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Found 194 results

  1. Hello guys i put my Working version of the Animated Opening Intro " same of Tac OPS " In first times , escuse my english 😉 Ok For the First step you need to creat 2 sqf file : timeline.sqf and initIntro.sqf In the eden editor you needto one intro with a player soldier.And save the intro. In your description.sqf enter this code : class CfgFunctions { class A3_Missions_F_Tacops { tag = "BIS"; project = "arma3"; #include "\A3\Missions_F_Tacops\cfgFunctions.inc" }; }; Now you need to add code in timeline.sqf . private _timeline = [ [ 0.000, { //playMusic "LeadTrack01_F_Tacops"; //0 fadeMusic 1; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, ["Guess what", "This is some text you're reading"], STYLE_TITLE_AND_SENTENCE] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 4.7, { [MODE_BLACKOUT,3,false] call bis_fnc_animatedScreen; }], [ 7.709503, { // < Image 01 - //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [2,3,1.00] ] call bis_fnc_animatedScreen; playsound3D ["a3\Sounds_F_Tacops\SFX\Missions\c01_1.wss",player, false, getPosASL player, 0.35]; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; //[MODE_BLACKOUT, 0.01, true ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, 1, "AOSlide1.jpg" ] call bis_fnc_animatedScreen; [MODE_LAYER_ROTATE, 1, 8,5 ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, 1, 8,nil,1.1 ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, C01_SLIDE5_ID_PARTICLEMIST, C01_SLIDE5_IMG_PARTICLEMIST, nil,0.5,1 ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, C01_SLIDE5_ID_PARTICLEMIST2, C01_SLIDE5_IMG_PARTICLEMIST, nil,0.4,1.9 ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, C01_SLIDE5_ID_PARTICLEMIST, 20, [0.7,0.65], nil, [0.3,0.65] ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, C01_SLIDE5_ID_PARTICLEMIST2, 20, [0.3,0.65], nil, [0.7,0.65] ] call bis_fnc_animatedScreen; [MODE_LAYER_ROTATE, C01_SLIDE5_ID_PARTICLEMIST2, 10, -30 ] call bis_fnc_animatedScreen; [MODE_BLACKIN, 2, false ] call bis_fnc_animatedScreen; } ], [09.504309, { //0 = [localize "Amazing that you can read this!", STYLE_DYNAMIC_TOPLEFT, 0] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [10.055399, { //0 = [localize "Holy Shit", STYLE_DYNAMIC_CENTER1, 1] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 13.255399, { // Image 01 > //fade to black [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; } ], [ 15.388489, { // < Text 01 //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [1,3,1.05] ] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, [ "Amazing that you can read this!"], STYLE_ONE_SENTENCE] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 20.059, { [MODE_BLACKOUT,3,false] call bis_fnc_animatedScreen; }], [ 23.071934, { // < Image 02 - //[ MODE_DESTROY ] call bis_fnc_animatedScreen; //[ MODE_INIT, [8,3,1.00] ] call bis_fnc_animatedScreen; playsound3D ["a3\Sounds_F_Tacops\SFX\Missions\c01_2.wss",player, false, getPosASL player, 0.23]; [ MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [ MODE_BLACKOUT, 0.01, true ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, 2, "AOSlide2.jpg" ] call bis_fnc_animatedScreen; [ MODE_SKYBOX_CREATE, C01_SLIDE2_ID_SKYBOX, C01_SLIDE2_IMG_SKYBOX, 1, 30 ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE2_ID_BLOOD_A, C01_SLIDE2_IMG_BLOOD_A ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE2_ID_BLOOD_B, C01_SLIDE2_IMG_BLOOD_B ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE2_ID_BLOOD_C, C01_SLIDE2_IMG_BLOOD_C ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE2_ID_ABOVEBLOOD, C01_SLIDE2_IMG_ABOVEBLOOD ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE2_ID_SOLDIER_WITH_AK, C01_SLIDE2_IMG_SOLDIER_WITH_AK ] call bis_fnc_animatedScreen; [ MODE_LAYER_FADE, [C01_SLIDE2_ID_BLOOD_A,C01_SLIDE2_ID_BLOOD_C], 0.001,0,1 ] call bis_fnc_animatedScreen; //fade away the black screen [MODE_BLACKIN,2,false] call bis_fnc_animatedScreen; //rotate background [MODE_LAYER_ROTATE, [2,C01_SLIDE2_ID_BLOOD_A,C01_SLIDE2_ID_BLOOD_B,C01_SLIDE2_ID_BLOOD_C,C01_SLIDE2_ID_ABOVEBLOOD],10,15] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, [2,C01_SLIDE2_ID_BLOOD_A,C01_SLIDE2_ID_BLOOD_B,C01_SLIDE2_ID_BLOOD_C,C01_SLIDE2_ID_ABOVEBLOOD],10,nil,1.3] call bis_fnc_animatedScreen; //rotate FOREGROUND //[MODE_LAYER_ROTATE,C01_SLIDE2_ID_SOLDIER_WITH_AK,8,10] call bis_fnc_animatedScreen; //[MODE_LAYER_ANIMATE,C01_SLIDE2_ID_SOLDIER_WITH_AK,8,nil,1.8] call bis_fnc_animatedScreen; //uisleep 2; [MODE_LAYER_FADE, C01_SLIDE2_ID_BLOOD_B, 2, 0, 1] call bis_fnc_animatedScreen; [MODE_LAYER_FADE, C01_SLIDE2_ID_BLOOD_A, 2, 1, 0] call bis_fnc_animatedScreen; } ], [ 24.940964, { //00 = [localize "Will it just not cease to amaze?", 999, 0,[0.5,0.45]] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 25.875478, { //00 = [localize "No it continues ever onwards", 999, 1,[0.15,0.75]] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 28.675478, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 30.724647, { // < Text 02 //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [1,3,1.05] ] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, [ "Truly spectacular that you can see this now!"], STYLE_TITLE_AND_SENTENCE] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 36.096, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 38.434257, { // < Image 03 - //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [2,3,1.00] ] call bis_fnc_animatedScreen; playsound3D ["a3\Sounds_F_Tacops\SFX\Missions\c01_3.wss",player, false, getPosASL player, 0.7]; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKOUT, 0.01, true ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, 3, "AOSlide3.jpg" ] call bis_fnc_animatedScreen; //[MODE_LAYER_CREATE, C01_SLIDE3_ID_BACKGROUND2, C01_SLIDE3_IMG_BACKGROUND2,nil,0 ] call bis_fnc_animatedScreen; //[MODE_LAYER_CREATE, C01_SLIDE3_ID_BACKGROUND3, C01_SLIDE3_IMG_BACKGROUND3,nil,0 ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, C01_SLIDE3_ID_SPARKS, C01_SLIDE3_IMG_SPARKS ] call bis_fnc_animatedScreen; [MODE_LAYER_ROTATE, [ 3, C01_SLIDE3_ID_BACKGROUND2, C01_SLIDE3_ID_BACKGROUND3 ], 8,5 ] call bis_fnc_animatedScreen; [MODE_LAYER_ROTATE, C01_SLIDE3_ID_SPARKS, 