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Found 14 results

  1. To start off, I'm a massive fan of the Support framework - not enough missions make transport/logistics pilots really feel like they have a meaningful impact on the battlefield in my opinion, and I'm not a huge fan of the needless level of complexity involved with getting ALiVE working properly. However... Since we got the mission framework, it seems to have the hardcoded limitation that getting out of your chopper outside the base/leaving the base in any manner other than a helicopter results in a "returning to base, out of bounds" message. Now, I get that the mission is geared towards support objectives (they've specifically stated in the past it was designed this way so that when it was released alongside the Helicopters DLC, there would be a mission purely focusing on the logistics capabilities those new vehicles brought to the table) - it does it better than anything else. But the inability to have even a small player squad operating alongside a larger, busier air wing kind of sucks, especially when its due to a single option that could be as easily turned off as a single attribute in one of the modules. Is there any chance of getting in contact with Bohemia and seeing if they'd make this change? Alternatively, if people know a way around this limitation please let me know so I can implement it.
  2. [Outdated] Go to thread of the new "Freemode" version Old: Mafia Team Work : Katalaki Bay by Der Kroi CIvilians Life feature video Workshop Subscribe Download from Armaholic for hosting server Screenshot gallery Description : Mafia Team Work is a fast paced and dynamic gamemode inspired by GTA IV Team Mafia Work with common objectives for both teams in PVP (also playable in single player or coop) and features a real civilian and cop life. ------------------------------------------------------------------------ Welcome to Katalaki Bay, a small coastline town, 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 an other family. Your objective is to earn more respect and prove to Petrovic that your family is the only one to trust. This gamemode is a fast paced dynamic PvP mission, in a customized & optimized area of 9km². Also playable in Singleplayer and Coop with dynamic difficulty. Missions & Targets are common to both teams. Each objective completed add Respect points to your team. 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 Katalaki Bay. At respawn location, use flag’s menu to get a car. All cars can be field-repaired anytime. Open your GPS to reach objectives faster. You can also follow waypoints (3D Icons) that point objectives locations. . RED Objective: Kill or Destroy . BLUE Objective: Take and drop (do not destroy) . YELLOW Objective: Drop location for car or briefcase (only seen by the driver/carrier) Equipment and weapons can be found in Ammo Crates on objectives, or in your Victim’s Vehicles. ------------------------------------------------------------------------ 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 1 and 2 stars are related to your own actions, only the wanted mafia member sees it, and cops will only be after him. Level 3, 4 and 5 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) that randomly happen on the map. If the patrol has not been neutralized or outrun, it will trigger level 2. Level 2 : Hitting a police patrol car, or shooting next to cops or on their vehicle, will trigger Level 2 star, as well as Level 1 backup calls. 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. Despite Levels 1 and 2 are related to a single mafia member’s actions, other mobsters are not safe: if a patrol sees a mafia member, they can decide to engage him as well. Level 3-4-5 : Are related to "Take and Bring Back" type missions. 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. 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. Take down a helicopter patrol will piss the cops 2x more than losing a ground patrol. Lvl 1: Police foot patrol Lvl 2: Police patrol car Lvl 3: Police patrol car + Police helicopter Lvl 4: FBI SUV + Police patrol car + Police helicopter Lvl 5: Military armored vehicle + Police patrol car + Army helicopter with sharp shooters------------------------------------------------------------------------ Features : _ Detailled civilian life, on car, on foot, chatting... _ Cops on patrol, reinforcement, apprehend. _ The difficulty level and the amount of weapons are dynamic, depend on the number of player connected. _ FBI and Army reinforcement link to the research level. _ A fast paced dynamic PvP mission, in a customized & optimized area with terrain cleanup for nice driving (9km²). _ Reinforcement system with research level for some Take and Drop missions. _ Stunt Jump with score. _ Bellow 80km/h, you can get out of your vehicle safely. Get out at higher speed is still possible, but is at your own risks. _ 15 detailed missions each with a large random combination. (Others will come). _ Event random with awesome stuff (Heli Army crash for the moment and one Army convoy very soon). _ When a vehicle’s engine is destroyed, it will ignite, and blow up after a moment. _ You can be polite and salute civilian, or you can dis em, or steal their car, and deal with consequences. _ Respawn with a car, no sway, 126% speed on foot, BIS revive. _ Custom sound for ambient life, dialogs and Hint. _ Ballas and Triads gang with an exclusive car color. _ Kill tickets. _ Every player's respawn with same weapon/stuff. Do you want the best ? Rush to the curently mission and get your reward ! _ If you like Hip Hop, you like this mission 😉 _ No mods are required to play this mission, no mods are accepted on the server ------------------------------------------------------------------------ Official Dedicated Server : OFFLINE ; Back with a new version: Freemode ------------------------------------------------------------------------ SinglePlayer/Host/Lan If you want to play SINGLEPLAYER, simply host a LAN game in the Multiplayer menu, Server Browser, host Server tab. ------------------------------------------------------------------------ Many more information on your Website : https://mafiateamwork.com/ ------------------------------------------------------------------------ Custom Difficulty Settings for the better experience : difficulty="Custom"; class DifficultyPresets { class CustomDifficulty { class Options { autoReport=0; cameraShake=0; commands=2; deathMessages=1; detectedMines=2; enemyTags=0; Armor=1; friendlyTags=0; groupIndicators=0; mapContent=0; multipleSaves=0; reducedDamage=0; scoreTable=1; staminaBar=1; stanceIndicator=2; thirdPersonView=0; visionAid=0; vonID=1; waypoints=2; weaponCrosshair=0; weaponInfo=2; }; aiLevelPreset=3; }; class CustomAILevel { skillAI=0.75; precisionAI=0.1; }; }; // Change thirdPersonView=0 to thirdPersonView=1 if you really want third person view. ------------------------------------------------------------------------ Workshop Subscribe Website Youtube channel Steam group to be kept informed of the event organized on the server. Facebook Page Discord Channel Armaholic Page
  3. VandalReavre

