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Found 480 results

  1. when i try to load a saved game inside my server it loads a mission i no longer have saved. I've tried deleting all my saved games and starting from scratch but it will still load the same thing.
  2. Hello fine folks, I've got a friend who's getting kicked with the error Steam authentication failed with the following lines in the .rpt: Version 1.98.146373 Fault time: 2020/08/24 21:55:45 Fault address: 8000A90E 00:8000A90E Unknown module file: OUR_Mission (__CUR_MP) world: Malden Prev. code bytes: 00 00 48 8B 17 EB 5D 4C 8B 42 58 4D 85 C0 74 0E Fault code bytes: 49 8B 00 48 89 42 58 66 44 01 6A 74 EB 2E 4C 8B He already reinstalled steam, arma 3, launched without mods. We just checked his router settings and firewall plus his windows firewall. We have quite some guys with IT background in our clan but are running out of ideas. Have any of you encountered a similar issue? What more files can I provide to help sort this out? Thank you in advance,
  3. Dynamically Generated Horror Missions Join the Paranormal Operations Group (POG) and deal with spooks, anomalies, and paranormal disturbances across the world... NOTE - THIS IS A BETA RELEASE. BUGS MAY PERSIST. PLEASE REPORT IN REPLIES SO I CAN FIX THEM Storyline: The Paranormal Operations Group, a secret multi-national organization, has served under various names since World War 2 to keep the world safe from (and unaware of) the cosmic horrors that threaten our existence. From zombie contagion outbreaks to anomalous beings from beyond the veil, POG stands ready to deploy, contain, and destroy the weird, the paranormal, and the horrifying, no matter where they crop up. - A Horror Mission Generator by UselessFodder Features: - Completely dynamic horror missions generated across the entire map - Every mission is completely unique - Generates based on the server's loaded horror/monster mods (see below) - Variety of mission objectives (purge zone, recover artifact, destroy object, etc) - 1-4 objectives per operation - Single Player or Multiplayer coop up to 16 - Ground or helicopter insertions into the AO - Mission Difficulty and "Vibe" parameters available - Custom 'horror events' and sounds to keep the spooks up while in the AO - Zeus capability for hosts & logged in admins - Mission "Themes" (Undead, Fantasy, Sci Fi, etc) to increase immersion - Fine-tuned control of the enemy factions - Extremely Easy to Port to new Maps - [Coming Soon] Custom POG Patches created by UselessFodder Steam Collection of all Maps Available here: https://steamcommunity.com/workshop/filedetails/?id=3064136265 Supported Maps: - Malden: https://steamcommunity.com/sharedfiles/filedetails/?id=3064130063 - Altis: https://steamcommunity.com/sharedfiles/filedetails/?id=3064103977 - Stratis: https://steamcommunity.com/sharedfiles/filedetails/?id=3064149451 - Chernarus - Autumn: https://steamcommunity.com/sharedfiles/filedetails/?id=3064063985 - Takistan: https://steamcommunity.com/sharedfiles/filedetails/?id=3064683012 - Bystrica: https://steamcommunity.com/sharedfiles/filedetails/?id=3065545236 - (Soon) Livonia - (Soon) Namalsk - (Soon) Others as Suggested Supported Mods: NOTE: You MUST have at least one of the supported mods loaded or the mission will not spawn enemies! - Devourerking's Necroplague Mutants - Drongos Spooks and Anomalies - WebKnight's Zombies and Creatures - Empires of Old - Ryan's Zombies & Demons - Foes & Allies Aliens - The Corporation DVK - Ravage - Max's Alien - Max's Werewolf - Cytech Assets (WIP) - Horror Mod (WIP) - (Soon)Diwako's STALKER-like anomalies - (Soon)EpochZ Spearhead Zombies - (Soon)Atmospheric Horror & Emotional Music Pack - (Soon)BG21 Slaughter Assets - (Soon)Alias Night FX Modules - (Soon)SCP Foundation - (Soon)WH Fantasy Skeleton Faction NOTE: This persistent mission was inspired by the Dynamic Recon Ops, but diverges from that scenario in significant ways and does not utilize a single line of their code. The focus here is on the tension of clearing a dark, lamp-lit village on foot by flashlight, waiting to hear the footsteps of the infected just around the next turn... No one is coming to save your team: You are the saviors. I hope you enjoy the experience... If you encounter any bugs, please post them here, on the Steam Workshop page or in our Discord at https://discord.gg/UselessFodder . Thanks for playing! All Released DHO Collection: https://steamcommunity.com/sharedfiles/filedetails/?id=3064136265 GitHub with most up to date version: https://github.com/UselessFodder/FS-DynamicHorrorOp Credits: - Horror Mod collection: Liru the Lcpl., Icebreakr, Nillers, GameCam, John, Scarecrow1625, Hippcelt, EpochZ, JamesH97, Maddog088, Spectakil, Jones.S, lemonstone92, SMuRG_Teh_WuRGG, Sir_Potoo, robofireman - Testers: GameCam, Flame, Poly, John, Sytx, Waksu, Axagoras, Element, uty206, slugfox - Bugfixes: Drongo, Devourerking - See more in-game Highlighted by BIS in Community Spotlight #144: No kidding screenshots captured during DHO missions:
  4. Eman-227554645821b8d3

    Group tasks in multiplayer

    Greetings all! Long time lurker first time poster. I am currently working on an MP mission in Prairie Fire and I am trying to accomplish having each of my 3 groups (All BLUFOR) have separate tasks that they have to accomplish throughout the mission. I tried at first to do it with the modules but as you can imagine the triggers where not firing correctly (Probably my fault) and the insane amount of sync lines in the mission made me want to move to a script based solution. Which is where I am currently stuck and would love to have some guidance. Here is my current setup. 3 groups (All BLUFOR) Group names = RT, CV, and SR (Have not even bothered with SR because I can't get the first two to work correctly) initServer.sqf if (isServer) then { [RT, "RTbrief", ["Chief SOG has mission brief for RT Alabama.", "Go to the OPS brief", ""], chief, "ASSIGNED", 99, true, "whiteboard", true] call BIS_fnc_taskCreate; [CV, "CvyBrief", ["Chief SOG needs you at the OPS brief with RT Alabama.", "Go to the OPS brief", ""], chief, "ASSIGNED", 99, true, "whiteboard", true] call BIS_fnc_taskCreate; }; RT1 trigger "RtTasks\RT1-brief.sqf" remoteExec ["BIS_fnc_execVM","RT",true]; RT1-brief.sqf ["RTbrief", "succeeded"] call BIS_fnc_taskSetState, sleep 3; [RT, "S4", ["Go see the Quatermaster at S4 to draw weapons and gear for your mission.", "Draw weapons and gear", ""], [9418.15,6592.3,2.84225], "ASSIGNED", 98, true, "RIFLE", true] call BIS_fnc_taskCreate; CVY1 Trigger "CvyTasks\CVY1-brief.sqf" remoteExec ["BIS_fnc_execVM","cv",true]; CVY1-brief.sqf ["Cvybrief", "succeeded"] call BIS_fnc_taskSetState, sleep 3; [CV, "GetInAC", ["Head to the airfield and get in the AC-119K", "Get in AC-119K", ""], [9629.8,6631.44,6.89819], "ASSIGNED", 98, true, "GETIN", true] call BIS_fnc_taskCreate; I originally had this setup in the triggers but thought the problem had something to do with the use of "execvm" and tried the code in the blocks above. if (isServer) then { [[], "CvyTasks\CVY1-brief.sqf"] remoteExec ["execvm", 2]; }; Okay so as you can tell I have been calling an SQF file for each of the tasks so they fired in sequence instead of being able to see all the tasks from the start of the mission (There is probably a much better way to do this😅). Task(initServer)>Trigger call>run SQF. One for each task (RT has 9 tasks, CV has 5 tasks, and SR has 6). I'm sure there is a much more eloquent/efficient/better way to write this script and would love to see it. This solution worked fine in the editor but once I put the mission on my dedicated server the first person to hit their groups respective trigger would disable the other groups trigger (If RT hit their trigger and then CV tried to hit theirs it would not fire or vice versa). There was a time period where it would just assign the group who hit their trigger first task to the other group but that seems to have stopped happening. As you can tell I am super new to scripting and failing to grasp using these functions properly let alone how this needs to be done to support MP play. Let me know if you need more details. I am very grateful for any advice/help you can provide me and I am eager to learn. Thanks in advance!