8,15 ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, [ 3, C01_SLIDE3_ID_BACKGROUND2, C01_SLIDE3_ID_BACKGROUND3 ], 8,nil,1.1 ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, [ C01_SLIDE3_ID_SPARKS ], 8,nil,1.1 ] call bis_fnc_animatedScreen; [MODE_LAYER_PULSE, C01_SLIDE3_ID_BACKGROUND2, 3,0.9,0,5 ] call bis_fnc_animatedScreen; [MODE_LAYER_PULSE, C01_SLIDE3_ID_BACKGROUND3, 1,0.9,0.2,5 ] call bis_fnc_animatedScreen; //[MODE_LAYER_PULSE, C01_SLIDE3_ID_SPARKS, 1,0.9,0.2,8 ] call bis_fnc_animatedScreen; //[MODE_LAYER_PULSE, C01_SLIDE3_ID_SPARKS, 0.5,1,0,10 ] call bis_fnc_animatedScreen; [MODE_BLACKIN, 2, false ] call bis_fnc_animatedScreen; } ], [ 42.246390, { //00 = [localize "And that", STYLE_DYNAMIC_TOPLEFT] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 44.607636, { //00 = [localize "is a wrap", STYLE_DYNAMIC_BOTTOMRIGHT] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 44.007636, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 46.129644, { // < Text 03 //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [1,3,1.05] ] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, [ "But now it is almost time to end this"], STYLE_ONE_SENTENCE] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 51.700, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 53.825030, { // < Image 04 - //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [2,3,1.00] ] call bis_fnc_animatedScreen; playsound3D ["a3\Sounds_F_Tacops\SFX\Missions\c01_4.wss",player, false, getPosASL player, 0.85]; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKOUT, 0.01, true ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, 4, "AOSlide4.jpg" ] call bis_fnc_animatedScreen; [MODE_LAYER_ROTATE, 4, 8,5 ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, 4, 8,nil,1.1 ] call bis_fnc_animatedScreen; [MODE_BLACKIN, 2, false ] call bis_fnc_animatedScreen; } ], [ 55.679835, { //00 = [localize "Just", STYLE_DYNAMIC_TOPLEFT] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 56.571677, { //00 = [localize "About", STYLE_DYNAMIC_BOTTOMRIGHT] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 59.368241, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 61.513304, { // < Text 04 //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [1,3,1.05] ] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, [ "So thanks so much for reading", "It truly means alot"], STYLE_TWO_SENTENCES] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 67.179569, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 69.162460, { //key 26 // < Image 05 - //[ MODE_DESTROY ] call bis_fnc_animatedScreen; //[ MODE_INIT, [9,3,1.05] ] call bis_fnc_animatedScreen; playsound3D ["a3\Sounds_F_Tacops\SFX\Missions\c01_5.wss",player, false, getPosASL player, 0.55]; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [ MODE_BLACKOUT, 0.01, true ] call bis_fnc_animatedScreen; //[ MODE_SKYBOX_CREATE, C01_SLIDE5_ID_PARTICLESMOKE, C01_SLIDE5_IMG_PARTICLESMOKE, 1, 20 ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_PARTICLESMOKE, C01_SLIDE5_IMG_PARTICLESMOKE ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE5_ID_BACKGROUND, C01_SLIDE5_IMG_BACKGROUND ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_CONVOY, C01_SLIDE5_IMG_CONVOY ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_SOLDIER, C01_SLIDE5_IMG_SOLDIER ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_SOLDIERSHARP, C01_SLIDE5_IMG_SOLDIERSHARP ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_PARTICLEMIST, C01_SLIDE5_IMG_PARTICLEMIST, nil,nil,0.75 ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_PARTICLEMIST2, C01_SLIDE5_IMG_PARTICLEMIST, nil,nil,0.8 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ROTATE, [C01_SLIDE5_ID_SOLDIER,C01_SLIDE5_ID_SOLDIERSHARP], 15,10 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ROTATE, [C01_SLIDE5_ID_BACKGROUND,C01_SLIDE5_ID_CONVOY], 30,30 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ROTATE, C01_SLIDE5_ID_PARTICLESMOKE, -10,30 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ANIMATE, [C01_SLIDE5_ID_BACKGROUND,C01_SLIDE5_ID_PARTICLESMOKE,C01_SLIDE5_ID_CONVOY], 30, nil, 1.3 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ANIMATE, [C01_SLIDE5_ID_SOLDIER,C01_SLIDE5_ID_SOLDIERSHARP], 10, nil, 1.3 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ANIMATE, C01_SLIDE5_ID_PARTICLESMOKE, 10, [0.5,0.4], 1.0 ] call bis_fnc_animatedScreen; [ MODE_LAYER_FADE, C01_SLIDE5_ID_SOLDIERSHARP, 5,0 ] call bis_fnc_animatedScreen; [ MODE_LAYER_FADE, [C01_SLIDE5_ID_PARTICLEMIST,C01_SLIDE5_ID_PARTICLEMIST2], 0,0.15 ] call bis_fnc_animatedScreen; [ MODE_LAYER_FADE, C01_SLIDE5_ID_PARTICLESMOKE, 0,0.75 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ANIMATE, C01_SLIDE5_ID_PARTICLEMIST, 20, [0.7,0.5], nil, [0.3,0.5] ] call bis_fnc_animatedScreen; [ MODE_LAYER_ANIMATE, C01_SLIDE5_ID_PARTICLEMIST2, 20, [0.3,0.5], nil, [0.7,0.5] ] call bis_fnc_animatedScreen; [ MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; } ], [ 71.026742, { //00 = [localize "Gosh Golly, just wonderful", STYLE_DYNAMIC_TOPLEFT, 0] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 72.967529, { //00 = [localize "It has been a ride has it not", STYLE_DYNAMIC_BOTTOMRIGHT, 1] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 76.805115, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 79.093933, { //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [1,3,1.05] ] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, [ "End of Text", "Now run along!"], STYLE_TITLE_BIG] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 88.1, { [MODE_BLACKOUT,1,false] call bis_fnc_animatedScreen; }], [ 91.9, { ["Timeline finished:%1", 0 ] call BIS_fnc_LogFormat; }] ]; Now you need to add code in the initIntro.sqf #include "\a3\Missions_F_Tacops\Functions\fn_TO_AnimatedOpening.inc"; enableEnvironment false; #include "timeline.sqf"; _d = [ _timeline, 0, "LeadTrack01_F_Tacops" ] spawn BIS_fnc_animatedOpening; waitUntil { !(missionNamespace getVariable "BIS_fnc_eventTimeline_playing"); false}; endMission "END1"; For custome The picture and song just change the path of yours immage and song in the timeline.sqf You cant custom text and layer . Et voilà les amis .