    Hardcore Mode

    I know this could cause a divide in the current playerbase/community, but i believe vigor really has the chance to corner the realism shooter market by removing some hud features (crosshairs and hitmarkers mainly). It could be just an option to select before joining a match that allows for the player's instanced loot to have greater rarity without the expense of crowns. Basically the player could accept a handicap for higher reward. If people really enjoy it could become a permanent mechanic or even rotational based off map selections. This could allow for more weapon variety in the games because people would familiarize themselves with irons and hipfire shooting patterns. Just a thought.
  4. Hi! Are you interested in the RP (roleplaying) scene in Armaverse? Make sure to join our active Discord server right away! Are you an RP player? follow the progress of various RP projects to stay updated with the latest news in the RP scene of Armaverse discuss directly with the project developers to give them ideas and feedback to help them develop better gamemodes find other people interested in RP to play with Are you an RP developer? follow the progress of various RP projects to stay updated with the latest news in the RP scene of Armaverse recruit talented people to your team via the dedicated recruitment channel exchange ideas with other developers and the players to make your gamemode even more awesome get a dedicated channel for your project where you can show your shiny latest features and discuss with the community about it Are you an RP framework developer? follow the progress of various RP projects to stay updated with the latest news in the RP scene of Armaverse recruit talented people to your team via the dedicated recruitment channel take part in collaborative technical discussions with experienced developers to help you deliver framework featuring the latest innovations in the scene get a dedicated channel for your framework where you can show your latest shiny features and discuss with the community about it The community has just been founded but we already have tens of members, several RP projects and we're growing every day. Most importantly, the community and the discussion are already pretty active and people are genuinely helping each other, helping everyone to have even more awesome roleplaying experience in Arma! Join us today! Join us via the link below! https://discord.gg/hBzT2v7 Regards, Ezcoo
  5. fin_soldier