  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. Hey all, I'm relatively new to Arma 3 scripting and have run into an issue. I recently figured out that I could activate triggers synced to show/hide modules with a variable set with an add-action, essentially allowing me to control entire swaths of triggers with a button press, something I have found to be far more reliable than triggers activated by the physical presence of a unit. What I have is a set of triggers that simply have the variable and a semi-colon: StageOneActivated; And then with an add-action added with an init.sqf, I have: Controller addAction [ "Begin Phase One", {StageOneActivated = true; Controller removeAction (_this select 2); }]; Which sets the StageOneActivated to true which activates the trigger and removes the now-useless addaction from the list. Both locally and testing in local multiplayer via LAN this works flawlessly, but on the server the triggers simply don't respond. I know the init.sqf is working because the addAction's are present. And I know the addAction is working because it's removing the addaction after use. This implies the variables are whats not working correctly. I went into my init.sqf and decided to call the variables on mission start and set them, so I have the line: StageOneActivated = False; This has made no impact, neither in the locally tested version which still works, nor on the server which still fails. I've read through the documentation on global variables and I think this is probably what I need to do: to call the variables globally in the MP mission but I am struggling with the syntax. Do I just add publicVariable "StageOneActivated"; to the init.sqf after the line where I set the variable state as StageOneActivated = false; or do I need to call the public variable in the add-action as well? or is there another way to name and set these variables that I am missing entirely? Any help is appreciated. I want to start using variables more to really add some oomph into my missions and this is something that is going to come up a LOT.
  7. JAWZ2143

    Server Trouble

    so lately me and a couple mates have been playing a fun campaign that i was just hosting manually, now i ended up building and using my own server to host a dedicated server so they can play when i'm not around, the first day we had it running we were all able to connect and play no harm no foul, now the next day the server decided it wanted to only show up for my friends and not me, and its confusing me as i cannot seem to find where its disappeared to. ports are fine as my friends can see it and connect. i have sat and waited about 15 minutes to see if it appeared but nothing, it doesn't show up in lan either which it shouldn't as my server isn't connected to my home network. the firewall for the server is disabled at this stage to allow the traffic. but still i cannot see where it is.
  8. Combat Helicopter Transport Missions - Collection on steam https://steamcommunity.com/workshop/filedetails/?id=2905502852
  9. I'm part of a UKSF unit leading Induction and Recruitment while also helping with training. We're strictly 18+ so very mature group of people from all over the world. Our average age would currently be 24+ At present we have 30+ members, and that number is growing, so we all get to know each other very well. As a unit we have been operating for 4 years now and we are not stopping any time soon, so all very seasoned Arma 3 veterans. At present we are exclusive to Arma 3, no plans to move to Reforger. We are ambitious though, so we plan on transitioning to Arma 4 when that becomes available. We focus on mil-sim realism and team play with a huge emphasis on the team play and coordination. We have training at 1900hrs BST every Wednesday, with optional workshops throughout the week. And operations at 1900hrs BST every Sunday During the downtime we have a lot of other events for other games going on throughout the week. such as DayZ, HOI4 and much more. Current mods include the best that comes to Arma 3 such as: RHS, CUP, ACE, KAT Medical, 3CB and much more, with all mods being optimized for our equipment available to us at any given operation and training session. If this is something you may be interested in, you can find more details on our website, plus a join link for our discord if you wish to join us. Our Website!
  10. Ankara3105

    RESPAWN REWORK

    We serious need a rework in the respawn system of the antennas. Its insane how 5 seconds after you kill a enemy while raiding a enemy base, he spawns again behind you, the same person you just killed and kill you. Theres no how you cap any major enemy base with less than 4 people playing together, i really apreciate teamwork but not every match we jump in aways has communicative teammates that are necessary to cap the bases.
  11. Vieil Homme Innocent

    hosting localy

    Hi, I can't host any game with my friends on arma reforger. In the host menu in multiplayer I can host but if they try to join : "Kick cause code: group=1 'REPLICATION', reason=3 'CONNECTION_FAILURE'
  12. 🙂 PAC is a script for ARMA 3 that provides a full solution to control the map limits for players in multiplayer (Coop, PvP, TvT), preventing players from leaving the mission area. Creation concept: to be super easy to implement and customize, compatible with any mainstream mod, and functional for all types of servers: coop missions, PvP, and TvT. How to install / Documentation: https://github.com/aldolammel/Arma-3-Playable-Area-Control-Script/blob/main/_PAC_Script_Documentation.pdf What to expect from PAC script: No dependencies from other mods or scripts; PAC functions are in server's side (run once), but the checking (looping) is on the client's side; Easy installation: the playable area is defined by one named trigger added on the Eden Editor; The editor has the option to allow or not air vehicles (including drones and parachuters) to be tolerated when outside the playable area and on air; The editor has the option to allow or not minimum speed restriction if there's air-tolerance out of the playable area; The editor has the option to allow or not to notify the player about rules if they break some; Full documentation available. Video demo (old): Check the file above on GitHub. Check this data frame. Dependencies: None 🙃 Download: From Github: https://github.com/aldolammel/Arma-3-Playable-Area-Control-Script From Steam Workshop (no respawn): https://steamcommunity.com/sharedfiles/filedetails/?id=2835758829 From Steam Workshop (with respawn): https://steamcommunity.com/sharedfiles/filedetails/?id=2835759780 Missions running it: All my missions - - - - - - - - - - - Changelog: Nov, 30th 2023, v1.7: changelog Known issues: None. Feel free to bring some.
