawn Distance, Money, Deploy time to win, Time Acceleration, Ingame Replay Accuracy, JIP time, BFT toggle, Civilian Traffic Toggle (needs RDS_CIV!) Setup Info * Doesnt work locally, you need a Dedicated Server * Opfor Commander Slot is mandatory, otherwise you are stuck in a waiting loop * For testing purposes with only one player you might fill up Blufor with AI Additional info * Admin slot is Zeus to help out teleporting JIP and fight bugs * Russians might redeploy, the sum of deployed time counts for winning - makes for very dynamic gameplay * Russians might buy a mobile radio box, which takes the radio truck as a relay. Sending on its own it only has half the power (or if the distance is above >500m from radio truck). This enables more static positions if necessary (destruction of radio truck does not lead to win anymore but only destruction of mobile box, if bought). * Its highly recommended to use the predefined amount of money * For every player there is a little bonus in money * Check the mouseover in the buy menu to get info about what you will purchase (Ammo Truck/Ammo M113 comes to mind) * You can eradicate the helipad in the buy menu when you are fully equipped to hide your spawn * Mission is localized in English and German * BIS dynamic group system can be used with <U> * US Camo automatically chosen (hardcoded for every map) * NVG are to be found in the start vehicles (HMMWV/radio truck) * Arrows above heads will disappear after 5mins ingame. They hint on Teamleads and SQLs to increase start time * There might be features I forgot to mention here 🙂 Known issues in this version * JIP players will spawn in strange places. Use Admin Zeus to teleport them Currently supported maps Altis, Beketov, Bornholm, Chernarus, Chernarus Summer, Clafghan, Esseker, FATA, Gorgona, Capraia, Kunduz, Namalsk, Panthera, N'Ziwasogo, United Sahrani, Stratis, Sugarlake, Takistan, Tanoa, Taviana, Thirsk, VT5, Bystrica, Zargabad Download (ZIP, rename PBO to any island suffix you need. supported suffixes in compatibleIslands.txt) https://github.com/gruppe-adler/TvT_BreakingContact.Stratis/releases/tag/2.9.0 Source https://github.com/gruppe-adler/TvT_BreakingContact.Stratis (conversion for other maps than stratis is done with build script) I will continue to tweak and balance the game mode and release stable versions when I see fit. Please report any issues or make proposals to github. Screenshots http://imgur.com/a/QNhju
  17. I'm trying to come up with a way to change the wounds inflicted by bullets in the ACE medical system. For example, if shot with a bullet, change the possible wounds from 'avulsion'/'velocity wound'/etc. to 'bruise'/'crushed tissue'. Ideally I'd like to alter the values that are passed to ACE woundsHandler function, but I'm not sure how all that is implemented. Anyone got insight on this?
  18. ***PLEASE NOTE THIS IS A WORK IN PROGRESS*** Hello There! I am currently in the process of designing a Campaign and want feedback on my idea and eventually when I start rolling out mission's them as well. Since moving over to ACE I've loved the ballistic system as part of it. I was inspired by Igneous01 - ArmA 2 Campaign and wanted to create something similar but on the ArmA 3 Platform. However, I wanted to make something that is also co-op but was unsure if that is possible so please feel free to comment down below. I also didn't want thousands of mods I wanted to use mods that are the most popular on the Steam Workshop but like I've said if you have any suggestions please mention them below. Here's a general summary of my campaign: MODS: ACE RHS USAF RHS AFRF Apex Now I know this campaign won't be for everyone but I would appreciate any idea's that great community can provide. ***PLEASE NOTE THIS IS A WORK IN PROGRESS***
  19. Hi, I ran into a problem which is completely new for me. When i start my server and i log in as admin the configure addons option for server is greyed out. Ive never ran into this problem with any dedicated server before. So I'm quite confused i also couldn't find a solution on the internet. Can someone maybe explain this issue to me? Kind regards
  20. GaryTheNoTrashCougar

    Help - getVariable (ACE)

    Trying to make a displayCtrl for blood loss when using ace. Problem I'm having is trying to get blood level value: player getVariable "ace_medical_bloodVolume"; This works in debug console but is not recognised in my script. I'm not familiar with returning variables from mods, do I have to define something in order to pass the variable through to my script?
  21. So after downloading all the ace mods inducing the medical system, the AI keeps healing even tho they don't get a medkit. The problem with disabling Medical AI is that even if they do have a medkit, they won't heal themself. Does anyone know how to fix it so that they can only heal themselfs when they have a medkit/FAK in their inventory?
