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Found 223 results

  1. SALVATION (@)

    by GEORGE FLOROS [GR] Description: Try to Survive ... Coop ... or Not! This mission supports playing Solo or Multiplayer ,Coop or PVP and also supports EVERY map (ArmA 1/2/3). 20 Different Enemy Faction VS NPCS or Zombies. Gameplay with a lot of options (MODULAR environment). It is a survival mission based in the features (thirst + hunger and loot system) of Ravage mod, that can be played from one player to coop mp or PVP (like Dayz gameplay), with a modular environment, selections via missionparameters for everything included , environment,ambience,loot,enemies,type of mods that you want to play with, ex: Unsung loot items + VC_Village_Guerillas enemies and can be played to every map,by changing the name of the map, ex: SALVATION.CSJ_SEA ( the selection of the map will have effect to the loot spawned cause of the buildings.) It doesn't need a server running , like exile and you can play this also on Dedicated. Features: playing Solo or Multiplayer ,Coop or PVP Supporting EVERY map (ArmA 1/2/3) VCOM AI 20 Different Enemy Faction Gameplay with a lot of options (MODULAR environment) And much more Installation: Place the mission file in the MPmissions folder inside your Arma 3 installation. Your ArmA3 installation should be in yoursteamfolder/steamapps/common - Optional VCOMAI userconfig - The mission is using the VCOMAI . To use the extra settings see the Install Instructions of VCOMAI folder . Usage: Recommended and/or optional addons and mods to use with SALVATION: CUP Terrains Complete http://www.armaholic.com/page.php?id=30045 CUP Weapons http://www.armaholic.com/page.php?id=27489 CUP Units http://www.armaholic.com/page.php?id=29301 CUP Vehicles http://www.armaholic.com/page.php?id=29716 RHSUSAF http://www.armaholic.com/page.php?id=27149 RHSAFRF http://www.armaholic.com/page.php?id=27150 RHSGREF http://www.armaholic.com/page.php?id=30998 Zombies and Demons http://www.armaholic.com/page.php?id=28958 RSO Buildings Pack http://www.armaholic.com/page.php?id=32088 ArmA 3 Custom Buildings - Original http://www.armaholic.com/page.php?id=29678 The Unsung Vietnam War Mod http://www.armaholic.com/page.php?id=29948 Notes: It is supporting EVERY map ! (ArmA 1/2/3) , just by changing the name at the end of the mission name like : SALVATION.Stratis to : SALVATION.Tanoa You can search the static objects of the map for loot. Extra Loot Script by BangaBob (works on every map) is also available. The percentage of loot can be adjusted according the Map selection (can be counted from the server by hitting 0-0-2 in game). To Check + test the spawn of the items , there is also an option on the parameters , on the Loot Probability , to Enable Debug Weapon = 0 Magazines = 1 Items + Ravage items = 2 Vests = 3 Backpacks = 4 Ravage items = 5 extra pics to see the spawn of the items: Select your desired Environment There is included in the selections , also Loot for , Community Upgrade Project [ CUP ] and The Unsung Vietnam War Mod. To activate it you must have the certain addons . For changes , go to the mission parameters . Your Selections may have effect on the performance , check more the parameters settings. Every time you are starting the mission , the starting position will be on random. - Optional VCOMAI userconfig - The mission is using the VCOMAI . To use the extra settings see the Install Instructions of VCOMAI folder . Credits & Thanks: haleks [ Ravage ] ryandombrowsky [ Zombies and Demons ( Ryanzombies ) ] Community Upgrade Project [ CUP ] RED HAMMER STUDIOS [ RHS ] RSO Creations [ RSO Buildings Pack ] mattaust [ ArmA 3 Custom Buildings - Original ] UNSUNG Mod Team [ The Unsung Vietnam War Mod ] TAW view Distance Script by Tonic Loot system Script by BangaBob Advanced Rappelling Script by Duda Advanced Urban Rappelling Script by Duda Advanced Towing - Script by Duda NRE Earplugs Script by NemesisRE VCOM AI Driving Script by Genesis92x Vcom AI Script by Genesis92x Mag Repack Script by Outlawled Snow Storm Script by aliascartoons Thunderbolt Script by aliascartoons Road Flares Script by aliascartoons Real Weather script by code34 Generic Dust Particles Script by Goon Generic Snowstorm Particles Script by Goon Randomly generated roadside IED's script by brians200 AI HALO Jump Script by cobra4v320 Engima's Civilians Script by Engima Engima's Traffic Script by Engima [R3F] Logistics Script by Team R3F Injured Ai simple script by Persian MO Phronk's Furniture script by Phronk Left Shoulder Scripted Weapon script by ArtyomAbramov No Kill Zone Script by SuperChicken Productions Headshot + Killfeed Script by GEORGE FLOROS [GR] Custom DeathScreen Script by GEORGE FLOROS [GR] Earthquakes_GF Script by GEORGE FLOROS [GR] Crashsites_GF Script by GEORGE FLOROS [GR] Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: Version 2.0 Added compatibility with: The Unsung Vietnam War Mod http://www.armaholic.com/page.php?id=29948 No Kill Zone Script by SuperChicken Productions Road Flares Script by aliascartoons + minor fixes Version 1.0 Requirements: @CBA http://www.armaholic.com/page.php?id=18767 @Ravage Mod http://www.armaholic.com/page.php?id=29638 Forum topic: - BI forums https://forums.bistudio.com/forums/topic/212528-salvation/ - Armaholic forums http://www.armaholic.com/forums.php?m=posts&p=198511#198511 Download : Armaholic Salvation v2.0