    Official Multiplayer Gamemodes

    The Arma 3 roadmap 2016-17 recently got released. With high hopes I am very excited about the planned content. But, there's something that's been on my mind for a very long time since the release of A3. Something I wish would gain more attention in the future updates & DLC's to come. It's the official multiplayer gamemodes such as End Game, Zeus and Support. My favorite multiplayer game is End Game. Which is a gamemode that represents how the game is meant to be played. Well, what's the point of this thread? As a Arma veteran since the first game in the series, and content creator. It feels like the roots of Arma are going extinct. There's barely any official gamemodes in MP which represents the game itself. There's one End Game server I play on which usually has players, but it's the only server running the gamemode. What's up with this? Same with Zeus. The quick game menu has been helpful, because before Apex the situation was even worse. AND, there's not a single Support gamemode server. I'm happy & love the gamemodes, but it's sad that they aren't getting the attention they deserve as they are a part of the core game. Other than that, there's one gamemode I'd like to see implemented in the game. It's Capture the Island. I and many other's would love to see this gamemode in the base game in high quality like the other official content. I hope this resonated with other Arma veterans, new players as well as the developers.
  6. Hi! I'm Ezcoo, founder of Task Force Northern Wind. Task Force Northern Wind is intended to be a small group of developers specialized in developing multiplayer gamemodes and the required content for them in agile manner in Arma 3. The group name and logo describe the group's vision: just like the icy-cold northern wind hitting you in the face when you step out of the door in Nordics, our goal is to create immersive experiences that make players concretely feel, whether it's excitement, fear or passion. The group will be shaped by its members, which means that every member – including you – has a good chance to affect the direction we'll be taking in our future projects. I decided to found the group because I've been in the Arma modding (mostly mission editing) scene for years, but haven't accomplished much. I started as a complete noob back in 2012, having no idea of anything, but got constantly better at my niché, game design, with the right mixture of inspiration and perspiration. I consider myself pretty skilled in it nowadays. I've been part of several ambitious projects that didn't take off for some reasons: either they turned out to be too large projects for the team or – most importantly – the chosen development method was suboptimal considering the ambitiousness of the projects. Regarding the latter reason, it took me a while to understand why I was failing to deliver despite of having the honor to work with such amazing teams of developers I actually was working with. Eventually I figured it out. The reason is that I'm strongly the type of developer that utilizes agile methods with very short feedback loop and iteration interval. I've been working with and in teams that have had developers from all around the world, which lead to a single iteration lasting for a day or even several days, which, in turn, lead to difficulties in managing and designing the project on my part. That's why I decided to found Task Force Northern Wind – a developer group deploying a set of practices that utilize agile development and tight cooperation between developers, ultimately leading to better results. Task Force Northern Wind is looking for you, if you're able and willing to take part in development of multiplayer gamemodes during European noons, meaning approximately the time between 09:00 and 19:00 GMT. We're seeking people with a friendly and cooperative mindset; in addition, while tolerance to the consistently present bad humor is not required, it just will make your life a lot easier! If you're a scripter/programmer, we'd love to hear from you if: you master full stack development from database setup and integration to user interfaces in Arma, especially considering the multiplayer environment; OR you master some of the skills required in multiplayer mission development and you're available to work with other developers when they need you approximately during the above-mentioned time window. If you have other skills that you think we might be interested in, make sure to contact me on Steam or join our Discord and poke us! See you on the battlefield!
  7. SilentSpike

