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Found 136 results

  1. Hey guys! I come across a mean issue where I am not able to use the function configuration that works for my addon-test mission in my packed addon.pbo. Erros in .rpt on startup 15:20:01 Warning Message: Script camp\fn_buildCampsite.sqf not found 15:20:01 Warning Message: Script camp\fn_packCampsiteItem.sqf not found 15:20:01 Warning Message: Script init\fn_init.sqf not found 15:20:01 Warning Message: Script init\fn_backpackInit.sqf not found 15:20:01 Warning Message: Script utils\fn_log.sqf not found .pbo file structure CfgFunctions.hpp class CfgFunctions{ class ReconMod{ class Camp{ file = "camp"; class buildCampsite {}; class packCampsiteItem {}; } class Init{ file = "init"; class init{preInit = 1;}; class backpackInit {}; } class Utils{ file = "utils"; class log{}; } } } CfgPatches.hpp class CfgPatches { class ReconMod { author = "xetra11"; name = "Recon Mod"; version = "1.0"; units[] = {}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {}; }; }; config.cpp #include <CfgFunctions.hpp> #include <CfgVehicles.hpp> #include <CfgPatches.hpp> Did I miss a part where it says to have functions work in an addon I have to go another way of declaring functions? Thanks for your help in advance!
  2. 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
  3. 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.
  4. I need help with a few basic things. First, I have a set of 6 AI marksmen set to spawn in a Pawnee helicopter that is controlled by me. I want them to get out of the helicopter one by one at certain zones. For example: AI#1 would get dropped off on top of a hill, AI#2 would get dropped off at the bottom of a crane, etc. I also want to be able to pick up different AI at a few of those drop off locations. This missions purpose is to help with landing and taking off at different locations with a live crew. Next, I need to put writing on a few signs as distance markers. I also have a couple rules, tips and challenges I want written out on a blackboard or sign as well. I looked at a few forums but they were pretty outdated and I was hoping to find the answer here. Almost done, I was playing a scenario that had a laptop at the spawn area that allowed the player to reset the dead AI and markings on the targets. I'd appreciate it if someone could point in the right direction with how to get that done. And lastly, I downloaded another scenario that tracks a bullets path and where it hits a target and I was wondering if that were possible to do somewhat simply. If not I am willing to learn it from a video or whoever can help me. If you'd be willing to get into closer contact so we can speed up the process I'd really appreciate it. I've been working on a few projects and these are the things I've been putting off the most so I hope someone can help me. :) Thanks for the read and have a great day!
  5. This is my first release of missions. I think there will be a lot of criticism) So... 8 cooperative missions. All missions designed for 1-7 people. The gameplay is similar to the Apex Protocol. Most tasks are simple, go and destroy or reach and kill everyone. Example scene from mission number 5: Start from mission number 4: Description of missions: Mission Pack download link: Download Required Addons: Launch requirements: All missions are in Russian language. At the moment I do not have the opportunity to translate them. But in missions everything is intuitively clear.
  6. 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) Official server: 108.61.112.137:2302 CHANGELOG 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!
  7. Evening folk. So I've always been interested in scripting and general mission making for Arma even since I first played the series. Recently I choose to actually take steps to learn the above and attempt to make a mission (Of which is going decently well) Now while making the mission in question I've came to a point where I want to be able to make multiple objects at once disappear upon the chosen action being activated using the addAction command within an INIT; I've managed to with the following to make one rock disappear using the hideObject command but I'm unsure how I'd make multiple variables do the same using the same action command. rock1 addAction ["Move big fucking rock", "hideObject rock1"]; I presume this is very simple... Very, but I'm like stated above amateur at best so I'm using every moment to learn. Any help?
