Jump to content

Search the Community

Showing results for tags 'civilian'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Arma Reforger
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Green Sea
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • CREATEANDGENERATION's Intoduction
  • CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other
  • Spartan Gamers DayZ's Baneados del Servidor
  • Warriors Waging War's Vigor
  • Tales of the Republic's Republic News
  • Operazioni Arma Italia's CHI SIAMO
  • [GER] HUSKY-GAMING.CC / Roleplay at its best!'s Starte deine Reise noch heute!
  • empire brotherhood occult +2349082603448's empire money +2349082603448
  • NET88's Twitter
  • Mercurious Brotherhood +2347063372861's +2347063372861>> I WANT TO JOIN OCCULT FOR MONEY RITUAL
  • 123betcasino01's Topics
  • TEORI BERITA's qqsuper99
  • QQSUPER99: Daftar Situs Slot Gacor Online Link Terbaru Gampang Menang's slot gacor
  • QQSUPER99: Daftar Situs Slot Gacor Online Link Terbaru Gampang Menang's slot gacor

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 37 results

  1. Black Lands >> Read a review at The Abandoned Workshops (April 27th, 2014) Version: 1.2 (beta) Author: Undeceived Required game version: Arma 2: Combined Operations (v. 1.62) Features: Story-driven resistance campaign (19 missions + cutscenes) with an enthralling plot about a group of men struggling against their enemies Custom music (including some self-composed titles) Many cutscenes, intros and outros A mix of linear, straight-forward missions and wide and complex ones with many tasks Weapon pool (weapons and gear are forwarded and available in the next missions) Squad management system (get to know the background story of your men and chose your group for the next mission) Description: After the Russian army takes control over Chernarus, Tomas Cerny and his best friend Dimitri, among other war-survivors, form up a resistance movement. At first, the group is able to cause harm to the Russian intruders, but little by little, Tomas sees the strength of the movement crumbling and deteriorating. As eventually Dimitri is killed in an Russian ambush and Tomas, all at once, loses everything he loves and cares for, the resistance fighter finds himself all alone, devitalized and a broken man. In his darkest hour, Tomas is suddenly contacted by an agent of the U.S. intelligence, who is able to light up a small flame in the young Chernarussian again. Tomas learns that there are still people who want to rise up against the Russians. He is able to find new courage, meets new friends and goes on the most difficult journey of his life. He passes through adventures and defeats, experiences friendship as well as betrayal and faces survival and death. Beta status (read!😞 Please help me with the English translation! 🙂 (I'm not a native speaker and many expressions might sound a bit strange. Please give me suggestions and corrections!) Bug reports are much appreciated Download: All required addons + installation instruction are contained in the download. Black Lands 1.2 (beta)
  2. Download, Mission briefing, loadout, and more: https://steamcommunity.com/sharedfiles/filedetails/?id=2878171355 Languages supported: English and Portuguese. This mission AI was dynamically built by CSWR: Cheers, thy_
  3. Spawn civilian hostage with init, and problem with addAction. The addAction does not work, I have tried several calls like... _x, _this, this, leader CIV_REHEN_NAMUVAKA_1... and nothig. Helpme please and thanks. //nul = [] execVM "spawns\CIV_REHEN_NAMUVAKA_Loop_1.sqf"; //while {true} do { [west, ["Task_CIV_REHEN_NAMUVAKA_1B"], ["Protect the hostages. - Proteja a los rehenes.","Protect the hostages. - Proteja a los rehenes."], none, "CREATED", 2, true] call BIS_fnc_taskCreate; systemchat "CIV_REHEN_NAMUVAKA_1"; CIV_REHEN_NAMUVAKA_1 = [getPos player, civilian, ["C_Man_formal_4_F_tanoan"]] call BIS_fnc_spawnGroup; //{_x doMove ASLtoATL getPosASL PenBLU_OTANDESERT_MEN_Obj_1; _x allowFleeing 0; _x setCombatMode "RED"; _x setskill ["courage",1];_x setUnitPos "UP"; } forEach units CIV_REHEN_NAMUVAKA_1; //{ _x setCombatBehaviour "SAFE"; [group _x, getPos _x, 10] call BIS_fnc_TaskPatrol; } forEach units CIV_REHEN_NAMUVAKA_1; { _x disableAI "PATH"; _x setCaptive true; _x setUnitPos "MIDDLE"; // Add rescue action _x addAction [":: Rescue - Rescatar :: ", { ["Task_CIV_REHEN_NAMUVAKA_1","succeeded"] call bis_fnc_tasksetstate; {_x setCaptive false; _x enableAI "PATH"; _x setUnitPos "AUTO"; {[_x] joinSilent group player;} forEach units CIV_REHEN_NAMUVAKA_1; } ]; } forEach units CIV_REHEN_NAMUVAKA_1; waitUntil {({alive _x} count units CIV_REHEN_NAMUVAKA_1) < 1;}; ["Task_CIV_REHEN_NAMUVAKA_1B","CANCELED"] call bis_fnc_tasksetstate; //};