  2. MGI ADVANCED MODULES Hi all, Here is an addon for mission makers. If you need to easily spawn some factions, some civilian life or just add randomized weapons loot in houses... If you want an advanced AI heal & revive, for SP or MP mission, able to heal players or bros.. If you want a transport support on any vehicle... A vehicle respawn system with crew, waypoints, loadouts, addActions, arsenal.... Friendly kill sanction... AI cannons able to fire HE shells on infantry... Some generators able to switch on/off a district... or adapt silencers to combat behavior... or perhaps a simple tool for reading all map object classes/display names/p3d model names... Other tools like tire puncture on barbed wires? ... And of course, MP compatible, favorite mods compatible... Here you are. https://steamcommunity.com/sharedfiles/filedetails/?id=1682280809 Adapt silencers to stealth/combat situation No video SP/MP compatible - all mods Advanced patrols (spawning factions on locations/areas, patrolling then split for defending/attacking) See video SP/MP compatible - all mods Advanced transport See video SP/MP compatible - all mods AI can respawn No video SP/MP compatible - all mods Civilian life See video SP/MP compatible - some known mods Drop vehicle instead of crate See video SP/MP compatible - all mods Enhanced Turrets No video SP/MP compatible - all mods (so far. feedback welcome) Flip overturned vehicle No video SP/MP compatible _ all mods HALO jump No video SP/MP compatible - all mods Heal & revive see video SP/MP compatible - check for mods... Modded units are not a problem. But some mods like ACE have their own scripts and could be incompatible. Furthermore, I scripted for some conditions about the presence of FirstAidKit and MediKit. This module is complex enough. I didn't grab into mods for exotic classes of items (and I will not). Of course, you can choose to skip these conditions. Kill punishment See video SP/MP compatible -all mods Loot weapons & items in houses See video SP/MP compatible - some mods (CUP UNSUNG IFA3 RHS R3F) Marker to Task See video SP/MP compatible - all mods Respawn vehicles No video (see an old one about script to have an idea) SP/MP compatible - all mods Important note: This module uses EH handleDamage. This EH doesn't work if you apply something like: testedVehicle setDamage 1 from console. The script needs some hits on parts (updating vehicle data before destruction). So, crew and waypoints will be respawned after a current kill/disabled vehicle in game. SP simple respawn No video Single Player only Switch ambient lights See video SP/MP compatible - all mods so far... Tire puncture No video SP/MP compatible - some mods Touch of class! See video SP/MP compatible - all mods Wear what you want No video SP / MP compatible - all mods (not all. Some weird mods don't have true uniforms but some skinned units... Nothing to do with that) One man tank No video SP/MP compatible - all mods with Tanks or APCs Prisoners See video SP/MP compatible (not fully tested in MP) - all mods so far Have fun! Pierre MGI 06 sept 2020 See also new modules. On line in a couple of days.
  3. so me and my friends set up a story line and everything is almost perfectly set but I've run into a slight problem.... we made a unit yada yada, i played online to see if our patch was showing and it was, everything looks perfect shows up on the shoulder and on planes cars ect. but when i run the mission i created it seems the patch doesn't show up at all. it still shows the unit tag above my player name so if someone knows a fix to this it would be much appreciated. (running the mission in multiplayer on a lan based server)
  4. Hi all, I've run into a small problem today. I wanted to set up some custom textures and a material in my mission and do some magic with it with scripting. I wanted to use the Super Shader but the game won't let . me The main problem is just the paths to the textures/maps in the rvmat. It's easy in the Addon editing, but how can I make the texture paths relative to the mission? I'm just getting an error that it could not load the texture. Code: class Stage1 { texture="data\textues\scorpion_nohq.paa"; uvSource="tex"; }; I have the "data" folder in my mission root and the path is as follows above. File exists and it's not corrupted I guess - TexView2 sees it properly. I tried changing the path to e.g. textureTest.lingor3\data\... or using __FILE__ but no joy either. Could anyone shed some light on that please? Thanks!
  5. Axel Horh

    Heli fight

    Good day all memebers of forum. I have idea about long term mission for ARMA 1. This will be mission type of Captue City, but by helicopters and infantry. In this mission I'm planing use EXP and money for update ammunition and vehicles. If this mission will be interested of memebers of forum and gamers, I would like to see comments from you. Have a nice day! Start Base Road Map: Link Start Base
  6. Script Example (which I use in my mission): [ Truck, "<t color='#58D68D'>Enganchar UH60</t>", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "(_this distance _target < 3) && (Truck_Bar distance Heli_1 < 10)", "(_Caller distance _target < 3) && (Truck_Bar distance Heli_1 < 10)", {}, {}, { null = ["Scripts\Interacciones\Remolcador\Soltar_Heli_1.sqf","BIS_fnc_execVM",false,false] spawn BIS_fnc_MP; [Truck,_actionId] call BIS_fnc_holdActionRemove; }, {}, [], 5, 6, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, Truck]; ____________________________________________________________________________________________________________________ When I put this Script in my Init.sqf file, one appears every time a player joins my dedicated server. Is there a way to fix that? the problem is where do I put my script? or is it a typical Arma 3 problem?