  8. [SP/MP][COOP] LMS 1-4 Recon Recon is a Singleplayer or Coop mission for 1 to 4 players, featuring a small PMC recon group. Mission file: http://steamcommunity.com/sharedfiles/filedetails/?id=1405129258 Mission setting: Island: Stratis Daytime: 2018-01-13, 07:00 (can be changed) Weather: clear, foggy (can be changed) Mission goal: Simple yet hard: identify a target among the resistance, hidden in the woods. Once your target found and not killed, contact your HQ to know the next steps - kill or spare. Gear: Silenced weapons, NVGs, UAV with TI Functionalities: camera intro and mini-cutscenes detailed briefing fully voiced translated (EN/FR) randomised: the target identity and location changes on every game server-side mission settings stealth is rewarded interactive actions NO MODS REQUIRED - Apex weapons needed Feedback: You can contact me on Steam or BI forum for praises, improvement ideas or threats on my (virtual) life! No Paypal here, just tell me if you enjoyed it and I will be more than happy ;-)
  9. Project A

    In the summer of 2050 the Earth began to be on the edge of self-destruction. Civil wars, a battle for resources, poverty and hunger plunged the world into chaos. Before pressing the red button there were only a few days ... A year before these events, scientist Andrew Scott received a new element of Galaxios in the hadronic collider. This substance is the basis of all non-biological compounds. It became the basis of the new 3d printer, which Andrew Scott invented six months later. In the Azores he continued his research and created an autonomous dome with a capacity of 20 people. His fellow scientist Adam Horch created a teleporter. They gathered a group of enthusiasts and made a teleport to the Moon. After 150 years, their descendants received a radio signal from the Earth. Downloading the remnants of Galaxios in the teleporter they sent the expedition to the Earth. Start of project 04.06.2018. 11/06/2018 WIP 30/06/2018 WIP
  10. Hi there ! I was working in a mission and I wanted to include a female unit. Actually, nothing fancy, but I don't want to add a mod dependency to the mission and I'd rather just add a female face on one of the units. Is there a way to so, if not, what would you recommend ? PS : I was considering adding one of those faces directly in the mission, but I have no idea how I could do so.
  11. I've just started getting into Zeus and Eden Editor to make missions and stuff. I can't find out anywhere how to make templates and then put them on the server to play them, or at least make templates on the server so I can save it for later or reuse it. Please reply with an answer as to how I can save/load templates on to servers to set up Zeus missions easier. As well as how to make a template in singleplayer, then load it on the server. Thanks.
  12. Hi, first sorry, i dont speak english XD... I am looking for a script to do this: Example: Go to a laptop,and with the Addaction, select a task from multiple task, kill oficer,destroy tower,rescue civil, etc, then this task spawn in 15 randoms posible location... you can take more task in the same time, but, if you dont complete kill oficer,, cant select kill oficer again,. ¿Is this posible? , i search for this ,but dont find it,, also i dont speak english, and cant search good,, can anone help me pls??? Thanks you very muchs!!
  13. Author: JTS Introduction: Highly scripted sniper mission. Feel like a real sniper Description: A few days ago, the terrorists managed to capture an convoy, which transported chemical weapons. It is necessary to stop them until they leave Tanoa. This morning, our intelligence sent us an information about the location of terrorists who have stolen these weapons. Two Special Forces troops were sent to the enemy territory to destroy these weapons Features: - Hardcore - Cutscene - 2 localizations: English & russian - Realistic color correction - Dead body detection system - Carefully selected beautiful places on Tanoa - Stealth Notes: - It is recommended to enable music in your game settings - Read briefing carefully - NOT COMPATIBLE WITH ACE and other mods, which change the behaviour of AI - No JIP (Join in progress) - Be sure you disable all not needed mods before you start the mission Credits & thanks: Urban (Mission testing) Screenshots: Requirements: - CBA A3 - Arma 3 Apex - Arma 3 Marksmen - Arma 3 Malden Download (Steam workshop) Download (Armaholic) Updated: 20.05.2018 *Added difficulty option: Easy, Normal, Original (Affects the number of enemies and the distance of detection)
  14. 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 : 5.101.167.228:2302 ------------------------------------------------------------------------ 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. Hello! It's probably a very easy situation but I can't find any help so far. I want to apply the steps below between three locations (LA, LB, LC) Start (anywhere): Task 1- Go LA (On LA) - Success Task 2- Go LB (On LB) - Success Task 3- Go LA (On LA) - Success Task 4- Go LC (On LC) - Success I use trigger (Blufor Present) but I'm having problems. When I sync one trigger and set it to "Repeat", both Task 2 and Task 4 gets activated and when I activate again, Task 2 completes and starts again. When I use two different triggers, Task 4 is enabled when units reach LA for the first time. I need tasks to be activated and completed just like the steps I mentioned above. How can I do that?
