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Found 44 results

  1. Re-Activated December 28 2018 to counter the growing threat of CSAT and insurgents forces. All new recruits are to report to their nearest recruiting office for assignment. Recruiting Station https://discord.gg/NHzqFws Who Are We? -We are a Arma 3 tactical realism community for those who seek tactical team play, and others who want to relive that awesome military life with out the garrison customs and courtesy drama like cult thingy. Our community fosters new players and understands most have been playing fortnite, battlefield and Call of Duty their entire lives. We are here to help you transition from run n gun Rambo lone wolf solid snake American sniper tactics into awesome well oiled CSAT killing tactical machines. We also understand that sometimes a lot of what we teach doesn’t make sense to those accustomed to player revives with a dirty reused needle. So here we offer open membership to all our causal players to come and join us on our Dedicated Server and teamspeak channel to help us take some of these towns on the chaotic KP liberation mission. If you find out that you kinda like the team and some of the Official unit members then ask to officially join the unit. What do I have to do to join the Unit? -Good question! Most of that information can be found in that discord channel I posted in the beginning. But to give you a barnie style breakdown, you first need to attend the units basic training which is broken down into 3 30-60 minute sections Red, white and blue phase. The basic training will go over unit standards, tactics and all roles available for you to fill. After that there is specialized courses for various roles. You can specialize in one or be a jack of all trades, it’s up to you! When do you guys play? - the peak hours among the unit is around 1800 Gmt and we normally hold training on Tuesdays and Fridays, with unit operations on Saturdays. Any other days of the week are normally casual days so jump on and have fun. Can I be pilot? -Sure.....in casual gameplay, going to go ahead and assume you just downloaded the game. So if you want to be a unit pilot I’d prefer you practice, and learn to hurry up and wait. Because having planes blaze down an entire village before the troops get there is kinda a immersion killer. Can I fly Transport? -only if you can land Why do you only have slots for certain roles? -let’s put it this way, if your playing on a football team your likely not running the football if your a lineman and probably not catching the football if your the quarterback. Every position has a role and specific task and if one person is not sticking to their role the whole team fails. So in the 32nd ID we build our squads in a way where just about all tasks can be completed with the least amount of players. A Squad typically consists of about 9-12 players —ALPHA TEAM— Team leader Rifleman. (AT) Grenadier Automatic Rifleman --BRAVO TEAM— Team Leader Rifleman (SDM) Grenadier Automatic Rifleman —Command Elment— Squad leader Medic RTO/FO/JTAC Machine Gunner Other roles are planned for the future as the unit expands but for now we ask that players become familiar with the available roles. And fill them when needed. How to I get into the server or teamSpeak? - super easy, first join the discord and look in the appropriate channels or direct connect here: https://units.arma3.com/unit/32ndinfantry Hopefully you fill all warm and fuzzy inside about what we offer here, and muster up the courage to join. If you have any questions please feel free to ask either here, the discord or in game and will try are best to answers all reasonable questions. See you soon........
  2. So my script starts like this: _Join_East = creategroup EAST; call { _changing = allUnits select {(side _x isEqualTo civilian) && (!isPlayer _x) && (_x distance player < 100)}; _changing apply { units _x joinSilent _Join_East; [_Join_East, _Pos_1] call BIS_fnc_taskAttack; // Now all nearby Ai civilians turn hostile to the player! And that works like a charm! What I need is to put this two waitUntil conditions into a single waitUntil with an OR. waitUntil {sleep 1; ({alive _x} count units _Join_East) < 3;}; waitUntil {sleep 1; player distance units _Join_East > 500}; I can't seem to get both to work in an OR format. The final result should be: waitUntil { (The _Join_East group has less than 3 units) OR (The player got 500 meters away from the units in the _Join_East group). Thanks in advanced!