  7. After releasing my original mission in 2014, I have since been working tirelessly on this scenario privately. There are probably close to 500 hours worth of SQF code in this 1mb mission file. Your task force stationed in Anizay is assigned dynamic and complex objectives in a 5km x 5km open world. Operators will need to work tightly with their team as the majority of tasks have complex conditions such as hostage executions or explosive timers. The supported player counts are from 1-24 however 5-15 is optimal. Discord, TFR or ACRE are not required, but I very much doubt you will succeed at many objectives without a suitable method of communication. DOWNLOADS/CREDITS/TUTORIAL https://sites.google.com/view/dicemod/ includes all the information you will need to get started. I have tried to keep the mod list as short as absolutely possible whilst maintaining an authentic feel. (Current version: 2.0 - October 6, 2019) SPECIFICATIONS MISSION DOSSIER MEDIA / SCREENS CHANGELOG
  8. Hi! I'm trying to find a way to insert an ogg video in my mission like in Arma 3 campaign. I have a several problems with BIS_fnc_playvideo (or similar command, sorry). One of them and the most important is that i don't know how to pause the multiplayer game while the video is playing. Have you got any suggestions? Wish you all the best, gerFid
  9. First of all, my English is not that good, so... bear with me! 🙂 WELCOME TO ESCAPE FROM CHERTARKOV, HARDCORE EDITION. Well i know that you are going to say... "ah, another Escape mission... another tarkov... and etc" but wait a second, maybe you'll like this mission because so far we have: - Random loot spawn (yeah i know, that's something people already seen, but wait a second, there is some more stuff to see) - The whole chernarus is divided into 3 territory controlled by: 1) Scums (ex ChDKZ, bandits and etc) 2) Nationalists (more professional guys) 3) Russian spec ops (really dangerous guys) and two secret groups: 1) other PMC that will hunt players in location 2) Cultist faction (be careful, they will do bad things to you) WIP still need to change and make them more like a cultist (from now they are using livonia units) - We have a database (Credits goes to gruppe-adler! thanks my dude!) - Money system (again, credits goes to gruppe-adler!) - Shop (gruppe-adler! 🙂 thanks for all scripts you made for us 🙂 ) right now you can only buy stuff. - Random AI spawn (two raids will never be the same, so be careful) - Enhanced AI (ai will dodge, they will act more clever) - AI will talk when they see you, just like in Tarkov, so if you kill them they also make sounds >:D - Random Crashsite script with loot (thanks to GEORGE FLOROS GR! you are the best) - you were killed? no problem! you can watch your friend fight in the raid by using the computer - ACE integration (for shop, money and etc) sorry guys but this mission only works with ace 😞 - ACE campfire (credits to gruppe-adler!) you can make campfire during the night near trees. - Some friendly PMC that will help you, they also spawn randomly around the map during the raid. - Exits back to base, but they are semi random, each time you restart the server the exits will be different. - At the base you can heal for free, just find a mysterius man in bunker. - Hunger and thrist system. - Ambient and combat music (a little bit buggy sometimes but it's work still) - Almost done translating to English (65%) i just made this mission private for my friends but decided to share it with you guys. - Tested on dedicated server - and maybe something else that i forget. To-do list: - Random mini missions? - Some kind of random events? - more "Alive" functions to AI like looting, walking from the town to town. - lonely renegades? - Playing as a random scav with random loot? - PVP mod? - more map support? - Scav junkbox? (scavs will bring sometimes random loot to base if you give them money) - Bunker upgrade system? WARNING WHEN YOU ARE DONE PLAYING FOR TODAY SERVER ADMIN SHOULD USE THIS IN DEBUG CONSOLE 1)to save your loot containers simply execute globally this: [true,2] call grad_persistence_fnc_saveMission;!!!!! i still not sure how to make it work via addaction so i need some advice how to do that. Tips: - To make a campfire use ACE self action menu (ctrl+window) and go to equipment. - To take money from dead AI use ACE action menu (window) - If you are in the safe zone (base) you can put your money into bank account, go to terminal and use ACE action me (window) you'll see deposit money and etc - To trade with Prapor again... use ACE action menu on him (window) - as an admin you can use debug console here is useful commands for now: 1)to save your loot containers simply execute globally this: [true,2] call grad_persistence_fnc_saveMission; 2)to change the weather just simply execute globally this: [] execVM "StartMission.sqf"; it will generate random weather. Requirements: CBA Cup terrain - core Cup weapons Cup units Cup vehicles Kurt's survival system (KSS) ACE Chernarus REDUX LAMBS DANGER (High recommended) Tarkov's vests Escape From Tarkov Backpack's Community Faction Project Recommended: jsrs soundmod + cup support jsrs Enhanced movement HERE IS SOME PICS: Still want to play it? here is the link! https://steamcommunity.com/sharedfiles/filedetails/?id=2115330361 have fun! Credits also goes Twiznak for his kind help, his mission was the main "skeleton" so... this all happened because of his mission 🙂
  10. Intrusion 1.02 Description Engage in this timed sector control battle where all units coordinate fighting, support and strategy in a common effort to capture and hold the key winner’s location when the battle ends! Philosophy The philosophy behind this game mode is to create some fun cooperating and TvT gameplay by balancing the imaginary slider between gaming (strafe jumps and hot action) and reality (strategy, losses and waiting times) at a good position somewhere in the middle. Further, it aims to offer good gameplay for the lone player just trying to find a server for some evening gameplay, as well as for friends who whants to join, and even leagues fighting each other. This game is meant to attract players that have some patience and the ability to feel rewarded by doing a bit of good military work before getting the ”ah” feeling of seing their targets getting blown into pieces. Features A Sector Control mission for 1-60 players (that supports SP, COOP and TvT). Capture flags and collect resources to get vehicles and weapons gaining you advantage over your enemy. AI bots can be used to fill up one or both sides, so the feeling of a great battle can be achieved even when you play alone or with just a few of your friends. Easy to get started for beginners. Start capturing the flags, and you will be valuable immediately. It’s also relatively easy to understand the deeper mechanics. It may require a small effort, but it’s all in the briefing. Progressive gameplay. You start out as infantry with standard weapons, but as resources are ticking in, your side will unlock and establish more and more advanced materiel. Fight as an individual. Be strong, do good, and earn higher ranks! Fight as a squad. Team up with friends, share responsibilities, be tactical, help each other out, and earn higher ranks together! Fight as a brigade. Follow the brigade leader’s orders, find a superior strategy, utilize the squads' different abilities, and win the battle together! All squads has a ”profession” (dependent on choice and rank). Like in reality, each squad has one role, and one specialized vehicle assigned that noone else is allowed to use. Download At Armaholic (coming soon) Direct download at OneDrive: Intrusion Malden v1.01, Intrusion Malden v1.02 Intrusion Tanoa v1.02 At Steam Workshop Intrusion Malden Intrusion Tanoa Advice For Best Gameplay Feature rich missions like these run best on dedicated server. Player on hosted server may experience some FPS drop, a bit dependant on number of players and AI in the mission. Code The code for this mission is written entierly in SQX using the TypeSqf Editor. The code is shared at Github. Licence MIT. Dependencies Arma 3. Version History Version 1.02 New Move Base Dialog Rating increase is now "reduced" instead of "blocked" when player respawns/dies etc. Made top screen info appear on one line instead of two. Made rating and rating for next rank visible for players. AI now refuels their vehicles if no human player is on their side. Introducing Intrusion Tanoa. Version 1.01 Added battle locations. Removed AI movement debug information when running locally. Improved the loading screen. Version 1.0. First version. My Other Missions Escape Tanoa by Engima (built on the original Escape Chernarus branch from Arma 2) Operation Shoe Lace Operation Broken Arrow Night in July