  16. A Mod based on Tom Clancy's Ghost Recon, which covers the series from the original era until Ghost Recon Wildlands. It is primarily focused on making a functional and working CROSSCOM 2.0 system in Arma, based on the one from Advanced Warfighter and Future Soldier. Youtube Showcase- https://youtu.be/WH3YTKi3eJ8 Ghost Lead, Kozak, Pepper and 30K sweep through a European village with the CROSSCOM active. Allied squadmates are shown as Blue, while hostiles are Red, civilians white. The shape denotes unit type- infantry are diamonds, vehicles squares, with icon shape, size and color as close to GR's as possible. The small feed in the bottom corner gives a real time grid reference (GRD) and time. (LMT) Here you can see some OPFOR units that have been tagged by the HUD- if the players lose sight of the units the HUD projection/ feed will show a broken outline at their last spotted location, before disappearing over a short time. A screenshot of some players moving through a mission built for the CROSSCOM mod- A Ghost Team deployed to the Mediterranean in order to find and eliminate an enemy BODARK recon team, who are supporting Militia units in the area. This video uses outdated uniforms (VSM V1- and the current uniforms for the various Ghost Recon era soldiers are VSM V2.) Technical mod information- The CROSSCOM will IFF (Identify Friend/Foe) targets out to 200m for infantry, 300m for vehicles, in a colored diamond for infantry, square for vehicle, similar to Ghost Recon Advanced Warfighter- Red is hostile or unknowns, Blue is allied squadmates. Weather, time of day and the amount of cluttered terrain or stance all affect the HUD- it's harder to get an accurate read for the CROSSCOM when at night, in bad weather such as a storm or typhoon, and prone targets in brush terrain are harder to tag than standing targets in the open. The HUD also gives a readout of your current grid reference (GRD) and time of day (Local Mean Time, LMT) in the corner of the screen. Squad Linked HUD- The HUD is linked between squad members, meaning if one player spots a target it will appear as tagged for the entire squad if they are in close proximity to each other, out to about 50-75m between the individuals. I recommend disabling the ingame Squad hexagons when using the CROSSCOM. Broken LOS Area marks- If you have no direct line of sight to the tagged target or have lost line of sight to the target, for example if an enemy ducks behind cover, a broken outline of the diamond or square in the respective colour will appear in the last spotted location for a short period of time before fading on your HUD. The CROSSCOM is linked to several inventory items, and will only boot up and be enabled if you are wearing those items- the mod scans your inventory upon spawn and gives you tactical googles if you have no CROSSCOM item, meaning that the mod is usable in all custom missions and even in the official campaign, but bear in mind that it is rather over-powered for the base game campaign. UAV Supported- If you have a UAV overwatch in your mission that is controlled by a player who had the HUD, the UAV can tag targets for infantry or armored units. If a squadmate has the HUD enabled while linked to a UAV drone, the UAV's tag targets will be projected onto the HUD of the UAV operator and all infantry units in that squad, visible as a tag which can been seen through obstacles such as hills and terrain. If your UAV looses visual on the enemy forces the tag is removed after a short period of time. In addition to the HUD, the mod also moves the player's third person camera to an over-the-shoulder perspective, similar to the Ghost Recon games. Ghost Recon Faction- The mod includes a faction of units based on Delta Company, 1st Battalion, 5th Special Forces Group 'Ghost Recon' during the three major time periods over the course of the series. This includes the 'Classic Era', which covers the pre-GRAW (pre 2013) time period, and the soldiers are armed with M4A1 Carbines, M249 SAW's, M14's and MP5's. Classic units are equipped in M81 camo and have no CROSSCOM auto-enabled. Notably lighter gear and lack of helmets compared to later depictions of the units. All unit have loadouts/ units based on the PS2 or PC version of the game, Veteran Difficulty, with some liberties taken for game play reasons, such as adding smoke grenades, which were not in the original. All classes are based on the game's preset kits and options. Yes, before anyone asks the brown Ghille is correct and not a mistake, as both the Island Thunder and Jungle Storm campaigns have the Ghost's Sniper unit wearing a brown Ghille suit. Ghost Recon Advanced Warfare/GRAW Era covers the Mexican Civil War period of 2013-2014, and soldiers from the Bolivia campaign in Ghost Recon Wildlands are also included. Credits- Deadfast (Shoulder camera) and TPW for original HUD code, used with permission. List of CROSSCOM supported items- Tactical Glasses, Tactical Googles, VR Headset, Assassin Helmet (Black), Viper helmets. Download Links- Steam Workshop- http://steamcommunity.com/sharedfiles/filedetails/?id=1274118490 Armaholic- http://www.armaholic.com/page.php?id=31449
  17. Hi there, me and my brother have been working on an Unofficial and complete overhaul of Wyqers kp_liberation using the Unsung mod and Nam map, if you find it intresting please subscribe and send some feedback for us and your thoughts on what to improve or change. Link to mission file: https://steamcommunity.com/sharedfiles/filedetails/?id=1379488064
  18. I wanted to work on a mission I'm doing and as I tried to open said mission the error on the title popped up, I dont know how to fix it. can anyone help? this is the SQM: https://pastebin.com/XXNMk4XY thank you in advance
  19. Hi everyone, I am stuck on somethan. I'm making a mission in a pre defined area where a player can spawn ai via a addAction. My issue right now is, the player can spawn the mission over and over. That by itself will cause a lot of problems. Others might have a better idea on how to go about this but I thought it would be a good idea before the script spawns the mission it would check to see if there are any OPFOR Units Alive within the marker or a trigger area if there is the mission will not spawn, if there is'nt then the mission will spawn. I don't know how to successfully make a check for opfor units (not players, just AI). Any help would be very much appreciated thank you.