  3. Hi all, I'd like to create my own factions, customizing a warlord scenario from @Jezuro. The warlord init module is too restrictive with one faction per side. So, I intend to enlarge a new one (per side) with much more groups. I read several pages on forum(s) but I can't have a clear idea if I need to create a config.ccp (in a mod) or some classes are enough in description.ext. I just need to create groups/factions with existing units/vehicles. I saw that an ALIVE mod ORBAT tool could help, but the question remains the same: addon or not? Thanks for your experience.
  4. [PGM] Polish Military Group is looking for new recruits! Let's start with the fact, that we follow the units and structures of the United States Marines Corps. We usually deal with COOP play (mostly done "the old way", in the editor, thanks to our group of mission makers), and from time to time also Joined Operations with other groups. We have our own forum, with serves to inform about missions, trainings, loose conversations and of course, storage to the theoretical part of the original tactics prepared by ourselves, based on original military materials, and based on our experience. Planned missions, played with access to anyone who wants to participate in the game, are announced in advance on the forum, facebook and our steam group. Our server is also daily(?) available with popular game modes, opened for every player (eg: Liberation, Domination!). The server is only closed every Friday for group training. What do we offer ? - Regular COOP matches - Own forum and server - Free access to our game server and Teamspeak server - Access to the server for all players, regardless of participation in the group For members: - Access to the group tactical library - Weekly trainings - Selection of specialization (reconnaissance, armored, infantry, etc.) Have we aroused(to tak ładne słówko, że aż go nie znam ;P) your interest, yet? If so, check out our homepage or visit our Teamspeak server or game server! Ts: ts3.markooff.net Forum: http://pgm.armaonline.pl/forum/ Website: https: //steamcommunity.com/groups/PGMOpen Server: 138.201.244.230:2302
  5. I have recently encountered some odd behavior in one of my scripts. I thought I had a pretty good grasp of this command but it has stopped behaving in the usual way. consider the following: {_x setUnitPos "UP"}forEach units group squad1; In the past and indeed up until a few minutes ago in my script, this yielded the expected behaviour of each member of squad 1 standing up. Then I got a typerror . Type group, expected object. So then I removed the word group from the command: {_x setUnitPos"UP"}forEach units squad1; And NOW it works again. Does anyone know what is going on with this? Thanks for the help.
  6. Hi all sorry im again :D I would Give a unit a init over this trigger below when he join my group. The Condition of the trigger are : ({alive _x} count units mygroup) < 2 And in on Activation i would give the group member this in the init : dummy = [this, units (group this)] execVM "automedic.sqf"; This is for a script that force ACE 3 Ais to revive me . I know i can normally set :dummy = this ............. in the init field of my group member BUT the group member existing not before , i recuit them with the Ravage recuit script and want to give them the init when he joining me. Its that possible to make that over this Way ? I only found ways to spawn units with a init but nothing over joing player goup . Tanks again for Reading and hopfully try to help me ! :)
  7. Squad name: 7th Cavalry Regiment Timezone/location : All US/EU Gamemode preference (eg coop or pvp): Coop/PVP/PVE, Mil-Sim Contact email: My 7th Cavalry Profile Website address: 7th Cavalry Website Short description: The 7th Cavalry Regiment is a military simulation clan primarily focused on Arma 3. The Regiment was founded October 15th, 2002 and remains committed to military simulation today. This means that when you enlist, you will earn your place as a trooper in one of the oldest gaming regiments online. For the majority of people in the CAV, this unit isn't just somewhere to play, it truly is a brotherhood in which all are respected and supported by their brethren. We have over 220+ Active Arma 3 members spread across 1st Batallion. We have three Company's: Alpha, Bravo and Charlie. Alpha contains Fixed & Rotary Wing for Transport and Attack, Bravo consists of Mechanized Infantry/Armor, Mortar & Artillery (pending Mod release) and Charlie Company, the tip of the spear. Charlie Co. is the main Infantry element, with Airborne, Medics, a RANGER platoon (must pass RANGER selection), Airborne Engineers and more! For more info, visit Detailed 7th Cavalry Recruitment Post Language: English
  8. The Legion The 41st was founded after multiple attempts to find a similar group in multiple genres of games, that wanted to have fun in a tactical manner while developing their skills both ingame and out. ============================================================================================ The mindset The group has simple, understandable concepts that will be put into practice: -The most important weapon is your mind, that is the focus of the group. -We want people that want to improve their skills and mindset, not just be able to "shoot stuff". -Knowledge gained can be put to use both in-game and real life. -We like a tough fight, expect one. -We like to have fun, that's why groups are made, to have fun in the game of their choosing. As such, the Legion will ensure full training is received on anything and everything required for the player to function. Both new and old players can contribute and play in the group, skill can be taught, a friendly attitude sadly cant. ============================================================================================ Requirements Now, if you are interested in the mindset we have some requirements you need to fill, no exceptions. 18+, also be mature: Ego and playing for the purposes of self gratification is not what we are looking for. Must have the Apex DLC. A working microphone. Teamspeak Discord ============================================================================================ Operations We are an EU based group and operate in GMT. Our Ops are on saturdays and funops whenever there's interest. ============================================================================================ Communication If you wish to contact us, please add me on steam: https://steamcommunity.com/profiles/76561198009267915/