  13. Closed for business on the 22nd of October 2023 Armaverse Nordic is hosting a 24/7 WW2 Warlords server with team vs team missions The missions are built on Arma 3's Warlords game mode and use HoverGuy's Simple Shops framework (GitHub, BIS forum thread) to provide players the freedom of choice regarding gear, vehicles etc. while still at the same time somewhat restricting the access to top-tier assets. Warlords game mode offers Sector Control / CTI hybrid style gameplay. This game mode unleashes the ultimate all-out combined arms warfare Note about the overall gameplay: the server is forcing Veteran difficulty, so 3rd person mode will not be available. About CDLCs and modifications Required DLC: Spearhead 1944 Get it from >> Steam Recommended modifications: @CBA_A3 - Community Base Addons Arma 3 (required with DUI - Squad Radar and LAMBS_Danger.fsm) Get it from >> Steam Workshop @DUI - Squad Radar - DUI - Squad Radar Get it from >> Steam Workshop @Immersion Cigs Get it from >> Steam Workshop @LAMBS_Danger.fsm - AI enhancement mod for Arma 3 Get it from >> Steam Workshop To easily download all the modifications that are listed above you can also use a Arma 3 Mod Preset file! Just download the preset HTML file to your PC and drag-and-drop the file to the Arma 3 launcher to directly start downloading all the required and recommended modifications from Steam Workshop. Arma 3 Mod Preset Armaverse Nordic @ pastebin.com You can find the raw paste data inside the spoiler below. Just copy-and-paste it for example into Notepad and save the file as HTML. Join the Armaverse Nordic Discord server (the link will redirect to https://discord.gg/X9AMAaA) On behalf of Armaverse Nordic Asmodeus
  14. Gemini

    OPEX

    "OPEX is a masterpiece." (Sowens) "This mod is awesome and should be approved by Bohemia." (Unknown) "You have made what I've been looking for since a very long time." (Guim's) "My friends and I are now only playing this mission." (Neall) "It's a titan work. Respect." (BingaNarko) "Thank you and go on, you're the best dude I have a poor PC and OPEX is running fantastic." (NeXoWw) "God bless you !! To be honest I've never seen someone who is so reactive and attentive to the community's feedback." (Bobzap / Sayker) "This mission is becoming so epic. I love it."(xaxa) ..... DESCRIPTION OPEX is an immersive, realist and fully dynamic task generator for ArmA III military simulator. The first version was initially introducing the French Army fighting against terrorist organizations all over the world (hence the French name Opérations Extérieures - means External Operations). This new version now allows players to chose among several armies, depending on enabled extra mods ! AUTHOR'S NOTE Bonjour ! I have to be honest, OPEX has totally be inspired by MSO from ArmA II. After I have tried it, I thought the idea of a dynamic task generator was brilliant, but some features were not perfectly fitting to what I was expecting for and some others were missing. So firstly, I tried to customize the original MSO but finally I chose to rebuild everything from scratch. After more than 8 years of development (yeah, really !), and even if there are still many things to do, it's now time for sharing all I have did so far ! MAIN FEATURES Made by Gemini Mission that required more than 2000 hours of learning, experimentations and development (project started in 2012) SP and MP compatible (from 1 to 50 players) Unique immersive and realist atmosphere Select the theater of operations (Europe, Middle-East, Africa...), your army (France, USA, Russia, UK, Spain, Czechia...) and the opponents (Taliban, Islamic State, Boko Haram, generic ultranationalists...) - extra mods may be required to get all options (see below) Entirely built with random parameters for generating unpredictible situations and unlimited replayability Custom menu at startup to enable/disable/set main mission features Plenty of things to do: select a specific task (among more than 20 available), patrol to find and fight the enemy, locate and destroy weapon caches, neutralize IEDs, search buildings and interrogate local people to gather intel, capture opponents... Dynamic civilian life with custom interactions (talk, search, arrest...) Dynamic AI activities: patrols, ambushes, reinforcements, suicid bombers, roadblocks... Dynamic reputation: take care of the local population or it may rise against you Gather and exchange intel to recruit AI teammates and to get extra supplies, vehicles, supports... AI improvements: ability to assign/unassign NVG/flashlights/silencer depending on daytime and behaviour, ability to board into nearest static weapon... Primary needs system: eat, drink and sleep to avoid bad effects Customizable MP synchronized music receiver in order to listen music into vehicles Performance friendly: useless AI entities are automatically disabled/deleted to save computer/server ressources Persistent save for both server (mission progression, global stats...) and clients (loadout, personnal stats...) Playable without any mod (vanilla game) but compatible with many ones (CUP, RHS, R3F, 3CB, FFAA, BW, CFP, Project OPFOR, TFAR, ACE3, Winter 2035...) Readable content fully translated in French and English And much more to discover ! Made by the Community Advanced medical system (tweaked version of Psychobastard's AIS script) or expert medical system (if ACE mod is detected) Optimized AI behaviour (thanks to R3F AiComTarget script) Move and transport almost every item (thanks to R3F Logistic script) Random and dynamic weather (thanks to code34 for his script - I modified it a bit so weather's evolution is depending on world regions) Futurist but realist electronic tactical glasses (thanks to TPW for his script - I modified it to create motion detector and hearbeat functions) Live video feeds (thanks to BangaBob for his script) Little immersion tweaks: light sensitive map and NVG's optimized utilisation (thanks to Viperidae for his scripts) Map gestures with nearby players (thanks to dslyecxi for his script) HOW TO INSTALL OPEX ? It's very easy, just watch this video (think to enable subtitles to get full detailed information). VIDEOS OFFICIAL (trailers, tutorials...) [FR/EN] Gemini OTHER GAMEPLAY SERIES [FR] MrRatSuper [FR] TypeX [FR] Faiavan INTERVIEWS [FR] RackBoy PICTURES REQUIRED ADDONS / DEPENDENCIES OPEX can be played without any mod (vanilla game) but in order to enjoy all the features and possibilites, it is highly recommended to subscribe (for free !) to the official mod collection. If you don't have a large storage capacity and a very high speed internet connection, you can also select only some ot these mods. COMMUNITY FEEDBACKS Don't hesitate to share your feedbacks, your suggestions and to report any bug or issue you may encounter here on the official BIS forum, or on Steam. KNOWN BUGS/ISSUES Picture "pictures\overview.paa" not found at startup when joining server despite the picture is present in the mission folder, I don't know how to fix this. Some vehicles are sometimes exploding when spawning because collision detection