  22. Heroic slovniacs An Arma 3 CO-OP scenario. Heroic slovniacs trailer: What's this? Takistanian milita has taken a Takistanian army airport, the Takistanian army has requested the help of the Russian army to retrieve that airport. Three soldiers and a Su-25 were sent in order to assist (or more likely do all the job by themselves) retrieving that airport, but are met with a strong resistance due to the fact that the Takistanian milita acquired a huge amount of equipment from the same airport. The mission theme is Close air support (Su-25) that is guided by the help of the three soldiers on the ground, so 4 players. Download from Steam Workshop: Normal version or ACE version. Player slots: Squad leader. Marksman\Enginner. AT soldier. Pilot. I also have an ACE version, which replaces the Marksman with a medic. Pros: I have spent 350 hours on this mission, I hope it will be great enough! Cinematics! (they suck because Arma 3 cinematics suck). Voice acting! (for the commander, it will give you PTSD). Random events (that will kill you, such as a minefield). Long mission (depends if you keep bullshiting or not). Unlock ground vehicles as you progress, making you stronger. Thanks to LAMBS mod, the AI can actually outsmart you by miles, so be careful. Multiple respawn points to save traveling times. Music player (that randomly plays music every 10 mins). The commander welcomes players who connect, and whines when a player disconnects (who the ♥♥♥♥ cares remove this point idiot). There is no acting in this mission, you play however you want and unlock vehicles (ground vehicles) as you play through the mission, as long as your play-style is not about you being a complete idiot, you will pass. At least you can feel that the world is a bit more "alive" than other missions. Cons: The Intro is quite long (7 mins) but that's because I wanted to lay out information in a better way (btw the intro is not boring). Since I wanted the performance to be good (and this mission is so large that I pushed Arma 3 to its boundaries) I had to make it so that the hosting computer (whether it's a player or a dedicated server) take the weight of the scripts and units, so only the host will suffer from a poor performance (if his PC is older than 2018) while the rest of the players will have no problems in performance :), so not a huge con really. Last part of the mission might be heavy on the hosting PC, but you can always quit, since that part makes %10 of the mission anyway. 13 mods (19 if ACE) (most are light weight) so that you can experience the full experience without AI being dumb etc etc. Other stuff: I have became a no life making these missions, and thank to all the people who helped me (even slightly) who are mentioned in the end of the mission, I hope you will give this mission a try, since it doesn't require a huge number of players (3 players are acceptable, 2 players will cause the guy on the ground to eat huge metric tons of organic ♥♥♥♥). Also, I hope Digger won't traumatize you for life. Download from Steam Workshop: Normal version or ACE version. Report any glitch in the comments (below) or I will call out targets for the pilot to annihilate.
  23. Hi guys, I'm trying to disable BFT via a script for a group of players during a mission. The Idea is these players crash land somewhere and must escape or radio for extract, to improve the experience I don't want them to know exactly where they are on the map. I haven't busted into the PBO yet, but I've been searching here and the ACE wiki for information on this function. I know I can disable BFT in the editor, but I want it triggered during the mission. Thanks!
  24. Hello guys... A little context, I was editing a mission using "MOD MLV PROYECTO 1982" and then I realize that units wearing mod uniforms and helmets are immortal if you shot at them (tried every weapon), this only happens when the ace mod is loaded. The point is I need to create a mod to fix this compatibility issue with the addon "MOD MLV PROYECTO 1982", is there a code template or something? Please help ACE https://steamcommunity.com/sharedfiles/filedetails/?id=463939057 MOD MLV PROYECTO 1982 https://steamcommunity.com/sharedfiles/filedetails/?id=1266670664 Mission file https://drive.google.com/file/d/1L1jxLbMwtTdyiX0fhG7xRItTXWlXlbWh/view?usp=sharing Addons preset for the mission https://drive.google.com/file/d/1dP-cbQc8G8BulpdwhVYsSvsTY1MdORgh/view?usp=sharing
  25. Good day/night. At the moment i'm trying to make a co-op S.T.A.L.K.E.R survival mission with ACE3 for my group, and there are only RPservers mods that only allows you to play in their servers and don't let you play with ACE3. So I chose to use a mod from the workshop posted by sir.ghostington (He took the mutants from a dead RPserver mod that don't let the ace work), but I have a problem, the mutants don't understand the ACE3's damage. So, what should I do to make the mutants work with ACE3 ? How can I create a patch for this mod? (I don't know so much about scripting but I have some tools)
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