  11. Escape Tanoa by Engima 2.22 Description Finally! Seven years ago I publiched Arma's first Escape mission - Escape Chernarus for Arma 2. I was very glad to see the response then. There were several servers online all the time during the first year, and now, after some years with Arma 3 it has spread in so many versions for every possible Island, and is running on so many servers all the time! I have tried a few of the missions, and I'm very careful not saying that other's Escape missions are not good enough, because I'm really impressed in how the genre has developed. But you also get a feeling for a mission, and this one might be a release for anyone who wants a little nostagy. You could call it something like "Original Escape with the Engima feeling", since its origin is the very same code base as my first Escape Chernarus for Arma 2. I have fixed it a little though. There are new units, and some of the script commands work differently in Arma 3 compared to Arma 2. But my focus has been to create a robust and fully working and exciting rework of the mission. Mission is 100% dynamic and uses the entire map. Play it 100 times, two games will not be the same! Plot CTRG Group 11 is deployed at Tanoa to gather intel about the situation prior to the arrival of NATO. However, finding themselves in a much more hostile environment than expected, they are captured by a Syndicat force suspisious about their intentions. Group 11 is unarmed and put in a temporary built prison while awaiting further interrogation. Take the first opportunity to escape the prison and find a way to rendezvous with NATO forces. Download Armaholic: (coming soon) Steam Workshop: Escape Tanoa Escape Chernarus Direct links: Escape Tanoa v2.22 Escape Chernarus v2.22 Please note that the different missions have different requirements. See Requirements below for more information. Features CO 08 Revive (recommended for 2-8 players). Uses entire map. Dynamic and living environment. True random start position. Game develops differently every time, inferring great replayability. Options for enemy skill, enemy frequency, weather and time of day. Supports hosted and dedicated (recommended) server and is JIP compatible. A small hint for best experience Escape Tanoa is best played at difficulty level Veteran or Expert (since the mission's story is based on the idea that you are lost, and you do not want too much help with navigation from the game). Installation Manually downloaded: put the .pbo-file in your MPMissions folder in the Arma 3 game folder. Requirements Arma 3 Apex DLC (official) Escape Chernarus requires the two mods: "CUP Terrains Core" and "CUP Terrains Maps" to work (since Chernarus is not part of original Arma 3). For more information, follow the Steam Workshop link. Media Remember this? Code Code at Github Licence MIT. You are free to do what you want with the code, but references to my name (Engima) must follow in the license text. I have also made an addition that disallows you use the text "Original Escape Branch" when releasing an Escape mission. Change log v2.22 Performance improvement. Added enemy insertion chopper. v2.2 Added more possible communication center positions. Made the mission easier to migrate to other islands. Fixed: Player slots disappears when player leaves game and comes back. Fixed: Rearranged some populated areas. Fixed: Rendesvouz task not updated upon mission complete. v2.1 Mission parameters are now saved in profile, and reused by default. Removed error message about missing image Escape.jpg. Lowered the number of armed and heavy armored vehicles in general traffic. Added more possible locations for comcenters. Fixed: Removed some vehicles that required the Laws of war DLC. Fixed: Too few enemy ambient infantry in the woods. Fixed: Script error when hijacking comcenter. v2.0 New Game version (Arma 3) and, new Island (Tanoa), and new units. Lessened the amount of enemy units somewhat, decreasing the difficulty a bit (original version got some critique for being too hard) JIP players now respawn dead and need to be revived. Patrolling enemy units are smarter. v1.8 Reduced enemy armor on all difficulty levels. Reduced amount of weapons at ammo depots. Increased amount of possible weapon types at ammo depots. Weapons may show up in civilian cars. Road blocks are more passive. Fixed: Paradrops do not fall free and crash onto the ground anymore. v1.72 Fixed bug: Server lagging. Reduced time it takes to hijack a communication center. v1.7 Fixed the start bug (player do not wake up dead anymore) Increased the time it takes to hijack a communication center, and FAC Operators do it faster than the others. Added field hospital at communication centers. Added things that you don't want me to tell you about. Fixed bug that made enemies surrender. Fixed bug that made player's vehicles suddenly disappear. Made it much easier to port to another map. A lot of fixes and improvements (for complete list, see ReadMe.txt in installation pack). v1.5 Changed player units to Razor Team. Communication centers now appear randomly. Added things that you don't want me to tell you about. Removed debug information that was left accidently. A lot of fixes and improvements. v1.1 Fixed bug at mission start (players could start mission dead etcetera). Fixed bug regarding parameter "Enemy frequency". Enemy armor is now also in relation to this option. Made the insurgents invest in night vision goggles. Removed the parameter "Number of revives" (since "Unlimited" is the only option relevant for this mission). v1.0 First version Credits & Thanks Tophe, Milton, Tobias, Alex, Robbi, Josef, Jaxmen, Samue, JavaDrinker, guccilane for beta testing! Tophe an extra time for composing music for the trailer! NeoArmageddon and Scruffy for spreading mission to many islands. BIS Forum members for help during scripting headaches! Bohemia for a fantastic game! My Other Missions Intrusion Operation Broken Arrow Night in July
  12. Hello good people ! i don't know if this is the right place to post this, but I'm having trouble getting mission rotation to work. my Class mission is setup like this class Missions { class Mission01 { template="Conquest-Ported.zargabad"; difficulty="regular"; class Params {}; }; class Mission02 { template="ConquestTestEngland.swu_public_Imber_uk"; difficulty="regular"; class Params {}; }; class Mission03 { template="ShapurConquest.Shapur_BAF"; difficulty="regular"; class Params {}; }; }; im using persistent = 1; and -autoinit. when the mission is over, it dont really end but put people back to the slot screen, but it never changes or reloads the pbo. im out of ideas :) looking forward to hear from you or getting put in the right direction!