  4. UNDERDOGS Author: UndeceivedVersion: 1.92 (updated December 15, 2023) Review (spoiler-free) at D E S C R I P T I O N "We were totally excited when we finally got the green light for the job that our contact Manos had told us about. Just a simple burglary - a pile of money waiting for us in return. At that moment we didn't know that this would be the trigger of a terrible nightmare and a wearying run for our lives..." A story-driven mini-campaign (5 missions, cutscenes, multiple endings) about a group of Altian kids trying to survive the consequences of a deadly coincidence. T R A I L E R S F E A T U R E S Story-driven SP mini-campaign (5 missions) A civilian style "crime thriller" - take a refreshing break from the daily military duties Cutscenes Multiple endings Many ways to solve certain tasks Crafting of certain needed improvised items You can adjust the brightness in night missions A V A I L A B L E L A N G U A G E S R E Q U I R E M E N T S Everything is part of the campaign download I S S U E S Playing with other mods apart from the required ones could break the missions or cause bugs. Other than that I have no clue what happens in the Arma dev version, so better play in the stable version. A D D I T I O N A L I N F O R M A T I O N D O W N L O A D Underdogs v. 1.92
  5. When I create blufor units in the air, and make them use parachutes to touch the ground safely, everything runs fine, but if I do the same with civilians, the civilian units get panic (guess)! The same happens if I use ZEUS to throw the civilian in the air. Their parachute is opened and, when they touch the ground, they're crouched. What I want: That civilian parachuters when on land, walk normally, in the "UP" position. My snippet: Right before the CIVILIAN unit is created in the air, falling down from 1km altitude with a parachute bag: _grp setBehaviourStrong "CARELESS"; _grp allowFleeing 0; { _x setBehaviour "CARELESS"; _x disableAI "FSM"; } forEach units _grp; After landing: { // Wait the own unit (_x) touch the ground if not yet: waitUntil { sleep 3; (getPos _x select 2) < 0.2 || !alive _x }; sleep 2; _x enableAI "FSM"; _x switchmove ""; _x setUnitPos "UP"; //_x setUnitPosWeak "UP"; } forEach units _grp; The bad result: always the civilian units are walking in a crouch, even if there's no opfor, blufor, or independent on the map. Commands I'm using: https://community.bistudio.com/wiki/setBehaviourStrong https://community.bistudio.com/wiki/allowFleeing https://community.bistudio.com/wiki/disableAI https://community.bistudio.com/wiki/setUnitPosWeak https://community.bistudio.com/wiki/setUnitPos https://community.bistudio.com/wiki/switchAction
  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. For The Life Of A Friend Version: 1.8 Author: Undeceived Required game version: Arma 2: Combined Operations (v. 1.62) >> Read the final review at OFPEC (9/10) >> Read another review at The Abandoned Workshops Scenario description: "We went out to have some fun teasing Jegorow, the new castle caretaker. But then everything turned out differently..." Features: - Civilian style mission - A story about friendship, murder and revenge - Fully voiced (German) - English and German subtitles (also English subtitles for the Polish and Russian version of Arma 2) - Uses Silola's DAC, which makes combat situations a blast! - Self made music by the author, among other custom music - Many cutscenes Required addons: - "Armed Civilians" by W0lle (version: 1.02) (contained in the mission download) - Editor upgrades by Jon-C5- and Mapfact (contained in the mission download) Versions: Known bugs in version 1.8: - Script errors: If you start Arma 2 with parameter -showScriptErrors, there might appear script errors, which come out of the DAC scripts. These errors however do not influence the gameplay and the mission's functionality in any way and are not showstoppers! Anyway it is recommended to play without the start parameter -showScriptErrors. - Remove AI team mate's pistols as soon as possible and give them rifles to prevent the Arma 2-pistol bug, which sometimes happens (AI doesn't move anymore). Download: For The Life Of A Friend 1.8: @ bIdentify | @ OFPEC
  8. Revolution is a next generation, fast-paced, open source gamemode and framework for Life type roleplaying missions in Arma 3. --- Revolution as a gamemode has been inspired by Chernarus Life: Revolution gamemode from Arma 2. Revolution started in 2012 as a passion project of a couple of Finnish Arma players who had fallen in love with the gamemode and essentially dedicated their whole free time to it, enjoying it vastly. As rookie developers, they failed to deliver such a complex and large framework, leading to their competitor, Altis Life eventually conquering the Armaverse in 2014. The developer team still wanted to deliver a vastly different experience from Altis Life that would remind the relatively fast paced and completely dynamic nature of Chernarus Life: Revolution