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Found 161 results

  1. GEORGE FLOROS GR

    Missions

    Missions Information : Feel free to share and discuss , about your Ravage Missions.
  2. My mission file is broken. I saved this mission with the UNSUNG Vietnam War Mod by accident. When I removed the mod from the 'mission.sqm' file and switched off the mod, the mission stopped working. Whenever I try to open the mission in the Editor I get 'Error when loading the scenario'. http://www.filedropper.com/mission
  3. 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 locations (spawning factions on areas) 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
  4. Full Screen Mission Loading Screen This mod makes the mission loading screens full screen. The map won't be displayed anymore. I've always felt a piece of ArmA 2 that went missing...Full screen mission loading screens were good, because they allow for missions to display the rules, guides or set the mood with an epic image! Here you go, grab the full screen mission loading screen mod and set the mood! If something breaks, leave an angry comment! :) CAUTION: Try not to inflate your missions too much with HD images ;) Download: Google Drive Steam Mega Under the hood: Grabs image from https://community.bistudio.com/wiki/Description.ext#loadScreen https://community.bistudio.com/wiki/Description.ext#overviewPicture Map (might be out of scale) If loadScreen does not exists, uses overviewPicture If neither exist, defaults to map! Thanks to arma 3 discord community! LICENSE: APL-SA You may do whatever APL-SA allows. You may re-upload this mod or parts derived of it anywhere. You do not have to give me credit (just have fun!)
  5. Authors Note*: Man, this was quite the process. Over 100 hours went into this mission. If you like high action, intensity, and a requirement of using technical skills, this is the mission for you. After playing this with my friends, I am feeling confident that anyone can enjoy this scenario. SITUATION: Chinese and American forces have occupied the southern area of the main island of Tanoa for too long. It's high time that we take it back. This scenario includes: Singleplayer 16 Player Co-Op Task Progression Supports Arsenals Equipment saving and loading Full time of day settings Full weather settings Fatigue Option Respawn unlocks Auto Saves Roughly 1 Hour 45 Minutes of Gameplay FUN! CHALLENGE: I bet you can't beat this mission within an hour and a half. 🙂 (NO MODS REQUIRED) [Co-Op/SP] Operation Treefrog Watch the Feature Trailer! Check out my other scenarios!
  6. GEORGE FLOROS GR

    Mission Collection

    Missions Collection Information : Feel free to share and discuss about Ravage Mission Collection.
  7. Hey everyone, I recently downloaded and installed the Esseker map, and discovered that I rather like it. Other than Exile, Wasteland, and the likes, there don't seem to be very many missions available for download (of the type that you'd just play with a couple of buddies when you have nothing else to do). So I had an idea, but I have no idea how to do it, or if can even be done, as I have very very limited experience in arma mission editing. I would like to make an escape mission for Esseker, just to play with some friends. I was wondering if it's possible to move most of the content from the already-made "Escape Altis" mission (as in moving the scripts, sounds, etc). I figure the most work will be getting the triggers, and objects like that to the "Escape Esseker" mission. Is this a feasible plan? TL;DR: I'd like to move the mission "Escape Altis" to the Esseker map, what's the best way to do this?
