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Found 228 results

  1. br_ac_army1

    Old Man - Redressing

    Hi everyone! I have a problem that I can't pass checkpoints when I wear a gendarme uniform, for example. The guards shout me to get lost and then fire me. However, when I wear a common clothes, there are no problems. I use full outfit and I wear a stealth balaclava, so I have a green question mark. I really don't know what's the problem. Why does it happen?
  2. 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
  3. Hello everyone, I currently have the problem that my server is deleting save games of any type of scenario or mission as soon as I turn off the server. I'm currently using AWS (Amazon Web Services) as server provider. Did anybody have the same problem with this provider or maybe other providers aswell and can help me out? Thanks in advance
  4. This is modification of famous KP Liberation mission from GREUH and Wyqer which I make for my dedicated (server is private, but if you Russian-speaking, feel free to contact me to access. I am not against non Russian-speakers, but obviously, this game is about communication 🙂 Goal is to make this mission more like Squad and give some little more realistic aspects: No factories Vehicles and resources available on main base Player respawn decreases resources amount at nearest FOB Some small adds and changes Added fake target to empty vehicles (need to improve) Added KP Crate Filler (need to improve) Added set camonet to respawn truck (ACE action) Disabled vanilla radio VON channels (use TFAR/ACRE, you will never back 🙂 Added some classames to config Added some items to special vehicles inventory Removed player inventory cleaning at respawn Custom preset used for Russian preset Added tatoo (skip time to morning) at FOB Custom squads disabled Some addition to GREUH's view-distance correction system (in ACE self interaction) Disabled GREUH's sound correction Don't need recycle building for recycle Some FOB repackage changes Unflip disabled (use ACE instead) Reduced minimal distance from sector to build FOB (use at own risk, but I have no errors) Resources amount at redeploy manager Logistics disabled Fog fix changed some more... Future plans: Make building system closer to Squad - commander set building point, units build it (lack of knowledge, can't make by now); More maps (weferlingen_summer only at now) later... Requirements (looks like not necessary, but you will loose some units, vehicles, functionality, never tried) : ACE, CUP, RHS, https://steamcommunity.com/sharedfiles/filedetails/?id=2172276194 (for Russian preset), also see original mission tips (link at top). I am welcome any help, changes, suggestions, etc. I prefer you will push your commits to GIThub, it saves time a lot, but any other method will be accepted 🙂
  5. 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.. ... or respawning AIs, in waves or at once.. 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. MODULES on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1682280809 The summary is just here. The modules are described and explained in an updated documentation: DOCUMENTATION LINK Have fun! Pierre MGI
  6. Warfare missions under WASP edition Warfare missions are based on CTI principles where players have to fight for control of certain terrain. Current edition makes focus on RTS part where team commanders receive access to infantry, vehicle squads. Having till 10 groups under control a commander can give them orders via map view. Remote control is available for each group and even each soldier of group. Features: - 3 playable sides: opfor, blufor, resistance - reworked all UIs - new AI commander - integrated high command module - optimized for large scale battles - added chemical arsenal - wide variety of capturable locations with unique perks and features - destructible towns that influence team economy - advanced base management - new upgrade list - reworked AI behavior in towns - secondary missions - CRAM arty shell intercept mechanic - updated artillery computer Required Addons: - Wasp Server mod - Wasp HC mod - CBA_A3 - CUP Terrains - Core - CUP Terrains - Maps - CUP Weapons - CUP Units - CUP Vehicles - AdWaspLite - Advanced Rappelling - Cold War Rearmed III Current State - v60 RC9: Missions are ready for playing in most aspects of gameplay. However additional development is in progress still. Few builds will be done in nearest future to add last part of features. How To Run: Missions are designed to be run on a dedicated server. It allows to get more performance while matches can have dozens of AIs and other related objects. Please check links section to get more info about required mods. Related links contain detailed instructions how to prepare server side infrastructure. Links: Server-side mod (Required for server running) Server-side mod for headless client (Required for server running) Steam Workshop Discord Server
  7. 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
  8. StriderTibe