or Urban Life in Takistan back in the Arma 2 days. They tried to develop the framework multiple times, but all attempts failed due to monetary constraints, issues with developer group dynamics, health issues or real life events that forced us to quit our passion project. --- --- This time it's different. We've learned from our previous mistakes each time, and we're able to deliver the gamemode much more likely this time thanks to the gained experience. --- --- We want to share the amazing feeling and memorable moments that we had in Chernarus Life: Revolution with as many players as possible. That's why we've decided to make the framework open source and allow monetization of the framework for communities approved on Bohemia's Server Monetization list to allow communities to pay their bills to run the community efficiently. --- --- If you're interested in the gamemode and want to affect its development or just to follow our progress, make sure to join our official Discord! --- --- Best regards, Ezcoo Revolution Developer
  9. Hey there, I've been trying to create my own mission in the ArmA III Eden Editor, in which a special forces team is meant to take out a terrorist cell, and to add a little more of a realistic atmosphere I created an ambient civilian presence in a town that is central to the mission. My plan is to implement a condition in which the player loses the game if they kill any civilians. However, when the civilians spawn in, they all have these purple identifiers over their heads and not only does it make the screen look busy and crowded, but it becomes too easy for the player to distinguish between civ and terrorist. Does anybody know how to get rid of these? (I'm new to the ArmA III Editor so I'm literally learning as I go so apologies if this is some simple process I should've been able to figure out.) Thanks!
  10. Guilt & Remembrance (v1.33a) Mod for handling civilian deaths, reparations, and war crimes in Arma 3. Atone for your "collateral damage" by bringing the bodies of dead civilians back to their family — or else attempt to conceal the deaths by secretly disposing of the evidence. Steam Workshop Direct Download Github Requirements: CBA_A3, ACE3 FEATURES Civilian Deaths * When a player kills a civilian, a new task is generated requiring the player to deliver the body to a member of their family, who lives in a house in the AO (within 20km by default). * Alternatively, players may attempt to conceal the death by taking the body at least 300m away from a populated center, burying it, and striking off the dead civilian’s name from the grave marker. * Dead civilians are announced to everyone on the same side and marked on the map. Burial and Exhumation * Any corpse in a body bag can now be buried or exhumed (requires an Entrenching Tool). * Burying any corpse produces a burial mound from which the dead person’s name and age can be read. * The items carried by the dead are transferred to the body bag, and persist through burial and exhumation. Autopsies * Medics can perform an autopsy on any body in the field to determine cause of death (requires Surgical Kit). *When performed near a medical facility, an autopsy can also determine the time of death, the faction of the killer — and can even reveal the identity of an unknown victim whose death had been concealed, allowing the body to be returned to his family. Customization * Mission creators can attach functions to event handlers to produce custom events upon civilian death, body delivery to next-of-kin, death concealment, or reveal of the identity of an unknown victim via autopsy. FOR PLAYERS: In order to deliver a dead civilian to their family member, you must first place it in a Body Bag via an ACE action (Interactions -> Place body in body bag). The Body Bag can then be loaded into the cargo of a vehicle, driven to the destination, unloaded, and then manually dragged to the relative. (Note: while the task to deliver the body is created immediately after you have killed the civilian, you will not be notified for 20-60 seconds so as not to distract you if you happen to be in the middle of combat.) You can also bury or exhume any body bags if you are carrying an Entrenching Tool. Autopsies can be performed if you are carrying a Surgical Kit. You can change how your notifications for civilian casualties are displayed in your Addon Settings (listed under "Guilt & Remembrance."). Note that this setting may be overriden by the mission creator or server operator. FOR MISSION CREATORS & SERVER OPERATORS: This mod is fully signed for multiplayer use, and has been tested on both local and dedicated servers. It must be run on both the client and server. The following mod settings are customizable from your mission scripts: // set the civilian types that will act as next-of-kin GR_CIV_TYPES = ["C_man_polo_1_F_asia","C_man_polo_5_F_asia"]; // set