  13. Hello dear members of the Arma 3 community. Will it be possible to make a script that I can add to my mission that automatically downloads a Zeus lightning bolt over the head of anyone who kills a civilian? Do any of you have the knowledge to do it? I want to ask you for this favor because I am tired that every time I do missions with my friends there are always a couple of them who kill 5 or 6 civilians for shooting everything that moves. Their excuse is that civilians cross the line of fire... but no one else does the same.
  14. [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
  15. ok, so I got the helicopter to escort properly, then I turn around and he's stopped moving at all. I look for him in spectator, and him, and his gunner are not showing in the entity list at all... they're like ghosts. I've tried deleting the unit and setting all it's waypoints again and he wont budge, i'm stumped.
  16. Iv had this problem for months when using the ORBAT. I keep getting the same error when i try to run the game with the exported faction in the add on section, its extremely frustrating as these factions take nearly 3 days to create, iv had to delete them then remake them multiple times. Could someone please help me as i want to make a RMC faction, RAF, RAF regiment RN and so on. Asked this question on the ALIVE forum months ago and no one has replied , posted it on reddit and no one replied either, I even uninstalled and reinstalled ARMA twice hopefully someone here could help me out or redo it for me. (sorry for the crap quality) sorry for sounding so petty. Let me know if i should send you the folder or config etc https://ibb.co/0BG6Lcc https://ibb.co/rpSWxFn
  17. Good day, I am currently at a dead end of the MP mission I am trying to create for my unit, solely with ALiVE modules, I don't really use any MCC features but just wanted to leave it loaded in case I need to create a scenario while the mission is running. I wanted to add specific vehicle cargo (custom loadout) in a medevac vehicle(RHS Asset), such as ace medical items. So our medics can replenish their inventory from the vehicle. I did this by adding this in the vehicle's init field: In addition I also added scripts on some vehicles and units init field to assign as ALiVE Combat Support so that ALiVE would work with VCOM accordingly, I followed this steps from ALiVE's FAQ site. I followed what's in the red box: But when I start the mission, the mission loads twice and respawns the vehicles rendering all the scripts I've put useless. I can't figure out how to stop the vehicles from respawning when the mission loads the second time or to have the script run at a specific time so it would execute once the mission finishes loading "Completely". Here's a 5 min. video to show what I am trying to do. https://youtu.be/3nxOfavKnBY TIA! PS: I don't know how to title this since I'm not exactly sure what's happening to name it properly. So my apologies if it's misleading.
  18. Hello everyone. Hope you are all doing fine in these hard times. Just finished the first draft of a small collection of scripts that allow someone to create a PvE, PvP or PvEvP sector control mission and wanted to share here in case someone may benefit from it. I am not sure this is the right place to post, but I thought that since this is not a mission (no map is included here, just a collection of script and accompanying files) the missions channels wouldn't be the right place. And as this is just a collection of scripts I thought that this place would be more appropriate. It is quite straight forward and easy to set up the mission and many aspects are controlled with parameters. It is SP and MP compatible, but for SP gameplay one must set the parameter value in the description.ext file. There is (unfinished but adequate) documentation included and some of the functions implemented, although (unfortunately) pretty much undocumented as of yet, they are quite short and easy to follow (in my opinion) and one could easily tweak them to use them outside of the context I use them here. The collection is held on GitLab and you can find it here. If you would like to avoid clicking on links but still interested in laying an eye on the scripts feel free to ask for a Google Drive link or I could send them to you in any way you would prefer. Take care, stay safe and... ArmA a lot!
  19. If you're designing Arma 3 missions, you might have noticed many new or updated interfaces, like loading screens and debriefings. We're documenting them as they're being added in Mission Presentation page on Community Wiki. Please read the articles, link them when someone asks about their contents (e.g., how to configure loading screens) and expand them in case you find some useful info.