  20. Hi! Are you interested in the RP (roleplaying) scene in Armaverse? Make sure to join our active Discord server right away! Are you an RP player? follow the progress of various RP projects to stay updated with the latest news in the RP scene of Armaverse discuss directly with the project developers to give them ideas and feedback to help them develop better gamemodes find other people interested in RP to play with Are you an RP developer? follow the progress of various RP projects to stay updated with the latest news in the RP scene of Armaverse recruit talented people to your team via the dedicated recruitment channel exchange ideas with other developers and the players to make your gamemode even more awesome get a dedicated channel for your project where you can show your shiny latest features and discuss with the community about it Are you an RP framework developer? follow the progress of various RP projects to stay updated with the latest news in the RP scene of Armaverse recruit talented people to your team via the dedicated recruitment channel take part in collaborative technical discussions with experienced developers to help you deliver framework featuring the latest innovations in the scene get a dedicated channel for your framework where you can show your latest shiny features and discuss with the community about it The community has just been founded but we already have tens of members, several RP projects and we're growing every day. Most importantly, the community and the discussion are already pretty active and people are genuinely helping each other, helping everyone to have even more awesome roleplaying experience in Arma! Join us today! Join us via the link below! https://discord.gg/hBzT2v7 Regards, Ezcoo
  21. So I have been looking for a new mission for my dedicated server for me and some buddies to play with the RHS Escalation Mission. Loved the similar missions in Arma 2 OA but, Since it is no longer updated, and I have no scripting knowledge, I had a few questions? First would be, All I want is to update the units to the new ones RHS has added, change the map, and the teams, I have a wish to try out the RHS Serb forces, but as this is something not originally created with the mod, I have no Idea what to do? Would this be simple or very complex? Is there a stand-alone tool like ADAM that I could use? At this point, I would even compensate(if that is allowed, or donate) if someone could just edit the mission for me. Just for private use. Any thoughts? :\ Thanks, WZ
  22. Hello everyone. I made a no-mod-mission for ArmA 3 in the Eden editor and then wanted to add mods, so I saved it as a separate File. Unfortunately, later, the modded version overwrote the unmodded version, so is there a way I can remove the mod requirement and get back parts of the original file? Thank you already.
  23. Ok I started this topic because there was no any official pinned topic for Tac-Ops DLC. First thanks BIS for this great contents which is my most favorite official DLC so far although those who are not following this game since Operation FlashPoint left some negative comments and reviews very unfairly. But me myself ask you to bring more contents like this and I will be the first one who pre-purchase it! Ok here are my feedbacks, reports and opinions about this DLC: Beyond Hope No Reprieve: Mission was well designed with no bugs, but it would be great to play as other roles too. I noticed my team as "Chimera" wasn't labeled correctly in it's properties, it was mentioned as Bravo: http://www.mediafire.com/view/0u1rne5yys475ym/1.jpg "Stepping stone" seems had no this minor issue though. Avenging Furies: I enjoyed all missions introduced in this DLC but this mission is my favorite one. Playing as Sniper was great, I chose an MAR-10 which is a Marksman DLC and here I should thank BI for letting players who don't have this DLC to play it with no restrictions or ads. but this rifle only had 2 magazine in ammo box, maybe you want to increase it a little more so player can use it during whole op, and last counterattack was a hell of fight! In this mission I also tried to give a visit to recon unit "Sparrowhawk" who was overwatching Syrta town, but as you see in this shot, no one was there, it would be more sensible to put a real one there. http://www.mediafire.com/view/c5sxu3hehlvg2xi/2.jpg I also tried mission with mechanized units. An optional task asked me to give a help to our assaulting forces seize town of Galati, but as you see in pic, there were no enemy or friendly units there! I received message to get back on right flank and I did it, but this optional task seems was broken as no one was in the town. http://www.mediafire.com/view/vqk6i96upr6c893/3.jpg Stepping Stone Fait Accompli: Playing as special forces was fun but our enemies were just a bunch of rookies, we killed them all in that area with not getting even one hit, but those forces guarding last mortar were a little more tough. Playing as infantry was very hard at last objective where we must seize that field hospital, but I forgot to call Delta team maybe because of this I finished it so hard. When I found my team in that so bad situation, I called Delta, there were some gunshots from their position then they asked to retreat but nothing changed or got easier for us. Note that our Marshal APC also flipped and almost flied because of bad physics which seems needs more fixes hope BI do it once for all. Disintegration