the maximum distance from murder that next-of-kin will be spawned GR_MAX_KIN_DIST = 20000; // Chance that a player murdering a civilian will get an "apology" mission GR_MISSION_CHANCE = 100; // Delay in seconds after death until player is notified of body delivery mission GR_TASK_MIN_DELAY=20; GR_TASK_MID_DELAY=40; GR_TASK_MAX_DELAY=60; // Set custom faction names to determine blame when performing an autopsy GR_FACTIONNAME_EAST = "CSAT"; GR_FACTIONNAME_WEST = "NATO"; GR_FACTIONNAME_IND = "the Syndikat"; // You can also add/remove custom event handlers to be called upon // certain events. // On civilian murder by player: [yourCustomEvent_OnCivDeath] call GR_fnc_addCivDeathEventHandler; // args [_killer, _killed, _nextofkin] // (NOTE: _nextofkin will be nil if a body delivery mission wasn't generated.) [yourCustomEvent_OnCivDeath] call GR_fnc_removeCivDeathEventHandler; // On body delivery: [yourCustomEvent_OnDeliverBody] call GR_fnc_addDeliverBodyEventHandler; // args [_killer, _nextofkin, _body] [yourCustomEvent_OnDeliverBody] call GR_fnc_removeDeliverBodyEventHandler; // On successful concealment of a death: [yourCustomEvent_OnConcealDeath] call GR_fnc_addConcealDeathEventHandler; // args [_killer, _nextofkin, _grave] [yourCustomEvent_OnConcealDeath] call GR_fnc_removeConcealDeathEventHandler; // On reveal of a concealed death via autopsy: [yourCustomEvent_OnRevealDeath] call GR_fnc_addRevealDeathEventHandler; // args [_medic, _body, _killerSide] [yourCustomEvent_OnRevealDeath] call GR_fnc_removeRevealDeathEventHandler; // NOTE: if your event handler uses _nextofkin or _body, make sure to turn off garbage collection with: // _nextofkin setVariable ["GR_WILLDELETE",false]; // _body setVariable ["GR_WILLDELETE",false]; GUILT & REMEMBRANCE is licensed under APL-SA (Arma Public License - Share-Alike) and is free for non-commercial use. If you add it to your server, please tell me about it — I'm interested in how this mod will be used. For questions, comments, or bug reports, please post below or contact me directly at nick.musurca@gmail.com. ----- CHANGELOG: v1.33a (July 30, 2020): -fix: one-time msg repeating more than once -assorted fixes v1.33 (June 3, 2020): -Russian localization (thanks to @Barmalei75) -BLM v1.32 (January 26, 2020): -bugfix: doctors can now perform autopsies -added: CBA setting to determine who can perform autopsies v1.31 (January 11, 2020): -bugfix: two events created on civilian death (related to ACE3 Medical update) v1.3 (May 25, 2019): -added: Autopsies -added: autopsy event handler if concealed death is revealed -added: CBA setting to automatically add bodybag to dead civilian inventory (e.g. for missions where getting a bodybag is difficult, like Antistasi) -bugfix: next-of-kin garbage collection v1.23 (May 13, 2019): -civilian dead now marked on your map (but can be disabled from CBA settings) -more reliable performance under heavy CPU load / adverse network conditions v1.22 (May 13, 2019): -bugfix: now supports Antistasi (as well as other mods/game types where civilians are created on the client-side) v1.21 (May 11, 2019): -bugfix: death of Zeus-placed civilians now registered on dedicated servers v1.2 (May 11, 2019): -inventory of corpse now transfers to body bag -body bag inventory persistent through burial & exhumation -bugfixes for dedicated server v1.11 (May 10, 2019): -hotfix: singleplayer scenarios should now work -event handler init moved into preInit -- no need to sleep before adding them v1.1 (May 10, 2019) -added CBA setting to customize notification style -civilian deaths now always create a new diary record -added more possible civilian classes to default array of next-of-kin -added settings to allow mission creators/server ops to customize delay of task notification v1.0 (May 8, 2019) - Initial release
  11. [EDIT] Release done, creation of thread in the "Complete" section: "Show Kenny Petrovic that your family is the most powerful on the island. Show no mercy to other families, dodge law enforcement and become Altis people's nightmare." "That's how mafia works." After several years of work, I am pleased to announce a forthcoming release date: June 19, 2020 Mafia Team Work Freemode is a fast paced and dynamic gamemode inspired by GTA IV Team Mafia Work with common objectives for 8 families in PvPvE (also playable in single player or coop) and features a real civilian and cop life. -------------------------------------- Welcome to Altis, a small island in the Mediterranean, who’s inhabitants are terrorized by mafia families that fight each other to expand territories and gain respect of local godfather, Kenny Petrovic. In Mafia Team Work, your family and yourself are working for Kenny Petrovic, in direct confrontation with other families. Your objective is to earn more respect and prove to Petrovic that your family is the