  9. Party / Group play - how?

    Hello, sorry for my bad english. how its possible make group (or party) in game? nowhere i dont see in main menu. i see few times in game 2-3 players which play together and cooperate agains me. how its possible? i dont believe its fortuity. this players looking same, have same clothes and caps (probably to get to know each other) If it possible, how i can play with my friend? thanks
  10. Hi, I'm creating a covered mission. I'm trying to create a script in which if some member of my group shoots, alert the enemy against and if it shoots my team too: obj1 addEventHandler ["Killed", { _unit = (_this select 0); _unitName = name _unit; _groupmember = nameofgroup _unit _unitSide = side _unit; _Killer = (_this select 1); _KillerName = name _Killer; _KillerSide = side _Killer; if (_unitSide == _KillerSide) then { hint "Este era un miembro del equipo"; } else { _killer setCaptive 0; }; }]; _restofunits = (units _group - [_leader]); player addEventHandler ["Fired", { select 0 _unit = (_this select 0); _groupmember = nameofgroup _unit _weaponName = (_this select 1); if (_weaponName) then { _unit setCaptive 0; }; }]; but I do not know exactly how to do it with a group. Can somebody help me?
  11. Hello In the beginning of July, we are going to start playing Antistasi Altis in a tactical manner. There will be squads, leadership of squads, reckon operations, etc etc. All in a very friendly and cooperative environment, no virtual push ups or yes sir and the like. The only requirement is to be a cool person to be around, not whine , be there for a kick-ass , organized experience, and listen to orders and follow the plan, so there`s no chaos and the experience is meaningful. No previous skill is required. If you follow our instructions concerning the base game and are a good sport, providing positive value to the group you belong with us. Think of the server 77th jsoc server, or the spirit cultivated in ShacTac. All applicants must be 18+, have a mic, and be able to speak English clearly. We will play on around noon GMT, which means both Europeans and Americans can join, depending on their schedule. Let that not scare you though, cause we are quite flexible on time. We plan on using only the necessary mods, like TFR, Enhanced Movement etc. We wont be using RHS, since the experience and a decent FPS for everyone are priority for us. There might be the possibility of recording the footage and uploading it to YouTube if there are interesting moments, just for the sake of it. If you are interested, respond to this post writing down your timezone. Can`t wait to play with you all. `
  12. SOLDIER TRACKER by QUIKSILVER v2.5.0 CREATED: 8/08/2014 UPDATED: 26/02/2018 A3 1.80 Download (GitHub) VIDEO: IMAGES: DESCRIPTION: A system for showing Soldier, Vehicle and Group information on the Map, GPS and HUD. PURPOSE: Designed for scenario designers to have a powerful, high-performance and highly flexible solution to presenting player, vehicle and group information on the map, GPS and HUD interfaces. FEATURES: FUTURE DEVELOPMENT: INSTRUCTIONS: PERMISSIONS: SUGGESTIONS / FEEBACK / BUG REPORTS: KNOWN ISSUES: CHANGE LOG: THIRD PARTY CREDIT: DONATE: DOWNLOAD LINK: Download (GitHub) Cheers! :)
  13. Hey everyone, I've gone and created a pretty ambitious first mission with multiple paths depending on how effectively the player can assist ground forces. I've completed the mission but I want to refine one of my scripts. I've tried to educate myself as much as possible but I can't seem to find a tutorial/forum post for my specific problem. One of the objectives for the player to complete involves destroying reinforcements dropped off via helicopter. I had scripted the objective to be completed by killing the infantry and destroying their supporting gunship. However, I scripted