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Found 11 results

  1. Hello everyone, hello community! 🙂 I am about to start testing a new multiplayer style. A new type to me, of course - sector control. I have a tutorial video of how to create such a mission. - inside this video you can see that a sector module has been created, synchronized to a trigger which represents the capture area - it is easy to set x numbers of such areas with modules and triggers to cover the whole map or a larger area, for example, with the option to choose the percentage of presence in order to retake it - let's say I want to create 10 such areas. I need a script that checkes if: example 1: more than 50% of them are taken by one side or another (which means 6 in my case), OR example 2: all of them are taken by one side or another. I think it will be easier to check the second condition, but I am not sure because it won't be easy to hold off all 9 sectors under your control while trying to retake the last one. You will need to place a lot of AIs around them or have a lot of teammates playing with you with proper good skills. So, after all, we need a script for one of these options to be checked, or may be you can mention and add another one as a better solution. In this case, do I need to name the modules OR the triggers and what would the script look like? When a condition is fulfilled it should end the scenario - for example if you play for the BLUFOR (west) or OPFOR (east) and you win or you loose, such a condition can be checked in order to end the scenario. I hope you get the idea. It will be interesting if there's additional condition to make the game longer in a win-loose ratio, let's say 2:1 or 3:2 rounds won for one of the teams. I wonder if this can be done... Thank you in advance and cheers! 🙂
  2. How do i execute a server command in a mission? When you login as an admin with #login password and then type #mission MISSIONNAME a new mission starts. I want to do that via a script or a trigger after the mission end screen appears. Why? because when people click ok instanly they get joined back into the mission because the server does not load the new one fast enough.
  3. I have a trigger that gets activated by anything inside a 10kx10k area. This trigger has "SideScore" call BIS_fnc_endMissionServer; in the on activation, it is delayed by 930 seconds. The problem: When the mission ends, everyone has to wait 5 seconds for the new mission to start, if anyone presses ok the new mission will continue on. What can i do? Is it a server setting?
  4. I have a trigger that will activate 600s after a player has entered the area which is like 15000x15000x-1. I synched that to an end mission module. The problem: When the mission ends and people come back to the mission selection screen, the new mission only starts after 10 seconds or so. If any player clicks on OK, the old mission will keep going on...forever (as the mission end trigger with the timer cant be activated again). What can i do? How do i end the mission globally? I do not want to use any scripts if that is possible...
  5. This is what my server.cfg looks like, i censored some things: // // More information at: http://community.bis...wiki/server.cfg // // GLOBAL SETTINGS hostname = "hostname"; // The name of the server that shall be displayed in the public server list password = ""; // Password for joining, eg connecting to the server passwordAdmin = "passwordAdmin"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' //reportingIP = "arma3pc.master.gamespy.com"; logFile = "server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[] = { "", "Server hosted by nitrado.net", "" }; motdInterval = 10; // Time interval (in seconds) between each message // JOINING RULES maxPlayers = 6; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing. verifySignatures = 1; // Verifies the players files by checking them with the .bisign signatures. Works properly from 1.08 on equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. // VOTING voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 2; // 33% or more players need to vote for something, for example an admin or a new map, to become effective allowedVoteCmds[] = {}; // disables voting // INGAME SETTINGS disableVoN = 0; // If set to 1, Voice over Net will not be available vonCodecQuality = 10; // Quality from 1 to 10 persistent=1; regularcheck=""; // MISSIONS CYCLE class Missions { class CLASS1 { template = Missionname1; cadetMode = 1; }; class CLASS2 { template = Missionname2; cadetMode = 1; }; }; My problem is that when mission Number 1 is over, the second one does not start when a player clicks OK (in the mission selection screen) after the debriefing. Because then they will join the old mission again, but it does not even restart, it just keeps going. This really pisses me off because the Mission end trigger that ends the mission after 10 mins can only be activated once... It does not occur when all players wait a few seconds though... Can anyone help me with this? In KOTH there are always different kinds of missions that switch without players having to leave or wait...
  6. This is what my server.cfg looks like, i censored some things: // // More information at: http://community.bis...wiki/server.cfg // // GLOBAL SETTINGS hostname = "hostname"; // The name of the server that shall be displayed in the public server list password = ""; // Password for joining, eg connecting to the server passwordAdmin = "passwordAdmin"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' //reportingIP = "arma3pc.master.gamespy.com"; logFile = "server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[] = { "", "Server hosted by nitrado.net", "" }; motdInterval = 10; // Time interval (in seconds) between each message // JOINING RULES maxPlayers = 6; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing. verifySignatures = 1; // Verifies the players files by checking them with the .bisign signatures. Works properly from 1.08 on equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. // VOTING voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 2; // 33% or more players need to vote for something, for example an admin or a new map, to become effective allowedVoteCmds[] = {}; // disables voting // INGAME SETTINGS disableVoN = 0; // If set to 1, Voice over Net will not be available vonCodecQuality = 10; // Quality from 1 to 10 persistent=1; regularcheck=""; // MISSIONS CYCLE class Missions { class CLASS1 { template = Missionname1; cadetMode = 1; }; class CLASS2 { template = Missionname2; cadetMode = 1; }; }; My problem is that when mission Number 1 is over, the second one does not start when a player clicks OK after the debriefing. Because then they will join the old mission again, but it does not even restart, it just keeps going. This really pisses me off because the Mission end trigger that ends the mission after 10 mins can only be activated once... It does not occur when all players wait a few seconds though... Can anyone help me with this? In KOTH there are always different kinds of missions that switch without players having to leave or wait... Quote MultiQuote Edit
  7. Hi all, In the link bellow you will find documentation and general guidelines so you can make your own custom End Game scenarios. End Game Scenario Guideline Have fun and we hope to be playing a few custom, user generated End Game missions soon. As always, if you have any questions or problems, feel free to post them here.
  8. UPDATE: In case you missed the End Game Multiplayer livestream, you can now watch the on Arma 3's official YouTube Channel. Plus, if you want to try out End Game yourself, you can play Arma 3 for free this weekend on Steam, and pick it up with a massive 50% discount! ------------------------------------ This Thursday, May 7 at 18:30 UTC - live from Bohemia Interactive HQ, the Arma 3 devteam is hosting a special End Game livestream! Introducing the brand new End Game multiplayer mode - which was recently released in a free platform update, members of the Arma 3 devteam and community will be sent into battle to fight for victory in a 'best out of 3' multiplayer session. Special guests include End Game's Multiplayer Designer Nelson Duarte and Arma 3's Creative Director Jay Crowe. P.S. Be sure to follow Arma 3 on Twitch and/or set yourself a reminder by joining the event on Arma 3's Facebook Page.
  9. I saw the news that BI published TOH Data Pack http://forums.bistudio.com/showthread.php?169554-Sample-Models-and-Licensed-Data-Packs&p=2925206&viewfull=1#post2925206 Is it possible to activate it in arma 3? Will it work out of the box or this contect must be changed to work with arma 3?
  10. Game spy end - what will we do? see: ARMA 2: OA Beta build 116523 - Steam Mp Lobby (1.63 build, Steam only). ARMA 2: OA Beta build 124779- Steam Mp Lobby (1.63 build, Steam only).
  11. 1para{god-father}

    Moving Objects in Buldozer

    OK is it me or after the last Tools update , if you move a bunch of objects and try to move them / rotate them they then all end up all over the place ! Is it me or after every update more things are broken than fixed ?
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