is not reliable at 100% despite I'm trying to improve BI's commands as much as possible. Ambient AI animations may sometimes be weired when playing on MP. TO DO LIST (Extreme priority): fix bugs and issues reported by the community (High priority): add compatibility with best incoming mods (OFrP...) (High prioriy): create version for several other maps (Medium priority): add new tasks (Low priority): optimize and tweak all scripts and functions (or better: rewrite everything because so many time has passed since the first code I wrote !) (Low priority): correct current localizations and add new ones (will require some translators !) SPECIAL THANKS Bohemia Interactive, for the best military games ever (OFP/ArmA serie) code34 and MSO/PO3/ALiVE developpers, for the dynamic/random mission concept Kamih, for the first MP tests during the early development HeroesandvillainsOS, Vengeance1, Scimitar and Sumsun93 for their precious feedbacks All beta-testers, testers and reviewers for their precious feedbacks and suggestions BangaBob, for the live feed and drag body scripts Binesi, for the defend/patrol tasks scripts code34, for the dyamic and MP compatible weather script dslyecxi, for the ShackTack Map Gestures script KC Grimes, for the building occupation script Killzone Kid, for its optimized random position script R3F team, for their Logistic and AiComTarget scripts Seth Duda, for its towing scripts TPW, for the hud, houselights, streetlights and animals scripts Viperidae, for the Little Immersion Tweaks scripts Meh44, for the Russian translation Tonic, for the Virtual Vehicle Spawner script All addon and mod makers whose creations are used in this mission: ACE team, ACRE team, CBA team, CUP team, Icebreakr, James2464, Keeway, Minimalco & Robster, Nkey, R3F team, RHS team, X-Cam team And fore sure, thanks to all the OFP/ArmA community for thinking, creating and sharing so many brilliant additionnal content If I forgot to mention someone, please excuse me and contact me ! SPECIAL DEDICATIONS To the old OFP french community, that participates to give me the passion for this game. And above all, many many many thanks to my wife, who is so patient and comprehensive every time I'm only thinking about the developing this project ! 😘 IN MEMORIAM This mission is dedicated to the memory of Faiavan (1979-2018). I only had the chance to share one or two missions with Faia but his accent, his good mood and his sense of humor made me feel good. May he rest in peace. DON'T FORGET TO RATE IT ! If you enjoy this mission and want to motivate the author, please click on the 5 stars on the top of this web page and on the thumbs up button on the top of the Steam web page. It's free and it's always a pleasure ! DONATIONS If you would like to support the author's projects, you can also make a donation via PayPal by clicking here. CHANGELOG Please keep in mind that OPEX is a non-professional and non-official mission. It may be more or less often updated in order to enhance it. So if you play it, do it at your own risk. DOWNLOAD From Steam Workshop (highly recommended because it requires only 1 click - then everything is automatic) From Armaholic (not recommended because it requires manual installation and updates) From my website (not recommended because it requires manual installation and updates) Enjoy !
  15. can anyone help me please? when i start the lan game the players don't see maps or missions they only see the sign wait for server btw sorry for my english
  16. My mission works correctly in singleplayer, but in multiplayer it only works properly for the host. For some weird reason the end trigger gets executed prematurely for the non-host player(s). My first trigger: Condition: ({alive _x} count units apcGrp == 0) AND ({alive _x} count units tankGrp == 0) Activation: deadAttackers = true 2nd trigger (5 seconds delay): Condition: deadAttackers Activation: "2" objStatus "DONE"; hint "Objective completed"; end1 = true 3rd trigger (12 seconds delay) that ends the mission with End1 Condition: end1 apcGrp consists of 2 M113s, tankGrp consists of 1 M1A1 (squad leader) and 2 M60 tanks. For some reason the condition of the first trigger always returns true for the non-host player(s) at the very start of the game. Putting deadAttackers = false; in the init.sqs did not solve the issue. The missions just ends for the non-host player(s) with the 2nd objective completed. Any ideas? Could it be that because the units that are being checked if they are alive are crew members inside vehicles and are somehow local to the host? So the host sees them as alive but the other players don't? To me it seems like a weird bug.
  17. Hey everyone! Since the last 2.14 update I'm not able to join any multiplayer servers. The problem is well described in the feedback tracker issue (that's not my report but I have the same experience). You're stuck on a default background when you try to join. The issue persists with using Proton 7, 8 and Experimental as well. This is a separate problem from the Launcher's broken Server tab issue which already has a hotfix on this forum and looks like to only affect Linux gamers. I deliberately didn't use any launch parameters and mods. Singleplayer content works fine. Usual troubleshooting steps don't seem to work and this affects both AMD and NVIDIA users. Do you have any solution for the situation? Thank you in advance for the help!
  18. Resolution : I forgot to put publicVariable for both of my variable so they didn't change globaly and only localy so I just put publicVariable "hideLaat" and publicVariable "hideShield" and it worked ! Hi, I'm currently in the process of creating a mission for my friends. (I will take the role of zeus) I currently have a problem with the HoldAction command, At first I used the option available inside the Attribute Tab, but I discovered that i didn't work on a dedicated server, So I searched a bit and found that I needed to use the remoteExec command so that it execute on the server, but even with that i doesn't work and I tried to put it in every file I could (init.sqf, initPlayerLocal.sqf , initPlayerServer.sqf). There the script : [ this, "Disable the shield", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_hack_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_hack_ca.paa", "_this distance _target < 3 and (cresh getVariable 'owner' == WEST) ", "_caller distance _target < 3", {}, {}, {hideLaat = false; hideShield = true; removeAllActions shieldTerminal;}, {}, [], 5, 0, true, false ] remoteExec["BIS_fnc_holdActionAdd",0,this]; Right now I put this code inside the Init box of the object inside the 3DEN editor when I try with Singleplayer and self Hosted Multiplayer it works perfectly but when I test it on a dedicated Server it doesn't work anymore the HoldAction is shown, I can't re-use it because the removeAllActions works but the code that use hideLaat and HideShield doesn't works (Two trigger with Server Only box checked, that use the Show/Hide Module to show and hide object and vehicles) I'm completely lost and don't know what to do anymore. Thank you.