it using specific names for each individual troop, ie !alive Heli_Troop1a && !alive Heli_Troop1b && !alive Heli_Troop2a etc etc. It was a brute force method to sort of get the effect I wanted and required specific units to be killed. I am looking for a way for each squad member to be counted, totaled, and compared against a desired value. I'm using 7 as that value as that is about 1/3 of all the troops. The script I have tried using in the trigger is: ({alive _x} count units Heli_Troops1 + Heli_Troops2 + Heli_Troops3) < 7 && !alive Heli_2 && triggerActivated Trig_Heli_Troops; The editor accepts the code but upon starting the mission I get an error message about a generic error in expression. I'm not sure what I'm doing wrong, but then again I barely know any real scripting beyond simple commands I can look up. I have also tried multiple different ways of writing the count units section of code including using && instead of + and separating each group name with (). None have worked. If anyone could help me out I'd greatly appreciate it. Edit: Disregard solved it! (({alive _x} count units Heli_Troops1) + ({alive _x} count units Heli_Troops2) + ({alive _x} count units Heli_Troops3)) < 7 && !alive Heli_2 && triggerActivated Trig_Heli_Troops; Still kind of a roundabout way I feel, but it works. Maybe this can help someone else.
  14. Hello all! Welcome to Aegis PMC, an Arma3 semi-milsim experience. We try to act in a tactical and serious manner while trying to stay fun and somewhat casual. We have a wide range of roles within the unit, from a grunt in a squad or a pilot up in the air! We have hosted some very fun operations in the past, ranging from modern combat in the middle eastern front, to WW2 campaigns in the European theatre! If you would like to join our clan, please friend me or one of the other recruitment officers on steam. We can discuss the role you would like to fulfill within Aegis. I am Jimulance You can also contact Dr. Reaper or M. Jiare Also you can join the teamspeak server: ts3.akl.wombatserve.rs:9991, and if one of the recruitment officers is there, we can get you set up within our group. Have a fun firefight, Aegis Pmc 1st Lieutenant Jimulance
  15. Hey folks how’s it going. I’m here to tell you about a new community to Arma 3, but a popular community back during Arma 2’s popular days. The owner who originally brought the community up decided to revive it. The original Deluxe Gaming Society during Arma 2 was a life Server on Cherno. So this time we are bringing it back as a plain old Altis life server.....nah..Bish let me tell you we are working hard on this. We have plans to add TFAR as soon as possible for better role play, we have a small mod pack that is not required to join, but would enhance gameplay. We do have a server up as of now as well as teamspeak. Down the line we would like to incorporate a milsim into the community, and we may throw up different kind of missions such as wasteland, end game, stuff like that. Because no one wants to play one thing all the time. Server IP: 198.27.67.140:2302 Teamspeak IP: 149.56.47.82:550 Website (Still workin on it): http://deluxegamingsociety.net/ We do have a lot of appreciation for first responders as the owner, myself, and another fellow are fr’s ourselves, along with some enthusiasts. We welcome all military folk as well. The server has been fitted with some custom scripts, sounds, and textures. And more will be added along the way. Our website is currently being worked on. But is ready for people to sign up. We are looking for any developers who would like to help out and also play on our server. We do not expect anyone to be on 24/7, everyone has a life. Except me. Police and Fire positions are open and ready. We welcome any member, preferred if you are mature...but...we’re desperate..dear god help us..