only one to trust. Petrovic gives your mission objectives, common to all families, by cell phone. Each objective completed adds respect points for you and your family, as well as money you can use to call an ambulance or rearm by calling Little Jacob. When game time is over, the game ends once the current mission is completed. The team that got the highest Respect score will gain the trust of Mr. Petrovic, Godfather of Altis. “Will you be able to work like the mafia to face other families, between local gangs and law enforcement ?” -------------------------------------- MOST WANTED ! The Wanted Level is inspired from “Grand Thef Auto”, and tells players how much police attention they are getting, or in a few missions, how much they are actively searching for the objective. Wanted Level stars are related to your own actions, only the wanted mafia member sees it, and cops will only be after him. Altis police don't get tired, other mobsters are not safe: if a patrol sees a mafia member, they can decide to engage him as well. On mission, stars however are global. All mafia members will be actively wanted by Law Enforcers. Expect cops, FBI agents, and Army to come in number, protecting objectives assets against the mob. How it works Level 1 : Depends on checks and stops (usually on foot) or patrol that randomly happen on the map. If the patrol has not been neutralized or outrun, it will call reinforcement and therefore Level 2. If you meet a police patrol, which is not already chasing someone, they will chase you if you have at least one star. Level 2 : From 4 police units chasing you, 2 stars will be displayed at your wanted level. If you don't neutralize them or outrun them fast enough, they will call a helicopter with S.W.A.T. crew, which will trigger Level 3. The various events impacting Wanted levels overlap each other. As a result, shooting down or outrun a patrol does not reset your Wanted index if another patrol is also on your trail. NB: From Level 2, reinforcements are called continuously every X times. Only outrun or kill all the police currently chasing you, can lose your Wanted Level. Level 3: Level 3 is there as long as you have a police helicopter chasing you. Level 4: If the police have too much trouble arresting you, FBI vans will be called in for reinforcement and S.W.A.T. will have better weapons. Level 5: Are you still alive? The army will therefore try to teach you who dominates this island. - NB: Killing law enforcement chasing you decrease the necessary time to call in reinforcements. -- -- -- -- -- -- -- On missions, like "Steal and Bring Back", law enforcers will spawn continuously until the end of the current mission. The amount of active reinforcements simultaneously depends on the mission and the number of players connected (also configurable). Backups, as well as regular patrols will head towards the objective to protect it from the mafia. Wanted Level progression is based on the number of patrols neutralized. -------------------------------------- Features overview _ A full and totally random civilian life: road traffic, pedestrian, group of people, hiker, worker, musical & sound atmosphere, plane, boat and many other surprises to come and discover for yourself! _ Wanted Level up to 5 stars, inspired by GTA (Cop, SWAT helicopter, FBI, Army). _ Police attack lawless civilians and gangs. _ Varied missions with many random parameters and a progressive difficulty depending on the number of missions completed. _ Music exclusive to MTW Freemode composed by 4 producers. You can listen to them in civilian vehicles equipped with MP3 players. _ 6 gangs with their own style, voice, personality, vehicles and weaponry. _ You appear with the car of your choice, it has a Boost NOS function. _ Vehicle, enemy and player damage has been completely reworked to match MTW gameplay. _ More than thirty parameters to adjust your game the way you like. Like the number of civilians, your starting weapon, the number of police patrols, the weather or even deactivate Petrovic's missions to be completely free. _ Stunt jumps appear randomly on the map, successes give you points and money. _ You can pay paramedics to treat you (revive you) and Little Jacob for weapons. _ At low speed, you can carefully get out of your vehicle without falling. _ Army air drops -------------------------------------- Follow us on Facebook and get more information in "About" section: https://www.facebook.com/MafiaTeamWork/ Join us on Discord: https://discord.gg/cdXscHV Youtube: https://www.youtube.com/watch?v=qCbt2z06lQ8&t= Support us: https://mafiateamwork.com/donate/
  12. A small Civilian Expansion influenced by recent world events, 20 unique civilians created using vanilla assets. Eden Editor: Located under Civilians > Masked Civilians. Designed with the Civilian Presence modules in mind. Steam Workshop.