  19. Hello people, I have been struggling to make a working custom ticket system for my mission. My goal is to have a maximum of 7 global west tickets as I have 7 available player slots. To make it more fair, I want one ticket to subtract from west side every time a new player respawns on west side, but not when they respawn again. Server should keep track of tickets subtracted and add ticket back if player chooses to change sides to east or if he disconnects the server from the west side. My guess is, i have trouble making database work... Now I don't have any real coding experience and this is my idea of the code which I heavily edited multiple times using logic and ChatGPT: onPlayerRespawn.sqf // Variable ticket system private _uid = getPlayerUID player; // Retrieve player data private _playerData = [_uid] call TAG_fnc_retrievePlayerData; private _tempSideRespawned = side player; private _tempAlreadyRespawnedAsEast; private _tempHasReturnedTicket; private _lastRespawnedSide = profileNamespace getVariable ["lastRespawnedSide", east]; if (!isNull _playerData) then { _tempAlreadyRespawnedAsEast = _playerData select 1; _tempHasReturnedTicket = _playerData select 2; } else { _tempAlreadyRespawnedAsEast = false; _tempHasReturnedTicket = false; }; // Handle ticket decrement and increment based on the respawned side if (_tempSideRespawned == east && _tempSideRespawned != _lastRespawnedSide) then { [east, -1] call BIS_fnc_respawnTickets; _tempHasReturnedTicket = false; } else { if (_tempSideRespawned == west && _lastRespawnedSide == east && !_tempAlreadyRespawnedAsEast && !_tempHasReturnedTicket) then { [west, 1] call BIS_fnc_respawnTickets; _tempAlreadyRespawnedAsEast = true; _tempHasReturnedTicket = true; }; }; // Update the player's last respawned side private _lastRespawnedSide = _tempSideRespawned; profileNamespace setVariable ["lastRespawnedSide", _tempSideRespawned]; // Update the player's data in the database [_uid, [_tempSideRespawned, _tempAlreadyRespawnedAsEast, _tempHasReturnedTicket]] call TAG_fnc_storePlayerData; initServer.sqf execVM "Scripts\functions.sqf"; // Global array to store each player's data in the TAG_database if (isNil "TAG_database") then { TAG_database = []; }; // Event handler for player disconnect addMissionEventHandler ["PlayerDisconnected", { params ["_id", "_uid", "_name", "_jip", "_owner", "_idstr"]; // Get the player's data from TAG_database using UID private _playerData = [_uid] call TAG_fnc_retrievePlayerData; if (count _playerData > 0) then { private _side = _playerData select 0; private _hasReturnedTicket = _playerData select 2; if (_side == west && !_hasReturnedTicket) then { [west, 1] call BIS_fnc_respawnTickets; // Add one ticket to West side on the server diag_log "Ticket returned to West"; // Mark that the ticket has been returned for this player to prevent multiple returns [_uid, _side, true] call TAG_fnc_storePlayerData; }; }; // Remove the player's data from TAG_database upon disconnect TAG_database = TAG_database - [_uid]; }]; functions.sqf TAG_fnc_storePlayerData = { params ["_uid", "_data"]; private _playerIndex = -1; { if ((_x select 0) == _uid) then { _playerIndex = _forEachIndex; true } else { false }; } forEach TAG_database; if (_playerIndex < 0) then { TAG_database pushBack [_uid, _data]; } else { TAG_database set [_playerIndex, [_uid, _data]]; }; }; TAG_fnc_retrievePlayerData = { params ["_uid"]; private _playerIndex = -1; { if ((_x select 0) == _uid) then { _playerIndex = _forEachIndex; true } else { false }; } forEach TAG_database; if (_playerIndex >= 0) then { TAG_database select _playerIndex select 1; } else { []; }; }; TAG_fnc_getPlayerIndex = { params ["_uid"]; private _playerIndex = -1; { if ((_x select 0) == _uid) then { _playerIndex = _forEachIndex; true } else { false }; } forEach _database; _playerIndex; }; description.ext class CfgFunctions { class Anthill { class MissionFunctions { class fnc_startTimer { file = "Scripts\functions.sqf"; }; class fnc_stopTimer { file = "Scripts\functions.sqf"; }; class fnc_resetTimer { file = "Scripts\functions.sqf"; }; class fnc_checkEmptyServer { file = "Scripts\functions.sqf"; }; class fnc_missionTimer { file = "Scripts\functions.sqf"; }; class fnc_scheduleTimer { file = "Scripts\functions.sqf"; }; class TAG_fnc_storePlayerData { file = "Scripts\functions.sqf"; }; class TAG_fnc_retrievePlayerData { file = "Scripts\functions.sqf"; }; class TAG_fnc_getPlayerIndex { file = "Scripts\functions.sqf"; }; }; }; }; I have sorted all errors in RPT files, and I still can't manage to execute full onplayerrespawn.sqf... I don't know where is the problem or how else i can diagnose it beside diag_log which doens't always work. Thanks for insights
  20. So, I have owned ArmA 3 for a while, (a bit more or less than a year, I sorta forgot...) but I haven't really played it much. I would like to play on a multiplayer server. The only issue is, I can't find any servers that are suitable for beginners like myself. Can anyone of you guys please direct me to some good beginner servers?