  16. i want to make a SP game with a team of playable teammates and i want to give the player transport later in game so i want to use the >synchronizeObjectsAdd< like this ""supportrequester synchronizeObjectsAdd [provider]"" but how do i make it so it can be given to everybody in my team if my player dies and i have to change person in game. without sync the requester from the start of the game i have made it so when a task it done in a trigger. setup in trigger COND: !alive habiri ACT : supportrequester synchronizeObjectsAdd [provider]
  17. Red Ember Clan [=REC=]

    RED EMBER CLAN [=REC=] ABOUT US: We mix serious and play as much as possible and look for people who can communicate and think. Our core group has been around since 2010, mostly focusing on military and team tactical games. Large group tactics is our familiarity as we operate groups in various military tactical genres. We have jobs or go to school and don't want to see gaming as another chore to get done, so don't expect rules that will kick you out based on attendance. WHAT DO WE DO?: Some of our main games are Arma, DayZ, and Squad, but we are not limited to just military games. Join up and play with us on other games if you want! We play PubG, CounterStrike, Elite Dangerous, MOBAs (LoL, DOTA, ), RPGs, E-Sports, etc. REQUIREMENTS: Maturity, Headset/Microphone, and Teamspeak. DO NOT BEG FOR MONEY!! we are generous to our members, but beggars will be removed. We expect members to respect other REC members and to have the ability to communicate wants/needs/problems/issues. COMMS: TeamSpeak - redembergaming.teamspeak3.com (PRIMARY) Discord - https://discord.gg/M5533Hp (Secondary/Back Up) HOW TO JOIN: Join our teamspeak and talk with one of our recruiters, moderators, or admins.
  18. Task Force Red MIL-SIM Community Who We Are: Task Force Red (www.task-force.red). Task Force Red is the result of a continual evolution of a group of MIL-SIM players from some great communities in the past. We do not tolerate racist remarks and people being generally rude just for the heck of it. We focus on being a tight-knit group with good working relationships within the Task Force structure. When we say hardcore MIL-SIM, we do not require anyone to do push-ups in game or any other stupid stuff. We have members who are current and retired military from countries all over the world and we take great pride in making sure that our members do things the right way. With that said you will get joked with by the team and it's all in good fun; BUT If you are a special snowflake with toilet paper feelings and emotions running up and down the sleeve of your shirt then this is not the place for you. What We Do: Within Task Force Red we utilize mission makers and players to help create and customize missions to be immersive and completely interactive. The "good guys" don't always win in our scenarios and it takes coordinated efforts among our players to ensure that the mission is done satisfactorily. Our missions run the gamut from one off mil-sim to fully persistent A.L.i.V.E based deployments that run 24/7. Our missions, load outs and units are as authentic as possible, with a focus on immersion and realism for our users. Please read below to see what positions we are looking for in Task Force Red. Aviation (Raven) - Both rotary wing and fixed wing drivers and crew members. Logistics - If you want to be a tank crewman or an APC crewman; we need you. Infantry (Hammer) - We are looking for people that are willing to step up and lead or just take a rifle and be a grunt. Medical Personnel: We are looking for guys who are familiar with the ACE Advanced Medical system and if they are not familiar then you need to be willing to learn. Training: We have a training server up with a limited version of our modpack. When you join you will be given access to the training server and prior to doing a mission or deployment you are expected to know your basic kit without us having to do pack checks and make sure you are light enough and able to do the tasks. We like to make sure that our members are capable of doing the tasks that are needed before you waste community resources in a mission setting. On the training server anything is fair game as long as the units are not doing specific training at that time. Age Requirements: We ask that our members be at least 16 years of age. Website for Task Force Red ArmA 3 Units Page Task Force Red Steam Group Teamspeak: taskforcered.ts.nfoservers.com Discord Server for our Forums and OPORDS