    [MP] Light Cycles

    Downloads Steam Workshop Google Drive Description Trapped in a virtual arena, you must drive fast to stay alive. A variety of mission parameters are available to mix up the formula. Supports up to 32 players (and has additional spectator slots). This is a last man standing game inspired by Tron, the original concept was created by PabstMirror (a fellow ACE dev) who provided me with the old code which I've entirely rewritten and built upon (i.e. added silly mission parameters to make things interesting). Thought I'd share since this has proven to be a reliably fun, goofy game mode within the group I play with. If you have any suggestions for more mutators please share them! Requires ACE3 (uses the spectator system). Compatible with ACRE (will add a radio to players for all your trashtalking needs). The random vehicle options are compatible with all vehicle addons (they are generated from config). Mission Parameters Arena Size: How big the arena you're trapped in will be. Vehicle Selection Method: How the mission will pick each player's vehicle, by default it uses preselected vanilla vehicles to ensure the mission will play as expected. However, I definitely recommend trying the random options as literally anything could come up! Vehicle Selection Pool: The pool of vehicles from which the selection method will pick from. The current pools are based on the vehicles' max speed for balancing purposes. Block Size: The size of the blocks that make up each player's trail. Block Gaps: The size of the gaps (if any) between blocks in the player's trail. Note that the gap size is relative to the player's vehicle width. Speed Threshold: How fast of a speed the player has to maintain to stay alive. Note that it's relative to the max speed of each player's vehicle. Mutator: Random, ridiculous options to change up the game. These are intentionally pretty ambiguously named, but you should be able to figure out what they all do. Videos Playlist graciously provided by drofseh
  8. Support Helicopters copilots With the gamemode set to Support, and everything synced the Helicopters get a co-pilot. So when i make my own missions, set it to Support and want to use an AH-64 to crush the opponent, i can't have my friend in the co-pilot seat as my gunner. The problem is the Support module seems to spawn a, UNIT in the gunners seat. I tried removing him with {deleteVehicle _x} forEach crew JEF_1; (JEF_1 being the variable name) This does delete the crew, but leaves the co-pilot seat "unseatable" - You cannot enter as the gunner, somehow it still takes up the seat. Is there anyway to disable this? Thank you in advance, from a newbie guy, trying to make shit happen and failing at the moment.
  9. Tschuuut

    Attrition - Gamemode

    Hey guys, in the past 3 months I developed a new gamemode. Attrition is a capture the zone gamemode for Arma 3 where three teams try to get the majority of the island to win. The goal of Attrition is to capture more than 90% of the areas on the island. Capturing To capture a city, your team just needs to be the majority in the city. Your team gets resources for every city it captured. If you have a whole area, you get a multiplier. Some cities have item-/vehicleshops, which can only be accessed you captured it. Upgrading To upgrade a base, you have to start a vote. The whole team now gets a dialog, weather they agree or disagree. If your vote gets more than 60% yes, the base slowly starts to change to the upgrade. Some cities can be upgraded too if you have captured them. AI Missions To get money, you can sell loot from AI Missions. This is a perfect way to get weapons, vehicles and ammo. AI Missions are spawning random on the island. They are marked on the map as a violett exclamation mark. If there is no unit left, then exclamation will mark disapper. The gamemode is a bit unbalanced at the moment and there are plenty of things I want to add. It would be cool if I could find some people for playtesting.
  10. Hey guys ive had arma for a while but i never really did any research on how to use the server list, i kinda just left out all filters so i can see every server. I recently just played in a coop game mode (it only had 3 other people on blufor) and I was able to play as opfor. Im just wondering what can i do to find more specific game modes where its coop and you can also play on opfor. Most coop game modes i come across only let you play bluefor which I think is shitty. I know you can play in sandbox mode but that also has independent players and Im trying to find strictly a coop mode where its bluefor vs opfor and you can play on the enemy team as well. Thanks!
  11. officer_d82