  21. Hello guys, I'm creating a mission with two soldiers. When I upload the mission to the workshop, I want to be available both as a SP,COOP when someone subscribes to it. In particular, I want the mission to be visible under the "Scenarios" screen and also when starting a network host to the map in order to play it with a friend. How can I do this? Do I have to export and upload separately and the workshop will group it as one or something else? Thanks
  22. Hello there! I've recently set up a dedicated server to play Reforger with my group in a private setting. The server runs and seemingly operates as it should, (no unusual errors in server logs) and everyone can connect and play on the server without issues, except for myself. When I set "gameHostRegisterBindAddress" to my public IP, it prevents me from not only connecting to my server, but seeing any other Reforger servers available in the server browser. Leaving this form blank, (defaulting to 0.0.0.0) allows me to connect and play no issues, but for everyone else trying to connect, the server displays a ping of 999+ and rejects their connections. I wouldn't consider myself an expert of hosting/managing servers, especially dedicated ones like this, but am I missing something to enable connections both locally and externally, or is this just not possible with Reforger's current state? If anyone has any recommendations, I would be grateful for any and all of them! If I can provide any additional information which could help solve my issue, I would be happy to provide it! Reforger is a fantastic platform so far and I'm just really excited to play the next generation of Arma as soon as possible :P
  23. ZKs -=LOST=- Now With Base Building Latest Versions Updated 16 March 2017 Download Complete Server Package -=LOST=- ZKs V2.4 New Update -=LOST=- V2.4 -- Complete Server package - added server keys to iBuild - added action to reload flares in vehicles - added if you have a radio you can have upto 9 AI in your group - added AI in your group can not kill you or each other - when you restart your AI group with start where you are. - lots of touch ups and fixes to the code - added -=LOST=- and addons to Steam workshop Steam Links ZKs_Items ZKs_iBuild ZKs-=LOST=- Tanoa ZKs-=LOST=- Altis Required Addons Links INIDBI2 -v2.05 Database (Server Only) you can find the inidbi2 64bits dll version at this place (i dont put for the moment in a package as it for dev release) - Link & Quote from Code34 ZKs_Items Food, Drink and Good Stuff (Needed for Client,Server and HC) iBuild Addon The Building Addon (Needed for Client,Server) ------------------------------------------------------------------------------------------------------------------------ ZKs -=LOST=- is a survival mission. ----- To play online just filter ZKs or LOST ----- YouTube Videos A normal day of playing ZKs -=LOST APEX=- Altis Morning Tanoa Fail Altis Fail In this reality days are 2 hours long and nights are 30 minutes the weather changes rapidly and everyone hates you. You can work alone or in a pack, kill or be killed. If you run a Headless client it will use it to run the AI, If you don't have a Headless Client the server runs the AI (So All Good nothing to configure). If you set it to edit mode in the parameters the enemy markers will be green it no HC and blue if they are running on a HC It uses IniDBi2 as a database (all self populating) so as long as you have the addon it will create the datadases itself. and it uses ZKs_Items (you need this to collect items and use to stay alive) There are many options in the parameters. Collect tools , Food ,Water and medical supplies There are mini missions inside the mission that give you rewards (Option for scripters to add there own mini missions) If you need to know how everything works in the Mod while in game go to the Map and look in Briefing and in the Lost tab is all the information about what everything does. The things that you can do in the mission. Used Items (In Gear Dialog aka inventory) Use by dragging the item to the Assigned Watch Position. if you dont have this you will only get access to weapons and not be able to fix vehicles , Heal , Drink or Eat etc. This is running a database so you and your items and vehicles are recorded and will be the same for you next time you play.(unless someone finds your vehicle and steals it or you DIE) The AI are all Nasty . feel free to kill them. This is PVP , TEAM or friendly , play it as you want. if you get close to a player add him / her (lol) as a friend with your action menu (need to be within 3 meters) you will be able to see them on the map after that. At the moment you scavange , collect and try to stay alive. Drag items to where your watch goes in the inventory, Not all items can be used it that way. There are Mini Missions that if you complete you may get special Weapons or Items. you need to find an assortment of tools to fix vehicles. Drink and eat to keep your stamina in check everything works in actions at this point. Below is a List of what each Item does. The Items not on this list are used in the Mini Missions Enjoy!! ITEM USE LIST You can Pickup and Drop your last thrown Chemlight. Used Items (In Gear Dialog aka Inventory). Use by dragging the item to the Assigned Watch Position. Bed Roll when used will create a Sleeping Bag,Laying on the Sleeping Bag will restore your Health,Hunger and Thirst. Defibrillator If used will restore your Health, But if left in your inventory when you die will give you a second chance, When you restart you will be at your last location with all of your equipment except the Defibrillator unit. Food items will lower your Hunger. Drink items will lower your Thirst. Medical items will lower your Damage. Vitamins will boost your Fatigue endurance for 30 minutes. When you use a Drink Can it will create an Empty Can in your inventory (Empty Cans are needed to repair vehicle Hulls). When you Drink a Canteen a Empty Canteen in your inventory. If you use a Empty Canteen while its raining or next to a Water Source it will add a Full Canteen to your inventory. If you use a Empty JerryCan or Fuel Drum while near a Fuel Station or Tank it may add a Full JerryCan or Fuel Drum to your inventory. If you use a File it will select a mission and add a Document to your inventory. If you use a Document it will show locations on the map and show you in a Hint the mission. If you have an AXE-SHOVEL-HAMMER-KNIFE-WRENCH in your inventory you can use these as Melee Weapons use LMB. If you have an AXE in your inventory you can use this to cut down trees use LMB. You can use a tent to store your gear, You can only get tents from doing missions. No other players can take your gear or your tent. To pick up your tent hold the shift key while looking at it. To Add Friends So You Can See Them On The Map. When you get close to a player you will get a ADD FRIEND action. when you have added a friend then you can see where they are on the map. If you can not see the ADD FRIEND action then they may have it locked. You can lock and unlock access to add you as a friend by holding down the Shift Key You can show everyone or just your friends your position on the map by holding down the Shift Key and using the actions Items in your Inventory That Give You Actions. If you have a Rope in your inventory you can Tow or Lift other vehicles and you can get raised or lowered from flying VTOL aircraft or choppers. If you have a Grinder in your inventory you can Dismantle Wrecks. If you have a JerryCan or Fuel Drum in your inventory you refuel vehicles. (It will leave you with empty ones) If you have a Empty JerryCan or Empty Fuel Drum in your inventory you can refill them from vehicles. If you have a Weapons ModKit and Bullet Casings and you are in a Gunner seat you can add a Magizine to that turret.