    02: Ambush completed the hard way

    Well this game can still suprise me, even today. After a few retry and loaded saves, it turns out that ambush can be completed the hard way, even after the tanks starts rolling in, and you get the command to retreat from Houdan. It was true chaos, completely alone there, running in and out of houses in the town, popping armored vehicles, and some straggler infantry while trying to scavage even more rgp rockets from dead soldiers avoiding any line of sight with those bmp-s and t72-s, and those sneaky soldiers closing in on me. At the end the only thing that prevented the mission completion is some random enemy sitting with a grenade launcher east of Houdan. When i finally found that guy and dealt with it, the mission finaly get a good ending, despite my commander nagging me to evacuate with that chopper the moment we set foot in the town. Here is my proud achivement of completing this absolute insane mission on veteran difficulty. https://imgur.com/a/V5VDUdK This game still rocks, and still can be a challanging immersive and fun experience, even with its sometimes funky graphics. Any other non-convetional ways to complete missions you guys know about?
  9. Hi Community, I plan to play a small highlight video for our Battlegroup at the end of an ingame campaign. This also works wonderfully on the Dedicated. As a screen, I chose the Land_Billboard_F, which works so far and is perfect for about 15 people viewing at the same time. But every time the video starts, the standard Texture with path "a3\structures_f\civ\infoboards\data\billboard_metal_co.paa" is loaded with a metal and cracked effect, which makes the quality of the display very poor. I have now tried to set a white .paa in the texture field of the object editor, but this is also replaced when the video is starting. And the setting of foreground and background colors in white or black by BIS_fnc_playVideo does not come into play either. How do I get rid of the switch to the standard .paa when starting the video? Do I have to set or change configs there? I haven't gotten into that part yet. I am very grateful for every tip and help. Part of the belonging Script:
  10. I am going to post everything I find about mission making here. I am finding that with all these videos, wikis, and etc. each one brings something new or slightly different. I have already taken 2 items, from 2 different people, and apply it to my scenario to get it to work. Any hopefully, someone will get something out of this to help them.
  11. I make a mission and i published un workshop. The mission run well in SP or scenarios mode. when i load in dedicated server, the server start without errors but the client crashes. In the server log these errors are shown: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. I don't know what could be wrong.
  12. 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!
  13. I want to make a similar type of mission like a RobJ's helicopter pilot mission. But I couldn't understand anything from his mission file. There wasn't much I could refer to. And It's hard to find tutorials for this. Could someone please let me know if you know any tutorials about how to create a mission that create tasks randomly and continuously?
  14. 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
  15. Hi, I just wanted to present a mission I've been working on for quite a while now but never got around to posting it here. Basic description Random infantry skirmish on a random place on the map, you can choose any faction, any weapon and any vehicle and just start fighting. The battles are fast, fierce and fun. The mission purpose is to have some quick arcade fun with whatever faction mod you have. Main features Fast-paced, dynamically generated firefight with infantry and land/air vehicles Compatible with any mod that has proper units definitions Fully customizable, set your own rules, select your gear, pick a location, pick factions 3 game modes: Push, King of the Hill and Team Deathmatch Supports Singleplayer and COOP (up to 8 players) Supports 30 worlds! Game modes Push - attack and capture sequence of points, one after another while defenders put fierce resistance King of the Hill - team that has more units in a specified area gets points over time, the team that reaches the point limit first wins Team Deathmatch - get points for killing enemy units, the team that reaches the point limit first wins Workshop collection link (contains missions for all 30 worlds) The mission is fully open source, you can find the sources on GitHub: https://github.com/SkaceKamen/random-infantry-skirmish/ (feel free to use any code found there for any purpose)
  16. Hey fellow Arma players, while customizing a unit in the virtual arsenal I was like "Man, I would really like a coop mission as gendarmerie"... So I created it. About this mission: Duration: 2-3h Features: - Base discovery with respawn system - Vehicle store - Performance boosting (the mission is quite huge. Inactive units will not be processed) - Civilian population Workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=2797269554 Feedback: I really want to create a nice and stable mission. So please send me any feedback you have. From bugs to your playthrough experience. Note: The mission contains tasks where you need to search for evidence. I intentionally did not mark their location on the map. In case you find them too hard to find, please tell me. In case you cannot find all evidence:
  17. G'day, I made a mission, it required a large mod that my friend didn't have (Project OPFOR, "po_factions_me"), in my confident ignorance I went and deleted all entries of said mod in the missions.sqm without debinarizing it, after doing so, I now get the error "line 0: '.raP:' ' encountered instead of' =" when trying to open the mission in the editor. I downloaded DeRap due to a suggestion, when I used the tool on the mission.sqm, it said something along the lines of: "deRap: unknown entry:" (I can check again if the exact wording of the error is actually important) Anyone have any ideas? it's a beloved mission me and my friend play very, very often. Here is the mission.sqm: https://pastebin.com/70ECMNgy Thank you so much.