  13. The FLY ArmA III Air Traffic Module makes it easy to create a network of airports. What's new: *Initial release version 0001 The number one request from Fly Tanoa Air was to make it useful for other maps and vehicles. Done. Check out the readme FLY ArmA III verion 0001 Mission Maker walkthrough video Demo video from tutorial NOTES: * Included: 3 airport markers. 3 approach vectors. 1 cargo box and 1 traffic marker. A small init block and a great big function library. Also a brief intro.sqf you may configure and use if you like. * A DEMO mission on Altis (not the one from the tutorial). * It's possible to add more airports but it isn't a 2 click solution. If you know how, go ahead. If you don't and need help, message me. The next version will make it simple to add more airports. Updates will be to the function library and the module assets will always remain the same. * There are extra functions in there and extra functionality within some of the functions which is unused/disabled. If you want something to be different-- different passengers or less often radio updates, for example-- there's probably already a built-in function for that, just look. * You can absolutely drop this into an existing scenario, just remember to add the init variables and exec the library. * There's no restriction on vehicle type so this is already a taxi service / cargo delivery module, too. Just hop in a car and start delivering people from airport to airport (you can reconfigure the names of destinations of course). * When you open the library the first thing you may think is, "Hey, if I replaced this civilian thing with a military thing, it'd be like a real mission.", and you would be right. I noticed that, too. There is another framework with those edits already made. * Since this is a community asset, community suggestions for features and script improvements are welcome. Have fun!
  14. Hello everyone, I need a little help I try to create, through a script, a combination of modules to add a civilian presence to the cities crossed by the player. The problem is that at the launch of the mission, despite the generation of three modules (visible and existing in Zeus mode) the main module (ModuleCivilianPresence_F) does not link with the other two modules (ModuleCivilianPresenceSafeSpot_F and ModuleCivilianPresenceUnit_F), and I have the following error message : "bis_fnc_moduleCivilianPresence [x] Civilian Presence L-Alpha 1-2: 1 terminated." There are at least 1 spawnpoint and 1 position module. " How to make dialogue, synchronize the three modules, created via a script, ingame ? This is just a piece of extracted code; the rest of my project works perfectly : Do not pay attention to the two ways to create a unit, both ways work exactly the same, I put the necessary characters to hide the text for reading the script > /* and */ _townLoc = nearestLocations [getPos player, ["NameVillage","NameCity","NameCityCapital","NameLocal","CityCenter","Airport"], 2500]; if ((count _townLoc) > 0) then { sleep 0.01; _townPos = locationPosition (_townLoc select 0); /* sleep 0.50; _MCP_Spawn = (createGroup sideLogic) createUnit ["ModuleCivilianPresenceUnit_F",_townPos,[],0,"NONE"]; _MCP_Spawn setvariable ['BIS_fnc_initModules_disableAutoActivation', false]; sleep 0.50; _MCP_SafeSpot = (createGroup sideLogic) createUnit ["ModuleCivilianPresenceSafeSpot_F",_townPos,[],0,"NONE"]; _MCP_SafeSpot setvariable ['BIS_fnc_initModules_disableAutoActivation', false]; sleep 0.50; _MCP_Module = (createGroup sideLogic) createUnit ["ModuleCivilianPresence_F",_townPos,[],0,"NONE"]; _MCP_Module setvariable ['BIS_fnc_initModules_disableAutoActivation', false]; */ sleep 0.50; _MCP_SafeSpot = "ModuleCivilianPresenceSafeSpot_F" createUnit [_townPos, createGroup sideLogic, "this setVariable ['BIS_fnc_initModules_disableAutoActivation', false];", 0.6, "PRIVATE"]; sleep 0.50; _MCP_Spawn = "ModuleCivilianPresenceUnit_F" createUnit [_townPos, createGroup sideLogic, "this setVariable ['BIS_fnc_initModules_disableAutoActivation', false];", 0.6, "PRIVATE"]; sleep 0.50; _MCP_Module = "ModuleCivilianPresence_F" createUnit [_townPos, createGroup sideLogic, "this setVariable ['BIS_fnc_initModules_disableAutoActivation', false];", 0.6, "PRIVATE"]; }; Otherwise I also tried another method : I to place the necessary modules in the 3den editor, then move them by script when the player is near a locality. The modules change position, but the created civil entities always go to the moduleCivilianPresenceSafeSpot module's initial position, ie the position of the module when it was placed in the editor, even if it was changed position. :/