    Utes Battlefield

    WELCOME TO UTES BATTLEFIELD Utes Battlefield is a DeathMatch / Player vs. Player / Player vs. Ai / survival game mode. The objective is to gear up as fast as possible and survive as long as you can. No mods required. Only requirements are Arma 2, OA, BAF and PMC FAQ: Q. Rank system? Is this COD? A. Not a really, but you do get perks with your increasing score. Basically you spawn with better gear. Q. How do you get a gun? A. Weapons are found in one of three places, first in ammo caches that are marked on the map and randomly spawn in areas, or second, inside and outside buildings, and third, from supply drops that occur every once in a while. You can also find them on dead players whose bodies have not yet been looted or despawned. Q. Can we have fun with vehicles? A. Yes, there are all types of vehicles placed on the map, each of them with a build-in repair system (use scroll wheel on them when damaged) and a respawn when destroyed function. Vehicles will respawn to their original locations. Q. Are medics essential? A. No, everybody is able to fully heal themselves. Only after you get hurt, will you be able to use a medkit. The option will be available with mouse scroll wheel. You can get new medkits from marked boxes, dead players or medical tents/vehicles. Every player can only hold a max amount of 3 medkits. Q. Why can't I get inside a vehicle with someone else? A. The game mode is set to Death Match, which basically means everybody is your enemy. Arma game mechanics don't allow you to get inside a vehicle which is being controlled by an alive enemy. Q. How do I use the missile strike function? A. You need a Laser Marker with batteries to target something. Then you can call in the strike. Laser markers can be found in random building spawns or in some boxes. Q. Why is there a poop function? A. To stop people camping in air vehicles or somewhere in the sea (you can not poop inside a vehicle or over water). You will get notifications telling you the condition of your belly. Once it tells you : You really need to poop now!, then you only have 60 seconds left before death. It also has a nice side effect giving you 0.05HP back. Credits *Random weapons spawn - by Ed! *Mission Settings - by Sinky *Simple Vehicle Respawn - by Tophe *Simple Vehicle Repair - by Demonized and app0815 *Launch Missile - by Kylania - edited by SUICIDAL *Rank System - by Officer_D *Build Cover - by SUICIDA - edited by Officer_D *Lootbox Drop - by Officer_D - fixed by Dima *Ultra Simple Patrol Script - by JW Custom *Vehicle Flip Script - by GeneralCarver *DynamicWeatherEffects - by Engima of Ostgota Ops *Wasteland Object Spawn - by [404] Deadbeat, [404] Costlyy, [404] Pulse *R3F Logistic - by madbull *Everything else are inspirations and edits from other scripts
  12. It was 2017, and the objects in the Zeus never returned. I'm with my friends loved to spend time in this game mode, placing a many of objects in real time, after starting the battle. Bohemia, maybe finally released the update and return the objects (props) in Zeus Mode?
  13. So... What is Project Arcana? Ambitious. It's a new gamemode alike KoTH or Wasteland, but built from scratch and adding new abilities to the players in the area of magic (if you want to call it that way). The goal is to create a new combat dynamic with fire bolts, lightnings, astral projections for intel, healers, buffers, debuffers, sensory-types, while maintaining the gameplay equilibrium (the most difficult part). Players will be able to specialize in a Psien branch and develop their character through that tree, or reset and start over another. The principle of design is that is has to look smooth or it's not going in (hint "This is a scketchi output for a production release" <-- nope). I am aiming to make it as easy to edit/extend as I can, right now there's no docs (cos so early is not worth it) but I will document e-v-e-r-y-t-h-i-n-g (even Arma 3 vanilla stuff that's unclear). PLEASE MAKE SUGGESTIONS When? Who? How? When?:No idea, when it's ready, I guess a month to 1.0. Who?:Right now I am alone, and it's still an on-going process, adding new stuff each day, from design to implementation. I have been in the Arma scene for a while, mostly developing the hard stuff in roleplay server (life_server overhauls, creating network-savy functions, data managment in DB, stuff...), and lately I have been doing some experimental stuff that somehow ended up making this big idea. I am currently looking to add more people to the team if someone is interested. I can do it on my own, but having a sidekick surely will boost the development time. Right now the most needed are scripters (SQF, and if someone knows C++ with threading and networking PLEASE DO COME HERE WE HAVE COOKIES, CHOCOLATE COOKIES). Once in 1.0 we will need a basic modeler familiar with basic, but just for UV adjustments, material edition, stuff like that. Mostly for visual effects. How?:Many Monster cans, pizza and cigarettes. And beer. Lots. Links: Code (GitHub) LICENSE (CC Attr-NC-SA 4.0) Wiki Media: I am not at home right now. Will post some when there's something to show (teleport spell ready + basic core functionality up un running). Roadmap: Get Arma local client running. Get Arma serverside running. Get network RPC server running. Get network RPC client running. Surprise. Intense testing. Moar testing. Beta. Moar moars. Profit.
  14. Here a preview of what the PRA3 team has been up to the last couple of months. First close playtest being held today. More footage and updates coming soon. Join the discussion! https://github.com/drakelinglabs/projectrealityarma3 https://twitter.com/RealityArmA http://discord.me/pra3