  19. Hi all, I am in the process of making my own group management but have come across an issue. I can't seem to get the group from lbData command. When I hint the data type it comes back as STRING instead of GROUP but when I do it with getVariable it shows fine. Here's a quick vidoe that I hope shows my problem: // Create test (DUMMY) group testGroup = createGroup blufor; testGroup setGroupIdGlobal ["Test Group"]; // Add the heroic and awesome "Bov" to the group Bov = testGroup createUnit ["B_RangeMaster_F", [0, 0, 0], [], 0, "FORM"]; // Add the above group data to the groups array groups = [["Test Group", testGroup]]; // Not full code, just a snippet... { _groupName = _x select 0; _group = _x select 1; _index = _groupList lbAdd format ["%1", _groupName]; _groupList lbSetData [_index, (format ["%1", _group])]; } forEach groups; // Another file, snippet code... private _groupSelected = _groupList lbData 0; // hintSilent format ["Group Selected > %1 || %2", _groupSelected, typeName (call compile _groupSelected)]; // The above is wrong, had that in the video example, my bad hintSilent format ["Group Selected > %1 || %2", _groupSelected, typeName _groupSelected]; [player] joinSilent (call compile _groupSelected); When I do this: ((player getVariable "groupData") select 1) Works, joins me to the group. typeName ((player getVariable "groupData") select 1) Data type returns GROUP as well.
  20. Hello folks! I've encountered an issue which is making problems for my mission - and I think it explains former problems I’ve had also in previous missions I’ve made (multiplayer missions, hosted on dedicated servers - or local). When making missions, I at times use triggers to recognize that a specific group is either in a vehicle, or has departed a vehicle. To do this, I use the following codes. This one I use to link an entire Unit to a said "group", for script/coding purposes when it comes to triggers etc. <GROUP> = group this; This one I use to detect if said above named "group" has entered the vehicle. This particular one, checks group for "dead" people, so it will only count members still alive in the group. This is normally put into the triggers condition, to then activate the trigger. {_x in <VEHICLE>} count units <GROUP> == {alive _x} count units <GROUP>; This one is as the one above, just for detecting when said "group" has left a given vehicle. {_x in <VEHICLE>} count (units <GROUP>) == 0; In my latest mission, i've also added the "onPlayerkilled.sqf" and "onPlayerRespawn.sqf" files, to both save gear on death, and give it back once they respawn. onPlayerKilled.sqf player setVariable["Saved_Loadout",getUnitLoadout player]; onPlayerRespawn.sqf removeAllWeapons player; removeGoggles player; removeHeadgear player; removeVest player; removeUniform player; removeAllAssignedItems player; clearAllItemsFromBackpack player; removeBackpack player; player setUnitLoadout(player getVariable["Saved_Loadout",[]]); My problem is that when someone dies, they apparently lose their link to their "group" - which means that above triggers with "enter/leave" vehicle using the group codes - won’t work. Example: Helo Evac from a said location. The helicopter is set to land on location, and wait for the group to enter it. A trigger prevents the helicopter from moving on until the entire group is in the chopper. The problem is if we've had deaths in the group, who have then respawned. As the trigger used to check if the group is in the chopper, counts out dead group members - they are counted as "not being in the game anymore" by all concerns for the trigger once they have died and respawned. The respawn script does not "re-implement" them into the given group - and we get the case where the helicopter will take off once the "original group members" who never died during the mission is in the chopper, while leaving respawned members behind. Only way I’ve found to counter this so far, is to make sure that the "original members who never died", enter the vehicle last - but this is an issue, as this particular mission is going on the steam workshop soon, and it'll be tricky to get this through without giving away some hints on what’s going to happen, before it happens. I’m no script/code guru - but I’m quite a proficient "googler" and "forum reader" when it comes to finding codes/scripts I need to do what I want. I am however hoping that some of the script/coder guys in this community could help me out with this one - either by providing me changes to the respawn scripts, so that the players still will be counted as "part of the group" when respawning, or perhaps making changes to the trigger condition code so the group is still counted properly, despite deaths (while also counting deaths - as some might die during the mission - which has a set amount of respawns). Think you guys can see my predicament here