  8. Hi, I have close to 800 hours in ARMA myself but here's the situation: We're having a little LAN at work and to my surprise ARMA3 is getting some votes in the game selection (#2 just after Overwatch). This raises the challenge how to run ARMA as a one-shot thing with people who likely are completely new to the game. The Bootcamp can be great in introducing the very basics but we're talking of quite busy people who might not have the time to go through anything like that on their own. They are more or less gamers and generally bright people so they might pick up things quick on the go - most of them I don't know that well however to assess their exact capability. Everybody being in the same room and focusing on the game can help too. Was thinking of writing a little info blurb with just a few pointers how this game is different from your regular shooter and pointing them to the Bootcamp so some at least can pick up things beforehand and educate the others. Also making it co-op removes much of the skill gap and can provide for a nice change of pace in the LAN. Keeping it simple is a must, then again multicrew vehicles is something where ARMA shines and just driving and fooling around in a ground vehicle is quite easy and fun to do. I would think Zeus mode, or can I find fun missions that are easy to set up and easy to play for total newbies? Zeus would provide the advantage of adapting on the fly and setting both the content+challenge level to group specifications. I do have experience with the editor but I'm new to Zeus myself, I've been glancing at it and thinking it's a great tool - I used to play it while I was new - but the time to prepare is very short now. We could make it a simple scenario in semi-open terrain + towns, most probably Altis as that's the map most familiar to me and it's commonly played, also very different locations available. Assuming 7-8 players I'd break it into 3 fire teams: motorized recon (1-3 experienced players), an armored component (eg. tigris, MBT, APC with 2 or 3 people), motorized rifle squad (everybody else, mostly newbies). There's probably around 2-3 hours we can spend on the whole experience. Running Zerty's Mod with the right settings could be an idea, as I'm familiar with the mode and it exposes much of the game. We'd be taking over one town after the other and building our force. The enemies mostly would be stupid bots with some vehicle support (they would have APC etc). This way everyone would get to play and there would be a challenge to rise to, the experienced players would pull more of the game though. The challenge wouldn't really scale up but it's a short exercise anyway and in just a couple of hours we could get to running around with various ground vehicles or even commanding bots (it gets tricky in this territory though). Zerty's has a couple of its own mechanisms like factories with build queues, town mechanics, economy and bases so some people involved could get bogged down by those (IMO you could mostly just ignore them and tail the rest of the group). In terms of training, I think we need to cover: The basics of handling the game (gear selection, context menu, what to expect) How to operate with infantry (using cover, stances, locating enemies or rather the difficulty of it) How to hit things with firearms (eg. holding shift, selecting your engagement range, weapon types, bullet drop/zeroing, short bursts) Any special roles people want to try out (sniper weapons, ATGM, vehicle gunners) I will need to have another look at the WarMachine mode as that might provide just what we need, but in a more simple format. Any other ideas, concerns or suggestions?
  9. 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
  10. Hello mates, I created an Arma 3 Mod (@Mod \ addons \ texture.pbo) Now I want to link the textures in my mission file. for a paint shop for Exile. and have tried the following path. "\ A3 \ @Mod \ addons \ texture \ sample.jpg" unfortunately he does not show me the textures. thanks for answers
  11. Hi there, It's quite annoying when someone else has used the gunner seat of a Heli, offsetting its position, and you later decide to Manual Fire from the pilot's seat and have a misaligned gun. I've been putting a lot of effort into setting up a script that can deal with this via a User Action, however I'm getting a few errors. A few of them are about missing " ) ", " ] ", " ; " (though I have done my best to never leave these out, including using a bracket checker plugin), or invalid variables (which is probably because it's checking a variable before it's set). To summarise, when a player pilot is in an armed Heli, they shall get a user action to centre the turret. This will have either the current AI or a temporary, invisible AI in the gunner seat target a spawned marker in front of the vehicle (if a player is in the seat it won't affect them). I currently have five six files in relation to this. EDIT: Below has been updated to the latest working script - If you get errors make sure there's no invisible characters using Word It requires CBA mission.Malden\init.sqf mission.Malden\description.ext mission.Malden\functions\functions.hpp mission.Malden\functions\fn_centreTurret.hpp mission.Malden\functions\fn_allowCentreTurret.sqf mission.Malden\functions\fn_turretDir.sqf Currently, unit spawning, marker generation and AI watching are working as intended, however the user action does not appear and if i set off turretdir.sqf manually ( [] execVM "turretdir.sqf"; ) it errors. EDIT: All working as intended. I'm not as proficient at SQF scripting as I'd like to be, so I've probably made some very obvious mistakes. Any help setting this up correctly and optimising would be appreciated. I will keep trying in the meantime.