  18. Take back the oil drilling location that is currently captured by ISIS forces. This should be a quick operation. They will not see it coming. I wanted to create a scenario that would be fun to play once or twice and without minimal frustrations. It's not the hardest mission if you time the attack correctly. You have to start the operation with radio Alpha. You will hear a radio message and a feed when they are moving in. You have time to choose the M14 rifle with scope instead of the HK416 you start with. Some more goodies can be accessed at the supply crate near the spawn. Have fun! The Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2799008687 All my scenarios are made with gear and weapon packs to make them stand out and increase the fun factor. Previous scenario (In And Out - Night Operation): https://steamcommunity.com/sharedfiles/filedetails/?id=2797835392
  19. Blow up the building with warheads in it and extract by air or sea. The darkness is your cover. You have one optional objective (for a higher score). But there is only one main objective. Destroy that building by planting 3 bombs in the middle of the building. When the main objective is completed, choose to extract your team by sea or air. But you have to steal the vehicle you choose. Two helicopters have been spotted at the airbase. Two boats have been spotted at the dock in the north part of the map. Can be played with up to 3 friends or by yourself. You can choose to go in guns blazing or sneak your way into the building. Keep in mind that alarms can go off in the village and at the airfield. Stay frosty! The mission can be found on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2797835392
  20. So, I'm currently working on a mission with a fixed object to access the arsenal (ACE). This arsenal however should only be accessible to the pilots role to deliever logistics. Unfortunately there are some players in the group that won't listen to strict rules, saying that no one shall go there and access the arsenal. So I was wondering if there is a way or a script to either: a) Kill any player (except of the pilots and the zeus), force them to respawn, when they step into a trigger area or b) show only the zeus via a hint that Player1 has entered the trigger area to which the zeus can react himself. I'd prefer the killing method however. If someone has an idea I'd be happy to know and hear about it. THX
  21. Hello, I hope this isn't too much of a stretch to ask but there's one thing bugging me. I have the Zeus Enhanced mod and I was wondering if there's any way to use systems made available by it in 3D Editor. What I mean by that is for example - I wanted to use the suppressing fire module provided by the Zeus Enhanced mod, connect it to a trigger and have units appear and fire as the module allows. Also some tools like "Tracers" are way way simpler to use as Zeus, with graphical interface instead of inputting certain weapon names and such. Has anyone encountered an issue like this? Is this mod conflict or a base game limitation? Is there a way or a workaround I could implement? I would be extremely grateful if anyone could be so kind to help me.
  22. I wanted to post my first Arma 3 mission, Total Warfare: https://steamcommunity.com/sharedfiles/filedetails/?id=2776356858. Back in the day, I made a lot of missions for Operation Flashpoint - such as Petrovice Salient, Apache Assault and Operation Sharkeye - but haven't done anything since. It's been fun to make although pretty time consuming due to the complexity of the mission and how rusty I was at scripting. Given that, I am happy that it's fairly polished. And whatever else it may be, it's not boring. The goal was to put you into a large-scale and brutal assault in which you have a genuine sense of having to fight for every inch. The downside of this sense of scale is that it's very resource-intensive. Despite spending a lot of time optimizing it, it's unlikely you'll get buttery smooth framerates. Happy to receive any criticisms/feedback. My questions at the moment with it are: Difficulty level - it's a hard mission, but I do not want to make it much easier as that lowers the intensity of the experience. As a compromise, there is revive (incl SP) but is that too much? There is an occasional issue with the game hanging for a few seconds before resuming, sometimes multiple times. This is caused by a script that ironically is intended to improve performance. The script moves and activates enemy units as soon as you or another squad is in the area. I assume the hanging is caused by the script disrupting the game's resource management - causing a temporary CPU overload. If anyone knows how to fix this, would love to hear. Total Warfare aims to give you the visceral experience of a large-scale, combined arms battle - a brutal urban engagement fought alongside other squads, with an unpredictable enemy, noise and explosions all around you, and unrelenting tension. You're a leading FIA officer who's turned the tide against CSAT/AAF, forcing them to retreat to Kavala. Finally, NATO are joining the war and are launching a massive airborne operation to take the city. You'll be fighting alongside them, but first need to pave the way by taking out the enemy AA units. https://steamcommunity.com/sharedfiles/filedetails/?id=2776356858
  23. Mission: You are tasked with contacting a civilian informant that knows more about the Insurgent activities in the Area of Operations. Features: Revive System Great Firefights Pilot Roles Teleport to Team Leaders Artillery Support If you come across any bugs then let please let me know in the Steam comments. STEAM WORKSHOP LINK
  24. Sulon480

    [sp campaign] Operation Fikoj

    Author: Sulon480 Version: 1.0 ChangeLog: 1.0 (current) Operation Fikoj is a simple campaign taking place on Malden. The plot is simple; As a Soviet soldier you most lead your men in 12 various missions and slowly take control of the island. Fun fact: I'm not a pro, just an OFP fan, been making missions for a few years but only for myself. My friend persuaded me to make a full campaign from several missions, so here it is. As I said earlier it's not comparable to the official campaigns for example (no fancy cutscenes) let's just say, that I just binded some missions together in chronological order. Features: 12 missions with briefings which connect to each other. Hope you'll have fun playing it! 😉 Known Bugs: no Required Addons: -none link: https://drive.google.com/file/d/1iyIiorHi54k5-os1YfEtrgg_5xT0xQlB/view?usp=sharing
  25. So, in my current mission file, I have a limited zeus. However, this limited Zeus has no access to the modules section, the yellow one, in his spawn menu. Is there a way to add this back to a Zeus? If so, is there a way to specifically add only certain modules back to that spawn section. Thanks!
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