Point: When I played as special forces and controlled UAV to stop enemy armors, I found that our Tanks almost destroyed all enemy armors, there were nothing left for me except an APC inside town which will wipe out all our infantries if you play as infantry but our tanks won't intervene in this situation where they are really needed, also our tanks seems never get damaged. when I reached AO sky with UAV I noticed enemy tanks hit one of friendly tanks for more than 2 shots but it was still in shape! So it would be great if friendly tanks give some hand when player is in bad situation due to enemy APC firepower inside town, and making our tanks destructible so player will do his best to stop enemy armors from advancing. Oh I loved how developers cared about details, when I reached that civilian house where was a firing position of 3 CSAT soldiers, one of them dragged himself there. http://www.mediafire.com/view/jd14uxaaj8k66te/4.jpg And this laptop... BI tried to make us cry for remembering nostalgic OFP, this laptop was being used for game settings in that era http://www.mediafire.com/view/r93akcu0svnlk97/5.jpg Steel Pegasus Breaking Through: When AAF were about to assault on our position in point "superior" they called for mortar first, BI used real mortars for this instead of fake scripts, and this is the exactly what ARMA is capable of, yes please continue same this way BI. http://www.mediafire.com/view/yz3b2atjvo04glc/6.jpg Final Strike: Same minor issue about team label that I mentioned for Beyond Hope is here: http://www.mediafire.com/view/9bemybx77ah3ewu/7.jpg And thanks again to BIS for bringing this long time waited wish for ArmA veterans, please don't hesitate to create such contents again as many ask for it and those who really don't like, they are free to not buy, simple it is, isn't?
  24. Disclaimer** I do not post on forums often so I apologize if this is in the wrong spot. I have looked everywhere for something that will spawn missions automatically, like the missions spawn in most exile servers randomly. I have looked into MCC and I really love the mission setups, unfortunately there is no way (to my knowledge) to script this, it has to be done in person while in the gamel. I am looking for this to happen automatically while you are in the game. Any ideas?
  25. Hi! I'm Ezcoo, founder of Task Force Northern Wind. Task Force Northern Wind is intended to be a small group of developers specialized in developing multiplayer gamemodes and the required content for them in agile manner in Arma 3. The group name and logo describe the group's vision: just like the icy-cold northern wind hitting you in the face when you step out of the door in Nordics, our goal is to create immersive experiences that make players concretely feel, whether it's excitement, fear or passion. The group will be shaped by its members, which means that every member – including you – has a good chance to affect the direction we'll be taking in our future projects. I decided to found the group because I've been in the Arma modding (mostly mission editing) scene for years, but haven't accomplished much. I started as a complete noob back in 2012, having no idea of anything, but got constantly better at my niché, game design, with the right mixture of inspiration and perspiration. I consider myself pretty skilled in it nowadays. I've been part of several ambitious projects that didn't take off for some reasons: either they turned out to be too large projects for the team or – most importantly – the chosen development method was suboptimal considering the ambitiousness of the projects. Regarding the latter reason, it took me a while to understand why I was failing to deliver despite of having the honor to work with such amazing teams of developers I actually was working with. Eventually I figured it out. The reason is that I'm strongly the type of developer that utilizes agile methods with very short feedback loop and iteration interval. I've been working with and in teams that have had developers from all around the world, which lead to a single iteration lasting for a day or even several days, which, in turn, lead to difficulties in managing and designing the project on my part. That's why I decided to found Task Force Northern Wind – a developer group deploying a set of practices that utilize agile development and tight cooperation between developers, ultimately leading to better results. Task Force Northern Wind is looking for you, if you're able and willing to take part in development of multiplayer gamemodes during European noons, meaning approximately the time between 09:00 and 19:00 GMT. We're seeking people with a friendly and cooperative mindset; in addition, while tolerance to the consistently present bad humor is not required, it just will make your life a lot easier! If you're a scripter/programmer, we'd love to hear from you if: you master full stack development from database setup and integration to user interfaces in Arma, especially considering the multiplayer environment; OR you master some of the skills required in multiplayer mission development and you're available to work with other developers when they need you approximately during the above-mentioned time window. If you have other skills that you think we might be interested in, make sure to contact me on Steam or join our Discord and poke us! See you on the battlefield!
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