  12. Alright, so I've got a SP mission in the Eden Editor yhatta yhatta . I have the loading screen image set in general attributes as opposed to a description.ext file because I tried that already and it wasn't working. I have the path to the file set as image . paa since that's what the name of the file is and it's right in the mission folder. I've got all the other descriptions set up but when I load in the mission it says "picture image.paa not found". I've been trying to fix this for about half an hour with no luck, any ideas? Attributes Mission Folder
  13. This mod is no longer updated/available (that was fun but very time consuming, thanks everyone for your support) Ground Zero Scenario Series Dead or not, they are a threat Gameplay 1-40 solo/coop/PVP survival game (host the game in multi even for solo else it will be broken). Survive in a hostile environment among civilians, militaries, thugs and optionally, zombies.Every game is different! Feedbacks welcome. Main features Permanent skirmish between the 3 factions (and Zombies if Ravage or Zombies & Demons is activated) Up to 40 players/AI in coop/PVP with dynamic respawn systems Huge randomized content 3 game modes 30 different type of missions each coming with variable elements 10 random events, dynamic weather , day & night cycle impacting the game, etc. Ambient systems for increased immersion: civilians, animals etc. Classic survival pillars: food, water, temperature, loot, vehicles, advanced health system etc. Open world: explore the region, follow the available missions, encounter random events... Dedicated server support Headless client support Custom save games for mission progress Automatic multi-mods support framework Mods Collection All Ground Zero different maps/scenarios Required mods Check the "Required items" widget on the right column of Steam workshop CBA_A3 Heros Survive Optional mods supported for even more immersion vCom AI Ravage Zombies and Demons BWS Zombies Any mod bringing content in the form of men, vehicles or equipement/gear will automatically be activated and stacked Update log http://arma-3-ground-zero.wikia.com/wiki/Update_log Wiki Work in progress wiki Downloads Ground Zero Altis Ground Zero Beketov Ground Zero Chernarus Ground Zero Chernarus 2035 Ground Zero Chernarus Redux Ground Zero Isla Duala Ground Zero Kunduz Ground Zero Malden Ground Zero Ruha Ground Zero Sahrani Ground Zero Stratis Ground Zero Takistan Ground Zero Tanoa Ground Zero Trava Ground Zero Vidda Ground Zero Wake Island Credits Click here
  14. 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!
  15. Author: JTS Introduction: A mission in operation flashpoint style Description: Kolgujev. October 1, 2020. This military island, owned by United States, was abandoned for many years. But recently there was found a large activity of Russian army. The US considered it as a threat and sent two officers to the Russian headquarters in Kolgujev to assess the situation. But instead of peaceful negotiations, they captured them. October 20, the United States established a base on the coast of Kolgujev. On October 25, the US sent a squad to an operation to rescue two officers Features: - Start scene - OFP style mission - 2 localizations: English & russian - Revive (APEX Edition) - Respawn with respawn screen (Selectable locations) - JIP (Join in progress) compatible - Music from OFP - Conversation script (APEX Edition) Notes: - Read briefing carefully Credits & thanks: Mission was tested by: JTS (me), Urban Screenshots: Download (Steam workshop) Download (Armaholic)
  16. Hello everyone, and thank you for taking the time. I have been doing missions in Arma 3 for quite some time now and after much troubleshooting and learning through places like these forums, I have learned a whole lot. There is one issue I have recently that I have not managed to work out, despite making search and research on it the google results and threads are different and unrelated ACE issues from mine; I have an ACE issue not with installation, or server, but only with a specific Liberation mission that I am trying to make work. My question is that I have not managed to figure out which might be the cause, specifically and I will admit that I am not really good at understanding RPT logs sometimes. I have included the latest RPT log in this post as well. No matter what kind of tests I have ran, the ACE interaction menu (Ctrl+Win/Win) does not work. Been at this for two days now. Some notes: - The issue only persist in that one mission, I create a blank new mission and ACE works. - ACE is fully loaded, as all content including items and addon options are there. - Only ACE Interaction menu is not working it seems. I have been doing a lot of troubleshooting on my own, this is one of the only times when I have not been able to figure out an issue on my own yet. Anyone who have an idea or input it is greatly appreciated. EDIT: Split up the RPT Log through pastebin. RPT Log 1: https://pastebin.com/ky6UUfD1 RPT Log 2: https://pastebin.com/PEGYXHX0 RPT Log 3: https://pastebin.com/H9Acsm5Z
  17. Hello Folks, I'm trying to host a mission downloaded from the workshop on my new dedicated Linux server (my server running OpenSuSE Leap 42.3). However, I can't seem to get it to appear on the server. I downloaded the mission via steamcmd: workshop_download_item 107410 230239528 This resulted in the directory: /home/steam/Steam/steamapps/workshop/content/107410/230239528 with a single file in it: 940560531083087031_legacy.bin I coped this into my: /home/steam/Steam/arma3/mpmissions But when I fire up the server. I only see the vanilla missions as options. I tried renaming this to a .pbo extension, but no joy. On my windows box I subscribed to the mission via. steam workshop, and it shows up fine. Any help please? (I've had the same problem with other missions I've tried to download, including: 761149851 and 489171976.) I can't get any of them to work.