  21. A recurring problem that i seem to run into is I don't know how to use group names as group names when writing scripts. Let me explain: In the eden editor, I have set the name of a group; by opening the interface for the group (double click on the icon above group leader) and entering something in the 'callsign' field. However, if I now go to write a script that requires the name of that group, i can't seem to format it in such a way that the command will accept the name I have inputted. For example, here is a snippet from the mission: _group = "R Rustam 1 - Alpha"; _leader = leader _group; _passangers = _group - _leader; _leader assignAsDriver qrf_w1; {_x assignAsCargo qrf_w1} forEach _passangers; _group orderGetIn true; What i can't get to work is the leader command, because no matter how I format the group name it doesn't seem to want to accept it. I believe the following has been tried without success: _group = "R Rustam 1 - Alpha"; _group = "Rustam 1 - Alpha"; _group = R Rustam 1 - Alpha; _group = Rustam 1 - Alpha;
  22. Hi, I wanna delete a group and an heli when a trigger activates, this is my code: for [{_i=1},{_i < 5},{_i = _i + 1}] do {_unit = units helig select _i; deleteVehicle _unit;} ; deleteVehicle heli1; It says: error zero divisor.
  23. I am making a scenario where I need to have all the groups on the EAST side to change their behaviour. I tried to use foreach on multiple different ways but nothing seems to work. This is what I tried: { if (side _x == EAST) then { _x allowFleeing 0; _x setCombatMode "RED"; }; } forEach allgroups; { if (side _x == EAST) then { group _x allowFleeing 0; group _x setCombatMode "RED"; }; } forEach allUnits; Can someone help me? Thanks
  24. I have made Mission with a y-32 VTOL taking off from an airfield far away from combat. This plane has 2 groups set to safe in it: One with the pilot and the co-pilot and the other one only filled para troopers sitting in the cargo room. But now when I start the mission the para trooper leader orders 8 of them to leave the plane and then orders 3 of them to get back in again (the plane has taken off already) leaving 5 outside. Something similair occurd in my mission with filled up trucks driving in a convoy. Is this a known issue or is it because the vehicle is fully loaded and therefor trying to get rid of some passengers :). I appreciate any help. Nico
  25. 23rd Realism Regiment

    23rd Realism Regiment Tactical, Organised Game-play in Operation Flashpoint/ArmA: Cold War Assault Who are we? We're the 23rd Realism Regiment. A relatively recently created group, the 23rd Realism Regiment attempts to build and maintain the tactical, organised style of game-play that Operation Flashpoint/ArmA: Cold War Assault in known for. With over 50 member, about 20 of which play with us regularly, we're able to hold relatively large scale co-op missions and, if we keep growing, eventually hope to host large scale, tactical PvP missions. We have a whole range of members, from traditional Operation Flashpoint veterans such as Alex to newer players such as myself. The same goes for ages and nationalities - our players are from countries across the world including but not limited to America, England, Poland, Czechoslovakia, Spain and Singapore just to name a few. As long as you're mature and can understand basic English, you're welcome within our ranks. We usually have weekly Sunday sessions at approximately 12:00 EST, with smaller, lighter sessions sprinkled in at other times in the week. Our WW4 EXTENDED server is up 24/7, as is the TS server we use to communicate and organize ourselves. Slightly interested? Give us a shot, and check out our steam page! All screenshots are taken In-Game and are of the 23rd Realism Regiment Minimum Joining Requirements - MUST have a Steam account that is in regular use. - MUST be running ArmA:Cold War Assault V1.99 (Steam version is already updated to this). - MUST be mature and possess the attitude described in this post. - MUST have a working microphone and Teamspeak 3 installed. - MUST understand basic English - it doesn't have to be perfect, but you gotta understand what's going on. Recommended - OFPMoniter is a great asset - it allows you to browse and join any public servers after the GameSpy closure and can launch the