(Bullet Casings deleted after 1 use). To Repair Vehicles you need in your Inventory. Pliers and Car Battery are needed to fix the Engine (Car Battery deleted after 1 use). Wrench and Tyre are needed to fix the Wheels\Gear (Tyre deleted after 1 use). Drill and Battery are needed to fix the Glass (Battery deleted after 1 use). Screwdriver and Duct Tape are needed to fix the Fuel Hoses (Duct Tape deleted after 1 use). Hammer and Empty Can are needed to fix the Body (Empty Can deleted after 1 use). Butane Torch And Matches are needed to fix the Rotors (Matches deleted after 1 use). MultiMeter And Metal Wire are needed to fix the Electronics (Metal Wire deleted after 1 use). To Recruit Civilians Walk up to a civilian (the ones without a gun) and use action to Join Group when you get close. Use the F keys to select your unit. (F2-to-F5). Press 4 for him to use or find Vehicles. Press 6 for him to get Items and Guns. Press ~ to get them to Regroup or Stop. For your units to pick up items Press the F# key while looking at the object and press backspace to exit the menu that pops up then you will see a unit pickup action. Hold down your Shift Key to get the Kick From Group Action. Units in your group will try and find their own weapons,ammo and medical supplies including DEFIBS Units in your group can heal themselves if they have medical supplies in their inventory. Vehicle Options Air vehicles have Ear Muffs to reduce noise. If you have a Rope in your player inventory you can Tow or Lift other vehicles and players can get raised or lowered from flying VTOL aircraft or choppers. You can eject and parachute out of most AIR vehicles (No Chute needed in inventory). You are able to push boats if they are on land (you need to get into driver position and then get out first). When your in the drivers position you can set ownership of the vehicle (this must be done to lock vehicles) You may lock vehicles only the owner can unlock them. Vehicles will stay locked for a maximum of 5 days. Vehicle inventory will be inaccessible in locked vehicles. Objective: -- STAY ALIVE, KILL MORE THAN EVERYONE ELSE -- ----------------------------------------------------------------------------------------------------------------------------------- Update V2.2 26 Feb 2017 In This Update New features in the mission, You get a message when someone Friends or UnFriends you Now you have 6 different Plot size options Small Plot 9 Squares : Required: 1 Lease, 4 Wood, 2 Nails Medium Plot 25 Squares : Required: 1 Lease, 8 Wood, 4 Nails Large Plot 49 Squares : Required: 1 Lease, 16 Wood, 8 Nails Very Large Plot 81 Squares : Required: 2 Lease, 32 Wood, 16 Nails Extra Large plot 121 Squares : Required: 3 Lease, 64 Wood, 32 Nails Factory Plot 225 Squares : Required: 4 Lease, 128 Wood, 64 Nails More information in the help menu - Press Ctrl + Tab / (action key 1) ZKs_LOST-BASE_BUILD_V20 - (all Missions and Addons included) you now have several different textures and materials to build with your friends can help you build at the same time. If you add someone as a friend it now automatically adds you to them as well friends can access your tent, buildings, workbench and with luck unlock your vehicles What if a friend steals your shit i hear you ask. well now you can unfriend them even if they are off line. and they will no longer have access to your goodies Remember - you need to assign action keys 1 and 2 on your controls options I find Tab and Q work well Hold down your Tab Key to Build (10 to 20 seconds) You can transfer Building Items to the Work bench action so you don't have to do it 1 at a time You can drop scrap metal into your watch and it will make random amount of nails - (need to be near the workbench) You can chop down trees with an axe to get random amounts of wood to build with. New APEX Update 28-Jan-2017 For Tanoa and Atlis ZKs -=LOST=- APEX - V12 In This Update show position on action menu name above the head more Zombies added sound effects for almost everything. don't you hate it when a chopper spawns under a tree - well now if you have an axe you can cut down the tree Tweaked the way the mission spawns random groups and vehicles - more random now idle chat when groups are patrolling - you may hear them before you see them. more pain sounds when you wound enemy or if the wound you or your team tweaked the boat missions Different buildings give you different supplies you can fill canteens from water sources as well as rain The mission is just more viscous ------------------------------------------------------------------------------------------------------------------------ Base Building Update 06-Feb-2017 For Tanoa and Atlis -=LOST BUILD=- V13 The Mission Required Addons Links INIDBI2 -v2.05 Database (Needed for Server Only)ZKs_Items Food, Drink and Good Stuff (Needed for Client,Server and HC) iBuild Addon The Building Addon (Needed for Client,Server) Remember - you need to assign action keys 1 and 2 on your controls options I find Tab and Q work well Hold down your Tab Key to Build (10 to 20 seconds) I also have redone a lot of the iBuild addon it now save as higher than 3 floors high- ive had 8 floors and saved well, made a compression script in the addon to convert the long building object names to 3 or 4 letters so now you can send many more objects to iniDbi2 database. added more models -Ramp, Floors and a pillar roof added a delete building object to action menu added a Transfer Building Items to the Work bench action so you don't have to do it 1 at a time made it so you can drop scrap metal into your watch and it will make random amount of nails - (need to be near the workbench) made it so you can chop down trees with an axe to get random amounts of wood to build with. ------------------------------------------------------------------------------------------------------------------------ APEX Update 24-Nov-2016 For Tanoa and Atlis ZKs -=LOST=- APEX - V11 In This Update Air vehicles have Ear Muffs to reduce noise. If you have a Rope in your player inventory you can Tow or Lift other vehicles and players can get raised or lowered from flying VTOL aircraft or choppers. You can eject and parachute out of most AIR vehicles (No Chute needed in inventory). You are able to push boats if they are on land (you need to get into driver position and then get out first). When your in the drivers position you can set ownership of the vehicle (this must be done before you can lock vehicles) You may lock vehicles only the owner can unlock them. Vehicles will stay locked for a maximum of 5 days. Vehicle inventory will be inaccessible in locked vehicles. Units in your group will try and find their own weapons,ammo and medical supplies including DEFIBS Units in your group can heal themselves if they have medical supplies in their inventory. If you have an AXE-SHOVEL-HAMMER-KNIFE-WRENCH in your inventory you can use these as Melee Weapons use LMB. No other players can take gear out of your tent or take your tent. -------------------------------------------------------------------------------------------- ZKs=-LOST=-APEX - V10 Required Addons Links INIDBI2 -v2.05 (Needed for Server Only) ZKs_Items (Needed for Client,Server and HC) For Atlis Pre APEX Zks -=LOST=- V8 (Needs INIDBI2-v204 or higher)[/size] (Includes both of the required addons) ZKs -=LOST=- V6 Armaholic Download Link: (Needs INIDBI2-v204 or higher)[/size] For MSKE ZKs -=LOST=-MSKE V6(Includes just the Mission) Link to Island Addon M.S.K.E. 4 Islands Map For NAPF ZKs -=LOST SP=- NAPF V6 Link to Island Addon NAPF A3 How To Edit and Port Mission Link to instructions on how to LINKS ZKs -=LOST SP=- Single Player version of the mission INIDBI2 -v2.05 (Needed for Server Only) ZKs_Items (Needed for Client,Server and HC) V8 Update Animals just for atmosphere You see the tool,Food and Objectsin your hand that you are using Mission objectives with rewards - and if there not completed then you may have a bigger issue to deal with For your units to pick up items Press the F# key while looking at the object and press backspace to exit the menu then you will see a unit pickup action Only Basic Weapons in Houses. Updated Weapons Tweeked lots of code Lots of tweak's to the Parameters such as Different friend Marker Options Adjustable Food and Water Options Adjustable Loot Options Adjustable Side Mission completion Times and Difficulty And the T-Virus Option (ZOMBIES). V6 Update Updated some core code. Fixed briefing error. V5 Update Added : Recruit Civilians Added " Extra Database to store Civilian Stuff. updated : Some Exit Code Still compatible with CBA and IniDBi2 V2.04 or newer. How To Use Walk up to a civilian (the ones without a gun) and when you get close You will get an action to Join Group, Click that and he is on your team. Use the F keys to select your unit. (F2-to-F5). Press 4 for him to use or find Vehicles. Press 6 for him to get Items and Guns. Press ~ to get them to Regroup or Stop. V4 Update Added param option to see other players on map without adding as friends first.[/size] Fully CBA compatible now. V3 Update Updated to use iniDBi2.04 or higher- now only uses 3 databases not 5. Choppers can spot you easier Skull inventory working better when you die. defib now will not be in assigned items (which would stop it from giving you a second life) V2 Update Updated Mission to -=LOST=- V2 It now will work with both INIDBI2-v201 and INIDBI2-v202 Thanks to ROJ for the icons code34 for INIDBI2 all the players that help test the guts out of it Enjoy People