  18. Hi, i have made a simple mission inside of Eden editor that includes a couple soldiers marked as "playable", 3 dedicated Zeus Virtual objects synced to- and owner of three seperate Game Master Modules. i have set the respawning via description.ext to mode "BASE" / 3, and the Template for West to "MenuPosition", for Virtual to none (Respawn straight away without any windows appearing). all works fine locally / local MP through Eden and local Host, when i upload it to the Server however, whenever i select the mission, slot up in ANY slot and begin to load the Mission it throws me back to the Mission Selection screen. Any help appreciated, RPT and description.ext via Pastebin included: description.ext (EXTERNAL LINK) RPT File (EXTERNAL LINK)
  19. GEORGE FLOROS GR

    Mission Editing

    Mission Editing Information : Feel free to share and discuss , about Mission Editing.
  20. Hello, So here is the deal, i am making a mission.sqm for my server Malden_life, so first i have the choice between IA and Player on the caracter selection tab, Then more important i don't have any spawn what so ever ... (i have made a copy of everything on the map on Tanoa_life.tanoa and put it into Malden_Life.malden i spent at least 9 hours of retouching positionning ect ... and my players simply just spawn were every player spawn on the server ... If anybody could help me i would be so gratefull !!!. Thanks for your time. Later.
  21. Siege of Athira Persistent survival PVE/PVP SP/Hosted MP (10 players)/Dedicated MP mission (10 players) It is something I always wanted to play. Basically you are surviving NATO soldier in besieged town. Town is besieged by CSAT and inside you are trapped with few surviving guerrillas resistance. Groups/singles of guerrillas fight each other in town and you need to go out from your hideout under town to find equipment and food. Food is found at houses furniture and equipment usually on dead bodies or guerrilla secret boxes scattered around town.Every raid that last 90m you need go out and then find shelter entrance randomly scattered around the town to get back to your underground hideout. If you die in town everything you had with you is lost and you born as new NATO survivor. Everything that is stored in hideout stash is safe for your next life. You cannot escape town cos CSAT snipers and there is zone between town and factory that you need be careful to cross it. During night you can use chemlights and attach it on you or wait for CSAT flare for snipers above town or use gun lamp or if lucky NVG.Only vanilla ARMA 3 is needed. No mods and no DLCs are required. Your progress is saved automatically in SP/MP.Enjoy and report all experience/bugs/ideas. As I am not native please report any text corrections needed. Steam Workshop link Mission file with source and sample dedicated server settings Paypal donation (will be used to keep server running) CHANGELOG v1.97 * English text corrections (thanks to PumpyHead (BenchmarkSims)) v1.96 * Fixed bug in SP time persistence v1.95 * Lowered player/trader voiceovers volume * Introduced CTRG uniforms * Introduced ADR-97 v1.94 * Combine magazines stash action now triggers profile save v1.93 * Changed constant save profile spamming when in hideout to event based saving (on open inventory and so on...) v1.92 * Implemented persistent time flow for singleplayer mode * Minimized overleaping CSAT sniper fires cacophony * Tied breath fog to temperature simulation * Implemented shivering from cold weather - do not wear short sleeves in cold temp v1.91 * Added trader loyalty discount, for every successfully finished deal you gain +5% discount (max 50%), for ever failed one you lose -10% - discount will carry on to new character upon death - trader doesn't forget previous hideout owner achievements 😉 v1.90 * Reworked night detection (used by AIs to turn on flashlight or wear NVG) - It uses sun elevation now. * Reworked AI chemlight/flashlight/NVG usage v1.89 * Optimized furniture for better performance (turned into simple objects/disabled simulation and damage) v1.88 * Player enters/exits hideout with weapon down v1.87 * Fixed optics view leftover when entering/exiting hideout v1.86 * Guerilla Boss and his guard always have weapon flashlight * Guerilla Boss and his guard have better chance for weapon attachments v1.85 * Improved Guerilla Boss spawning * Added missing Guerilla Boss beret to trader list v1.84 * Added random Guerilla