appropriate mods for any servers you join (assuming they're installed already). - CrossTalk for Teamspeak 3 - Only really necessary as a leader for distinguishing whispers from squad chat, but pretty cool/useful none the less. - The Mod - we'd appreciate it if you could get the mod installed before you join, but it's understandable that people would be hesitant to download something before they're part of the group. Need help installing it? Feel free to ask us! Steam Group: https://steamcommunity.com/groups/23rdrr Want to join? Add Dan_The_Man or BennySouthSt on Steam, expressing your interest. We'll run you through the basics and invite you to the group. Server IP: 51.254.37.84 TS3 Server: 51.254.37.4 TeamSpeak 3 is our primary method of communication on our games. I'd recommend installing the CrossTalk Teamspeak plugin - It allows you to set radio effects in Teamspeak. Although it's not necessary, I find it very useful when receiving whispers; if they have radio static, it's easy to tell you're being whispered to and aren't listening to chatter in your channel. Plus, it sounds freaking cool! YouTube Channel: https://www.youtube.com/channel/UCJgSRjRHTZUJoNDA7tI2Thw Not sure if the group is right for you? Take a look at our YouTube channel, organised by Saroonva! It currently features some snippets of some of our operations (and, i'll admit, a lot of me talking over the radio by accident!) Mod: http://www.mediafire.com/download/efh9k10nvh1v13d/23rd_WW4.7z We're currently running WW4 EXTENDED with a few extra maps thrown in - All credit goes to Kenoxite and Sanctury for WW4 and it's expansion, WW4 Extended! A 23rd tailored version of WW4 EXT is currently under development by yours truly, but won't be around for a while - even then, it's mainly back-end stuff i'm doing. For the average play, you won't notice the difference; enjoy the joy that is WW4 Extended! Admin Steam Profiles: BennySouthSt - Group 1IC - General Administration and Mods Dan_The_Man - Group 2IC - Recruitment and Operation Organisation Saroonva - Group 3IC - Youtube and Media ​Eazy - Server Maintenance Kotakulu - Missions and Scripting Got any questions about the above categories? Feel free to contact any of the above people! If it's not on the list, get in touch with me - using steam is preferable, but i'll respond to you on the forums too! Organisation and Gameplay The way we operate depends on a few things: The number of players in the session, whoever's acting as IC (Dan, Saroonva and I have very different command styles!) and the mission at hand. For example, if Dan was leading one of our weekly operations and we had a large player count, you could expect an open net between team leaders and command. I, on the other hand, would (probably) operate with a closed net, with fire-team leaders only communicating with the other fire-team leader and squad lead, who then communicates with command - trust me, it makes sense in game! Similarly, our more casual "Assassinate the President" mission would be significantly more relaxed than an organised "Zeus" mission (and yes, that is ArmA 3 Zeus in OFP - Check out this link for Kotakulu's amazing mission!). Generally speaking, your first few sessions will have you operating as a team member - you won't have to worry about the command structure or setting up whispers for a while. It's important you balance a decent level of initiative and discipline; whilst running off towards the T-72 might work, it's not the reason we play the way we do and will be frowned upon (and probably shot by some guy sat in a bush). Similarly, nobody is gonna object to you running 50m to that low wall to get a great flanking position on the hostile squad - it's better than clinging to you Team Leader and all getting wiped out by that lucky AI grenade, right? The ranks structure exists as a way to demonstrate leadership and experience - Simply having a load of hours in the game will not guarantee a rank,nor will topping the score board every game - you need to show an understanding of the best tactics and strategies for the mission as a whole as well as demonstrate your leadership abilities. Don't worry about a load of bollock-y "Sir, yes Sir" stuff - having a rank system simply makes it easier when determining who's taking what roles and what positions. You'll be granted "Cadet" once you join the group and will be promoted to "Private" once you complete your first large operation (or a series of smaller, weekly sessions if no op is running at the time).
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