  20. Dynamic ISIS War System ATTENTION: - 01/22/2019: Mission is under development again! I will upload it to Steam, when I get something ready! Heavily modified version of the famous DUWS-M, originally developed by Kibot (DUWS), modified by Bigshot and rlex (DUWS-M) and enhanced by myself (DISWS). In this version player(s) have to fight the Islamic State as well as the Al-Nusra Front. On each restart you'll get a dynamic, procedurally generated campaign, playable on any map you like (not tested on all maps! Please report back!). It's all about asymetric warfare against an enemy who is sometimes difficult to find. Even when you cannot find any differences between the enemy and the civillian population! Face suicide bombers, ISIS supporters and a lot of new features which are making the famous and great DUWS even more enjoyable! NOTE: If you like this mission, please leave me a rating. Thx! ******** A.T.T.E.N.T.I.O.N ******** !!! This mission does NOT run on dedicated servers !!! I'm very sorry for this, but there are so many scripts and for now it's just too much work to change them all. I once started creating this mission for SP for myself. - Update 1.80 - See Changelog below --------------------------------------------------------- *** Check the LATEST required mods *** --------------------------------------------------------- FEATURES It's basically DUWS - but with a LOT of new stuff! I turned it into a Insurgency-style dynamic whole-map mission with a lot of atmosphere. All new elements are working seamless together with the DUWS mechanics. Commandpoints can be earned by shooting Al-Nusra fighters, disarming IEDs, get intel by locals, finish missions based on intel, and more. You can choose several winning conditions for your playthrough in the mission parameters (lobby). Additionally to taking over ISIS held zones you have to help the locals defending their villages against the Al-Nusra Front. If you help them, they will forgot about civilian casualties and there will be less suicuiders and other supporters. Also Al-Nusra and ISIS are hostile to each other. I.e. if you get intel from the locals about an ISIS weapons cache, that one might be placed on a location where Al-Nusra fighters are hiding - or attacking. They will fight each other and you can use this situation to your tactical advantage, just to name one example. The whole situation provides a nice "dynamic chaos" with unforseen situations happening. AL-Nusra also likes to ambush their enemies - for example they hide in buildings and shoot from windows. So you might need to kick in doors and search houses to get them out of the towns. There are so many possible things happening around a playthrough that I really cannot write it all down. For DETAILS about using new features please check the DISWS-Manual (map ingame diary)!! Reputation System: Civilians will whether like or hate you, or just being neutral. Depends on the amount of casualties and if you help them defending their towns against Al-Nusra. The occupied/attacked villages will change on each new playthrough. You will never know where they are, so you have to check the villages. A red marker will appear when you find a occupied/attacked village - and turns green when you defended it succesfully Al-Nusra is able to re-take villages in some rare cases. If you fail to defend a place against one of their attack waves, they will occupy it and you have to plan an attack to re-take it. The more civilians get killed, the more people will join the enemy = More suiciders and ISIS Supporters will operate against you! Civilians are "divided" into religious groups who hate each other (Sunni and Shia muslims) You can gain your reputation by defending towns against the Al-Nusra Front. Conversations: You can ask civilians about their opinion and thoughts. Talk to them to monitor your progress about occupied and defended villages, as well as civilian casualties. Search civilians and dead bodies for intel and items - but take care. A suicider doesn't like to get interrogated! More sidemission from found intel! (Weapons caches, HVTs) Perform your own playstyle (missions from HQ, from Intel, or just clear villages or fight against ISIS) Command your team or command the whole army! It's up to you. Like in DUWS there's an AI commander, but you can of course add HC squads however you want Full RHS U.S. troops and equipment for WEST. ISIS and Al-Nusra Front troops and equipment for enemies (and some stolen vehicles from the Syrian Army) IEDs Arsenal Buy, recruit units, vehicles, weapons, support, AI squads, platoons, tanks, planes, helicopters, etc. Fire for Effect (Immersive Artillery System. See ingame description) Supply Drop includes Arsenal Logistics (transport any object with vehicles like trucks, helis, etc..) Respawn at homebase or any established FOB There's a chance for a dead man's switch triggering when shooting a suicider. So keep distance. Immersive Mine Detector for IEDs (it detects also materials used to construct IEDs which can lead to false alarm) Ambient soundscape (Prayer call, music, radio at houses and other places, ambient chatter - ONLY with TPW MODS) Support for Weapon Mods (Can be equiped via Arsenal) All progress is persistent and will be saved with your savegame All scripts and features written with performance in mind! But if you still get low FPS, try these: Ingame distance view setting (CH View. See ingame Manual) AI limiter (can be enabled via mission poarameters) ZBE Caching (can be enabled via mission parameters, if you're encountering low performance after trying other settings) All DUWS-M features are included and working - I won't name them here, they're too many Commandpoints will also be rewarded for disarming IEDs, shooting Al-Nusra Fighters and finishing tasks provided by intel Select the win conditions in mission parameters (lobby) DISWS-Manual can be found ingame (map). Check it for full features description and How-To Currently work in progress - So far everything is fixed now! I'll be working on future plans soon. SINGLEPLAYER: Use the server-browser and start a local host (LAN session). Save your progress using the custom save function (radio: 0-8-1 - Sitrep). - Default map is Takistan! But you can play it on any map you like. It might case trouble on real small maps. On some maps the random placement of zones/hq may not work properly - or placing zones out of the maps range. First try to decrease the distance from HQ, the zone radius or place them manually. To play on another map, just rename the PBO, i.e. to DISWS_1_66.Altis.pbo (Keep in mind that Windows maybe does not show file endings! Just make sure the file ends with ".pbo") DOWNLOAD PBO: https://drive.google.com/file/d/0B81rpxl19DuQQVRneW9iZHpjWGs/view?usp=sharing STEAM WORKSHOP: http://steamcommunity.com/sharedfiles/filedetails/?id=1159 CHANGELOG: http://steamcommunity.com/sharedfiles/filedetails/?id=1159462402 KNOWN BUGS: - If you loose the Request Menu and other action menu items after respawn or when resuming a save, just respawn again or use the Save/Rest action at HQ or FOBs. REQUIRED MODS - CBA_A3: http://www.armaholic.com/page.php?id=18767 - RHS_AFRF3: http://www.armaholic.com/page.php?id=27150 - RHS_USF3: http://www.armaholic.com/page.php?id=27149 - RHS GREF: http://www.armaholic.com/page.php?id=30998 - RHS SAF: http://www.armaholic.com/page.php?id=32203 - CUP Weapons: http://cup-arma3.org/download - CUP Units: http://cup-arma3.org/download - CUP Vehicles: http://cup-arma3.org/download - CUP Terrains CORE: http://cup-arma3.org/download - CUP Terrains MAPS: http://cup-arma3.org/download - Takistan Civillians for CUP: http://www.armaholic.com/page.php?id=32020 - Iraqi-Syrian Conflict: http://www.armaholic.com/page.php?id=28406 - Revos's Mine Detector: http://www.armaholic.com/page.php?id=29929 STEAM-USER click here: http://steamcommunity.com/sharedfiles/filedetails/?id=908457911 *Thx, bcmaster Not needed, but HIGHLY RECOMMENDED - TPW Mods: https://forums.bistudio.com/topic/154944-tpw-mods-v20170208-enhanced-realism-and-immersion-for-arma-3-sp/ - RYD Liability Insurance: http://www.armaholic.com/page.php?id=27485 A word on TPW Mods: Sometimes (dunno why) the mission fails to disable unnecessary features from TPW. Better disable those in TPW's userconfig file. Specially Civilians, Croud, Cars, Helis, Fall, Puddles, Fog and Animals. SUGGESTED MODS - JSRS-Soundmod: http://www.armaholic.com/page.php?id=32317 - Unit_SFX: http://www.armaholic.com/page.php?id=28888 - Virtual Projectile Sounds Reality: http://www.armaholic.com/page.php?id=31799 I don't recommend ACE because the mission includes a lot of custom scripts. But when using ACE, you'll also need: - ACE3 RHS Compatibility files: http://www.armaholic.com/page.php?id=31281 When using ACE, the 'Special Forces Training' Feature (no fatigue) might be overwritten by ACE Advanced Fatigue! Download this mod in this case: - Remove Stamina ACE (main mod required): http://www.armaholic.com/page.php?id=31792 Weapon Mods are supported. You're able to use them via Arsenal. CREDITS - BIS: Arma 3 - Kibot, BigShot, rlex: DUWS-Unofficial - BangaBob, ReVo: Their great scripts! - GigaS: Some partial scripts and support! - [ToS]HadeS, [ToS]AUT_Cyclon, [ToS]Zauberbesen: Help and testing! - R3vo: Mine Detector - TPW: TPW Scripts and helping me! Thank you! - AuTigerGrad: Ambient Sound Pack - Rydigier- Fire for Effect - Community for all the great stuff!