Boss with his guards - they can be identified by their uniforms based on former AAF uniforms - they are elites, sharp and have good guns! * Rebalanced scoring * Fixed situation when AI forgets to go prone over sniper fields v1.83 * Added hint to open MAP>TASKS for deal info as it was not so clear for players where to deliver/pickup stuff v1.82 * Fixed "*** <NULL-object> killed 4945e400# 1814759: cratesplastic_f.p3d" caused by badly positioned furniture * Added abandoned cars with random loot * Added Protector SMG * Added AKM * Fixed SMG sound silencers for AI v1.81 * Code loops optimization * Trader added - you need find radio and bring it back to shelter * Completely voiced trader and player * CSAT UAV loiters above town during a day when CSAT SF team is deployed (green flare during a night) * AI sets flashlight off when it finds and wears NVG * AI loots weapons from dead bodies * Added SMG sight versions v1.80 * Enhanced player positioning at spawn * Fixed bug causing AI that decided to loot dead body gets killed before it finishes looting will never be looted by other AIs v1.79 * Added mission parameters that can be changed in MP Lobby parameters dialog for hosted MP or via params class in dedicated server config file v1.78 * Added option to clear corresponding SP/MP save data from user profile - use hideout white plastic canister * Reworked save system - old saves will be converted automatically * Added Player is renegade indication to shelter status * Added basic random loot spawning * AI doesn't wear NVG during day and equip/un-equip NVG accordingly to night/day cycle * Added COMBAT REALISM SCRIPTS By Phronk (Fragmentation Grenade) * Added Mag-Repack by Outlawled (default key Ctrl+R) * City buildings damage is always same (always same pseudo random seed) * CSAT Drone added to scoring system * Attached chemlights are removed upon extraction * Fixed bad animation (take a launcher anim instead draw pistol) after body search (vanilla ARMA 3 anim bug) * Reworked search body result notification * Added notification when you beat your top score or added to server Top Ten v1.77 * Reworked score system * Added detailed score report after successful extraction * Balanced taunt sound volumes v1.76 * Fixed stash crate content duplication for containers with predefined content - for example backpacks v1.75 * Upped little AI NATO Survivors skill * Added MIA (Missing In Action) outcome when player quits or runs out of raid time when in Town * Added end of raid effect - it have something to do with CSAT secret operations around town v1.74 * Fixed constant FPS loss over time caused by breath fog script v1.73 * Added new voice taunts especially for AIs with covered mouth with bandana v 1.72 * Added more AI taunt voices v1.71 * Added random AI taunts * Little internal code beautification v1.70 * No bad karma for killing renegade players v1.69 * Added random AI NATO renegade survivors v1.68 * Fixed player UI inits too early in MP - no more mission UI superimposed over loading screen * Added random friendly AI NATO survivors - think twice before pull the trigger or accept consequences v1.67 * Fixed multiple dying screams upon death that caused scary cacophony v1.66 * Random damage to all houses to improve better siege atmosphere v1.65 * Added random MRD pistol sight to guerilla weapon boxes v1.64 * AI faction changes - no more blue side guerilla v1.63 * CSAT NVGs are newer type - not degraded - another reason to hunt them down v1.62 * CSAT SF team uses IR beams during night * Breath fog effect is now applied to CSAT SF team v1.61 * Added breath fog (for example during heavy rain) * Fixed zone snipers never activate * Extraction is aborted when player became INCAPACITATED v1.59 * Town exits limited to 3 * AI searches buildings now * Fixed sniper zones evaluation for AI * AI count set to 12 v1.57 * Added mine signs to Dead Zone (originally CSAT minefield - now cleared) between town and factory. * Various scenery updates * Reworked hunger effect - bit more serious when ignored * Added hunger status into shelter status bar v1.56 * Snipers always miss with first round to warn victim (player) * Added AKS and AK-12 to random weapon caches v1.55 * Reworked town entry points * CSAT SF Team insertion more rare * Random weapon caches limited to 2 v1.54 * Fixed NVG when shelter camera view is activated * Even more rare AI food loot * Less AI in town v1.53 * Reworked search result form hint into pop-up