  15. Fly Tanoa Air is a flight SIM-u-LITE scenario with dynamic missions and aircraft features. What's new: (changelog) Steam Workshop Flying aircraft in ArmA III is difficult. It takes a lot of practice. Right when you think you've got it, you realize how much more there is to learn. Just dropping an aircraft into an empty scenario is fine to start but that gets boring and, as a pilot in training, you need something more compelling to keep logging more hours. Fly Tanoa Air provides a fun and re-playable scenario in which to practice your skills. This download is compatible with APEX game version 1.7 and higher Drive Link Download : Fly Tanoa Air 0050 Check out the new mission maker designed with the FTA framework New Live readMe file Check out the [FTA] guidebook, FTA Dev Topic Challenges Features Control Description Images: Videos (new): THANKS to everybody at: Bohemia Forums Check out our Patreon page Ascina Illustration & Design ArmA 3 Nexus mirror Arma Public License No Derivatives (APL-ND)
  16. This page is for discussion of script features in Fly Tanoa Air. Mod page available now. Dev Files Current Version 0042 This download is compatible with APEX game version 1.7 and higher Live readMe [FTA] Guidebook
  17. I have this little script i found in a old TXT file i found, i wanted to use it in my game but i can't get it to work, I Believe that it is counting the civilian that i kill in the game and when i get over 1 killed it will end the game, but i have to kill all the civilian in the game to make the game end. if i put 8 in the game i have to kill all 8 before the game ends, i want the game to end if i only kill 1 civilian. Does anyone have the solution for me to my problem. The txt is in my INIT.SQF [] spawn { while {true} do { sleep 3; _cnt = { side _x == civilian } count allUnits; if (_cnt < 1) exitWith {"Loser" call BIS_fnc_endMission}; } }
  18. Hello! I get straigt to the point: I am creating a mission in 3Eden and I have stumbled on an holdback. I have used the ALIVE modules to make civilians spawn on the map. (Standard ALIVE Civilian spawn) And if I use Allow interact in the module "Civilian Population" We can interact with them in-game to detain, tell go away and so on... But I wish to have this on the ACE interaction menu instead. How do I make this? I belive this is done tru scripting. Regards!!!
  19. I want to have a Civilian fire at a BluFor force. But i don't want all of the civilians to be against the BluFor only one Civilian (HVT who wants to fight his way out of trouble) i am using the Civilian present module the same way that SayUnkl does in this video: I have tried with : in INIT: SetSide East; HVT1 setBehaviour "COMBAT"; Does Anyone know a way to make it work.
  20. Hello, I am in need of your guys's help when it comes to calling some functions or simply executing scripts for each player individually within Multiplayer. With the help of some friendly folk from the BI Forums I managed to come up with the below script. However, long story short is: I wanted to make a "civilian interaction" script which would allow all players to order civilians to "Get Down!" as well as "Get Out!". It is supposed to work after player respawn as well, so that's also worth pointing out. The script works fine until the point we connect to MP. From there it works only for my character (the civilian gets down and leaves the area when issued), but it does not work for other players on the server. They just play gestures and screm the voicelines I put there, but the civs do not react. I dare to believe it is due to how the script is called, where it is placed and probably something with the locality of the script and the civs called by it, if you may. I have tried calling functions, placing it in initPlayerLocal.sqf, but for the love of me, I cannot figure it out... This is how it looks currently: initPlayerLocal.sqf if (side player == blufor) then { player addAction ["Na ziemię!", {cursortarget call CivDown}]; player addAction ["Wynocha!", {cursortarget call CivGoAway}]; }; acim_fnc_playActionNow = { _unit = _this select 0; _gesture = _this select 1; _unit playActionNow _gesture; }; CivDown = { _civ =_this; _side = side _this; if (( _side == Civilian) && (_civ isKindOf "Man") && (alive _civ)) then { _random = 6; _randomResult = floor(random _random); switch (_randomResult) do { case 0: {[player, "get_down_on_the_ground"] call CBA_fnc_globalSay3d;}; case 1: {[player, "get_down"] call CBA_fnc_globalSay3d;}; case 2: {[player, "freeze"] call CBA_fnc_globalSay3d;}; case 3: {[player, "freeze_2"] call CBA_fnc_globalSay3d;}; case 4: {[player, "stop"] call CBA_fnc_globalSay3d;}; case 5: {[player, "stop_right_there"] call CBA_fnc_globalSay3d;}; }; [player, "gestureGo"] call