  21. JElledge_58

    Hint Timer?

    Is it possible to make a hint go away after a certain amount of time?
  22. Hello community! I've had this released on the Steam Workshop after a long development period, and it's about time I introduce it here. I hope communities will enjoy using this! Hunter'z Persistency Module What is it? It's an "offline" (meaning, an SQL server or similar is NOT required) persistency framework for complex dynamic missions. It's meant as an alternative to existing solutions that use SQL servers. Instead of using a server/database approach, Hunter'z Persistency Module is fully SQF-based and outputs save data to text files in SQF-format. With this module you can avoid having complex infrastructure such as SQL servers and set up a persistent server with ease. What can it do? As a framework, it's got all the functionality you need to save any object, ammo crate, or vehicle and it's designed to be very easily customised so that you can save custom information such as object or mission variables. The module is focused mostly on realism/logistics scenarios, which means whatever you want to be persistent, you can set it up with ease and it will save every detail without compromise or room for exploits. For example, if you want to set a vehicle to be persistent, all you have to do is call one line of code and its state will be saved with all details down to the number of rounds it has in its guns. Player units are also persistent by default, which means not only does it save your position or your gear upon logging out, but also how many bullets you have in the magazines inside your backpack, the damage on all your body parts including your full medical state if you use ACE, any map markers you have placed and whatever else comes to your mind. The customisation of the framework is done by using API functions that you call either through scripts in your mission or live through the in-game admin console. These are all described together with setup instructions and further information in the manual that comes with the module. How does it work? It uses Killzonekid's debug console dll extension (with his permission of course) to write to a save file on the server machine. Although the save file comes out as pure SQF, due to the limitations of extensions in Arma, large data arrays are split up into smaller ones and parsed back to normal by the module during saving and loading. This means that you might see a lot of text in your save files, but since it's all SQF, you actually have the option of editing the data manually by hand in case of any problems you have in your mission or things you want to change. Saving to file is done automatically, through an auto-save system, for which you can set the save interval. The module is very performance friendly as it only uses resources when conducting a save, which usually takes less than a second. Player persistency is managed through connect/disconnect event handlers by the server, and other than these situations the module will not be using any CPU power! Future work / TODO? I plan on adding more features to the mod. One thing I will investigate soon is persistency of damage to map objects, such as buildings that are part of the map. No promises though! Download link You can obtain the mod through the Steam Workshop. https://steamcommunity.com/sharedfiles/filedetails/?id=1207707864 Licensing The module is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. You are free to share or build upon this work as long as you credit me as the original author. You may not sell this work or any derivatives of it, or financially profit from the use of the mod in any way. Trivia Although I've been working on Arma 2/3 for a few years now, this is the first mod that I got ready to be released for public use. I'm hoping to have release versions ready for my other mods, especially the AI mod I've been developing since 3 years, but we'll see... For more info on what I do, feel free to check out my repo: https://github.com/KHunter-Arma
  23. by Mixuray Description: "Survivors of Stratis" is a singleplayer mission which takes place during the events of "The East Wind". You play as Corporal White, a NATO soldier and former member of Charlie. After Charlie got attacked by CSAT, during their invasion on the island, and you retreated into a small forest, it became clear that you'd have to escape from Stratis. Information: Playtime: About 45 Minutes Made in: About 2 Weeks Voice Acting: Mixuray - Corporal White Gamse - Private Taylor Download: Steam Workshop Even if our voice acting is not perfect, we still hope that you'll enjoy playing our mission! 😄 Explore the map a litte. Maybe you can find some small secrets. 😉 Screenshots:
  24. I’m looking for two male voice actors aged between 25-35 who are able to do a Greek/Altis accent for a singleplayer mission im working on. The voice work isn’t too complicated, just some simple back and forth.
  25. Hi everyone, Need help with this script. I create a marker who spawn on tanks placed in Zeus on the map call T1, T2 etc... This marker could be dynamic. I mean its move with the tanks and show on the map, with a bliking effect only when the player will be at a defined distance. So I try this, but the marker don't move with the tank. I try to use setPos getPos player, to attach markers to tanks but nothing. The Marker will be create correctly, could see on the map, but didn't move with de tank... _tank = ["T1", "T2", "T3", "T4", "T5"]; while {((!alive _tank) && (player distance _tank < 1000))} do { (_marker1 = createMarker ["mark1", _tank]; _marker1 setMarkerShape "Ellypse"; _marker1 setMarkersize [500, 500]; _marker1 setMarkerColor "ColorRed"; mark1 attachTo [_tank]; ["mark1", 3, 50] spawn BIS_fnc_blinkMarker; }; Somebody could help me?
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