  24. VERSION INFORMATION Version : 1.74 Release date : 10 SEP 2022 Arma3 Version : 2.10 Vol 2 can be found here CHANGELOG Note: Both the Wolfpack website and Github repo are NO LONGER maintained. Please use this thread, Steam or Armaholic as your source for updates and information. In the archive you’ll find a 'Wolfpack_readMe.pdf' document with mission information, client/server information, training information, etc. It is recommended to disable all AI enhancement functionality (Vcom AI, ASR AI, bCombat, etc) on both the server and the clients. Version 1.74 General: Various issues and optimizations. Updated: Insignia and texture issues finally fixed with ArmA3 2.10 Updated: Applied ADF 2.28 framework. DOWNLOAD INFORMATION Download Wolfpack Vol. 1 via Mega: https://mega.nz/file/NJJgXKJJ#fe4BNzJEZru8SpBYQsJYQ-2KmqjMCIHxd70H21NwpCY [v 1.74] Download Wolfpack ALL-IN-ONE via Mega: https://mega.nz/file/ZI4myIKY#ZkOqL1TIfxZTjS6ElRhmHnLomFoOhP6IG7OLC1KJsqU [v 1.74] Steam Workshop: http://steamcommunity.com/id/whiztler/myworkshopfiles/ [v 1.74] REQUIRED ADD-ONS None. OPTIONAL/RECOMMENDED ADD-ONS Community Based Addons A3 (CBA A3) Advanced Combat Radio Environment (ACRE 2) Taskforce Arrowhead Radio (TFAR) Commanders Tablet (cTab). Advanced Combat Environment 3 (ACE3) OPTIONAL SUPPORTED ADD-ONS RHS / Project Opfor RHS / 3CB Factions Community Factions Project CUP NIArms ABOUT WOLFPACK Wolfpack is a multiplayer (14 slots) special operations campaign consisting of ten challenging assault, demolition and reconnaissance missions, three bootcamp training missions and a warmup mission. Features: 10 Special Operations/Recon Missions 3 Bootcamp training missions; 1 Warm-up Mission for warming-up, mod line testing and general training (11 tasks/side-missions); Challenging and Immersive gameplay in a lively area of operations; Detailed Special Operations style briefings (in-game and PDF/TXT for forum briefings); Optimized for dedicated server play. Headless client fully supported; Support for (optional) mods such as NIArms / RHS / Project Opfor / 3CB Factions / CUP / Community Factions Project; Challenging opponents; Automatic detection of ACRE2, TFAR, cTab and ACE3 add-ons. STORYLINE June 2034, Altis is in turmoil. The island has been cut off from the outside world due to economical and physical blockades. The local populous has grown impatient with the government and the AFF in particular. Several demonstrations have resulted in the deaths of tens of civilians. The government was losing control rapidly and called in the help of CSAT. A mistake that would cost them dearly. CSAT saw a golden opportunity to get a much needed foothold in the Mediterranean area. The AAF requested a single battalion of CSAT Infantry. Instead CSAT send the entire 2nd brigade and soon CSAT outnumbers AAF by 11:1. Altis government realized that they lost control completely and stepped down. CSAT General Tehrani has since been in power and controls all of Altis and Stratis. CSAT is now proven a serious threat to the European region. As diplomatic efforts have not lead to the anticipated result, NATO decided to send a rapid task force to free both islands from CSAT oppression. DEVGRU has been ordered by J.S.O.C. to take out several high value threads on Altis before the NATO campaign commences. Wolf has been tasked with executing 10 missions over a period of 3-4 weeks. Your first mission commences 11 June. CREDITS & ACKNOWLEDGEMENTS Concept & Development: whiztler (http://steamcommunity.com/id/whiztler/myworkshopfiles/) This MP campaign was carefully put together with the assistance, support and scripts from the following individuals/groups: Nopryl Community (www.nopryl.no), CIA community (ciahome.net), Project Milsim (reddit.com/r/ProjectMilSim/) VOL 1 MISSIONS DAY 01 - THE PACKAGE - Our area of operation lies north of Athira. JSOC expects a HVT to arrive and inspect the CSAR Frini base tomorrow. Wolf will eliminate the HVT once he arrives at the base. Due to the sensitive nature of this mission, detailed objectives will be given on a need to know basis once you have reached the RV. Our local on the ground will do an extensive briefing. DAY 02 - KAJMAN FIRE - CSAT has taken over the Abdera Airfield and turned the airfield into a helicopter base. The base is home to the 127 AAC Squadron with 6 or 8 Kajman Attack helicopters and to the 17 Air Support Group. The Kajman is a formidable opponent and can do some serious damage to the upcoming campaign. About one kilometer north east lies the village of Krya Nera. This used to be a little fisherman's village until CSAT stationed a small fleet of attack vessels there. Primary objective: Abdera Airfield, sabotage all Kajman Attack helicopters stationed at the airfield. Secondary objective: Krya Nera Naval Base, take control of the Naval Base and wait for further instructions. DAY 03 - SWITCH OFF - CSAT's primary communications station is situated on the outskirts of Kavala. It is essential we disrupt communications before we commence the NATO invasion. The nearby power station provides power to the Kavala region, including the communications station. We need to take both out in order to be sure that CSAT's ability to communicate is disrupted. Primary objective: Sabotage the communications station. Secondary objective: Sabotage the power station. DAY 04 - TOP SCREEN - CSAT's propaganda campaign is out of control. Their fear and retribution series broadcasted on television and radio has caused grave concerns both locally and abroad. We need the local populous on our side once the invasions commences. We need to shut down the Altis Broadcasting Company (ABC) in the Capital of Altis, Pyrgos. Sabotage the ABC headquarters. You'll be filled in on the specifics once you are close to the objective. DAY 05 - BULLSEYE - Maj. F. Kallaziz's replacement has arrived in Pyrgos, Maj. Farrokhzad. We know very little about Maj. Farrokhzad. According to Niko, the major has already made his mark by having tens of civilians arrested. Supposedly there is a public hanging the day after tomorrow. CIA and MIS are working hard to get more intel about this guy. So it looks like your Wolf troops are going back to Pyrgos. Your objective is to find intel on Maj. Farrokhzad.
  25. Hello everyone, I am looking all over the place recently if there is any script or code out there that simply just works in MP and displays, say if you play with a few friends, all the players and simply their kill count on a small text list on screen. We are not satisfied with how the score board works in Arma and want something what we think is a bit more concrete display of number of kills, where everyone, including civilians adds +1 to number of kills for the individual player. Or if not binding the score to a player, maybe bind it to a unit's variable name to show. https://techlethal.com/2013/03/21/arma-3-alpha-scripting-a-kill-counter-that-keeps-track-of-ai-kills/ This is the closest I got, but it only works in SP. Any tips or feedback is appreciated!
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