acim_fnc_playActionNow; sleep 1; if (player distance _civ < 40) then { _civ disableAI "MOVE"; sleep 0.3; _civ setUnitPos "DOWN"; _civ setBehaviour "CARELESS";} }; }; CivGoAway = { _civ =_this; _side = side _this; if (( _side == Civilian) && (_civ isKindOf "Man") && (alive _civ)) then { _random = 6; _randomResult = floor(random _random); switch (_randomResult) do { case 0: {[player, "move_it"] call CBA_fnc_globalSay3d;}; case 1: {[player, "go"] call CBA_fnc_globalSay3d;}; case 2: {[player, "move"] call CBA_fnc_globalSay3d;}; case 3: {[player, "get_the_hell_outta_here"] call CBA_fnc_globalSay3d;}; case 4: {[player, "move_your_ass"] call CBA_fnc_globalSay3d;}; case 5: {[player, "off_you_go"] call CBA_fnc_globalSay3d;}; }; [player, "gestureGo"] call acim_fnc_playActionNow; sleep 1; if (player distance _civ < 40) then { _civ enableAI "MOVE"; sleep 0.3; _civ setUnitPos "UP"; _civ setBehaviour "COMBAT"; _civ move (waypoint_trigger call BIS_fnc_randomPosTrigger);} }; }; I have also created a onPlayerRespawn.sqf which looks basically the same in case the action gets lost, so since the current state requires the script to work after respawns, it leads me to believe that all of it should not be placed in initPalyerLocal in the first place. I will be extremely grateful for someone helping me out with making the script work for all players and allowing them to order civilians to move. Thank you! Adam
  21. Hey guys, I am coming to ask for help with what seems to me like a relatively simple thing, yet I cannot figure this out. I would like to have the AI unit run a script which will make it go prone and stay in place on command. The problem is I cannot seem to get the unit to do what the script says. I beleive it's something to do with the "this select" command and since I cannot figure it out I would be grateful if someone could tell me how to get it to work. What I have so far in the Civ unit init: this addAction ["Get on the ground!", {execVM "Civ_ground.sqf"}]; I can approach the unit and order it to get on the ground, but as I stated, it does not want to do it. In the Civ_ground.sqf I have this: _civ = _this select 0; _civ setunitPos "DOWN"; _civ setBehaviour "CARELESS"; _civ disableAI "MOVE"; Thanks a lot for your help! Adam
  22. Hello guys, I can't create my own script in .sqs or .sqf but maybe I could edit some a little bit, I just don't understand to hiearchy of scripting in .sqf or .sqs and that's the problem. So I'd like to ask you if you could create a script that adds civilian hostility if any civilian in scenario is killed. Also if could be message like "HonzaVinCZ killed a civilian. Civilian hostility in Orfar increased by 10" (Orfar is TAOR marker for civilian placement - it is also the area where the civilian was killed) I'd like to use this in multiplayer scenario. Any ideas? Thank you in advance!
  23. Hey all. I'm trying to put together a quick mod to replace civilian outfits with those from Tryk's pack, mostly so that I can use a single set of units on multiple islands without having 'guy in shorts in the snow.' Plus they look better and are WAY less loud and obnoxious. May also swap out Syndikat's clothes, too, for similar reasons. Does anyone have a template that I can use to do this? Something that starts with the classname and allows me to overwrite the default loadout? I don't know enough about the coding language to be able to put one together myself. I've tried using the HQ Replacement packs as a base but I'm not finding any editable files that I can start modifying, and I don't understand the syntax enough to make it work. I was really hoping for a "paste classname and Tryk Uniform Code here" type of thing, if anyone can think of how to do that? Thanks in advance if you can help!
  24. Mister GTX

    Civilian Presence Module

    Hello Community, With the new Mission from the Tac Ops DLC, they have also introduced some new cool Modules for the Eden Editor and I have played around a wile but I still couldn't figure out how the Civilian Presence Modules work :( I would be really thankful if anybody could explain to me how those Modules work! Warm Regards, Lt. Halliwell, to be continued ...
  25. Hello all I'm looking to add some challenge to a mission by having certain conditions that if breached will result in mission failure. First of all, I have a trigger that will fail the mission if the player's RTO dies. However, I also want the mission to fail if a total of three of the player's squad are killed. Additionally, I have some civilians on the map and would like the mission to fail if two are killed. Any help on achieving this would be greatly appreciated! Thanks.
×