notification * Added possibility to abort search action with any movement keys (W/A/S/D by default) * Fixed low stamina effects wrongly applied to new character after death * AI now steals NVG goggles from dead bodies * Fixed first person forcing v1.52 * Player starts sitting on sleeping bag now v1.51 * AI with food is more rare now * Added additional INCAPACITATED check to player alive checks * Added Vermin SMG integral flashlight attachment as default (ARMA 3 update changed it to optional attachment) v1.50 * Added more car wrecks and barricades v1.49 * AI waypoint fixes v1.48 * Added C to change camera angle to shelter camera so you can enjoy your backpack now v1.47 * Added custom CSAT leaflet * Fixed blank leaflets on the ground after JIP connect V1.46 * During a windless rainless day CSAT drops leaflets over city v1.45 * AI clothes and backpacks expanded a little v1.44 * Another try to fix unstable weather v1.43 * Lowered default guerrilla limit to 10 * Added KIA notification * Reinforced player state save v1.42 * Removed forgotten debug text v1.41 * Fixed weather to not change back to calm over time * Removed Rabbits & Snakes v1.40 * AI searches and loots dead bodies now v1.35 * Changed AI loadouts and loot to make a bit more challenging to get geared up * Added some new starting positions v1.34 * Added CSAT SF Recon team to scoring (Worth of 100 point + 500 if dogtag is collected) v1.33 * Ooops! Running main mission timer twice - on server and also on client. Fixed now. v1.31 * Removed forgotten debug code 😉 v1.30 * Reworked mission timing to honor singleplayer pause * Fixed one badly placed stray weapon box v1.20 * Fixed green flare during CSAT SF Recon team deployment v1.19 * Fixed bug that prevented CSAT SF Recon team to actually appears * AI use chemlights randomly during night * Optimized static scenery objects v1.18 * AI has only weapons with light during night v1.15 * Fixed bug in AI generator v1.10 * Enhanced AI waypoint completion * Added random CSAT SF Recon team insertion and town sweep v1.04 * Added little present for fashion geeks - check hand camera on hideout table v1.03 * Removed leftover temp scenery * Fine-tuned CSAT night flare * Food is more rare to be carried by AI v1.02 * More robust "Search Body" and "Take Food" actions v1.01 * Fixed "Search Body" action so first player that searches it doesn't block action forever for all other players v1.0 * Release!
  22. First part of the single player series which is focused on atmosphere and intense of gameplay. As Richard Thomas you will have to get through his war journey from Normandy to the Germany during second world war. Part 1: D-Day Thanks to: JBOY for UP/DOWN script https://forums.bohemia.net/forums/topic/190815-updated-v11-jboy-combat-up-down-script/ GOM for Ambient script https://forums.bohemia.net/forums/topic/197937-release-gom-ambient-aa-v121/?page=3 *[600]*The Itch for flak script https://forums.bohemia.net/forums/topic/78764-flak-script/ Mission workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1587272721
  23. Hi guys, can you help how to drop bomb from planes for AI. I need it to my scenario that they're bombing city. Thanks.
  24. Hello, So in my mission, I've had this problem for a while now where the missions icon as well as all the other parts regarding that mission so the trigger, the set task state and the create mission all float roughly 100 meters above the aircraft carrier so the players can land the mission in which they need to land the helicopter on the aircraft carrier. Could the people in this forum please help me with that problem. There are screenshots provided: https://imgur.com/a/3sKuRvp Thanks in advance.
  25. Hello, so I've created my fairly long mission in the Eden Editor and everything worked fine until the point where I wanted the player to load 2 Marshalls in 2 Blackfishes it for the purpose of my mission can't matter in which the blackfish the marshalls are. I've already tried a few things like this: (Marshall1 in Blackfish1 OR Marshall1 in Blackfish2) AND (Marshall2 in Blackfish2 OR Marshall2 in Blackfish1) That evidently didn't work hence this post. I also because of the tests I made found out that marshalls aren't actually inside the blackfishes. I did my own research but either I couldn't understand it or it didn't fit my needs. Hopefully somebody here can help me with this. Thank you in advance.
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