  2. FFtA3 : From Flashpoint to Arma 3 Project description : FFtA3 is a Multiplayer project. My objective is to recreate all the best OFP maps (starting by CTF: Capture the Flag and all the way to DM and TDM). As an old school player, playing Flashpoint since 2001 I have recently installed Arma 3. Only finding very little CTF and DM GamePlay, I have started gathering the wonderful maps we all played and on witch we spent soooo much time and started transferring them in the Arma 3 world. Scripts and Templates : In collaboration with the "88th Walking Death" squad and some other coders, I have built up stable CTF, DM and TDM templates. It's is now operational since 1.68 Update. Special thanks to [88] LORD without who this couldn't be possible. Credit : CTF Template: General work flow : Flash-Ranger DM & TDM Template: General work flow : Flash-Ranger WeaponSystem, Heal system : [88] Murcielago Friendly Tag System : JTS Mission recreation : Flash-Ranger Where to play : Map already recreated : - [CTF] The End - [CTF] Lost And Lonley - [CTF] Never Scared - [CTF]=S.O.F=Born To Kill - [CTF] Corridor - [DM] Tequila Sundown - [TDM] SNIPER SHOWDOW - [TDM] Urban Sniper (TESTING) - [CTF] S-Curve (WIP) Maps to come : - [CTF] Dead Mans Alley - [CTF] Head ♥♥♥♥ - [CTF] Scotch Valley - [CTF] ToySoldiers - [CTF] Crazy ctf - [CTF] MiniHexenkessel - [CTF] Rush Hour 3 (BUT NOT SURE) - [CTF] Cashville - [CTF] Dead Zone - [CTF] X-RAY - [CTF] URBAN ALLEY - [CTF] Little Everon - [CTF] LightHouseKeeper - [CTF] Up In Smoke - [DM] Ultimate Gunship - [DM] Andersen Gunship - [DM] Sin City - [DM] Mazed - [TDM] Double Tower Sniper - [TDM] SniperZ ... Please feel free to send me some recommendations by Mail and if you have the maps you are asking for somewhere, send them too. What is CTF ? CTF stands for Capture The Flag. It is a "Close Quarters Combat (CQC)" game-mod played by a limited amount of players (2 to 24 players) in a restricted area (500m MAX). CTF players have to capture the enemy flag and bring it back to their own Flag. Fatigue is disabled and Snipers/long range riffles are not available (for CQC verison). The team that scores the most times in a given time is the winner. CTF can be adapted to bigger maps and applied to a terrain. Listen to the ArmaNET podcast FFtA3 CTF Map Features : - Weapon Menu - Friendly tags (Optional) - Self Heal system FFtA3 DM Map Features : - Lobby Weapon type selection - Full Randomised weapons & scopes - Friendly tags (For TDM Only) - Self Heal system NO MODS ARE NEEDED FOR THE SYSTEM TO WORK. CHANGELOG : (Send FeedBack : flashrangerarma3@gmail.com) 18/01/2018 : - SNIPER SHOWNDOWN : No-Respawn bug Fixed 17/01/2018 : - ALL MAPS Intro Synchro Fixed 16/01/2018 : - All CTF maps : open doors problem fixed 15/01/2018 : - CTF system Update (All CTF maps) - TEQUILA SUNDOWN > Fixed MP bug 14/01/2018 : - 1st Release of [TDM] Sniper Showdown 30/12/2017 : - 1st Release of [DM] Tequila Sundown 31/07/2017 : - Full update to v3 system - [CTF] Corridor First release Download : THE END : Workshop / Google Drive LOST AND LONELY : WorkShop / Google Drive NEVER SCARED : WorkShop / Google Drive =S.O.F=BORN TO KILL : WorkShop / Google Drive Corridor : WorkShop / Google Drive Tequila Sundown : WorkShop / Google Drive Sniper Showdown : WorkShop / Google Drive @FFtA3 @FlashRangerArma
  3. MISSÃO HARDCORE inspirada no mod Battle Royale do Arma 3 e no modo Scavenger do BF, com todos nascendo iguais (sem loot) e lutando pra se equipar com itens achados em casas e veiculos pelas cidades, tendo que jogar com o que tiver em mãos! Sem armas nem miras TOP, sem drones de ataque, sem veículos TOP, sem termal nenhuma! 24 horas de treta raiz com uma nova missão HC valendo $2 MILHÕES (RETOMADA DA FAVELA) e outras missões valendo muita grana!!! Prepare-se pra jogar num mapa Altis modificado e desafiador! OBJETIVO DO EVENTO: Diversão no Arma 3! Oferecer aos membros do clan WOD e aos players visitantes algumas horas de diversão com uma missão nova e desafiadora, saindo um pouco do jogo padrão do dia-a-dia do server. O dinheiro oferecido na missão é secundário. PERGUNTAS / RESPOSTAS: Preciso baixar algum Mod pra jogar no evento? / Não. Só baixa a PBO nova quando conectar e boa! Preciso me inscrever no evento? / Não. Tendo slot disponível, é só entrar e jogar. Como será a missão principal? / Uma pequeno exército de bots vai defender a Favela situada no Aeroporto Central. Quem conseguir tomá-la achará uma caixa de equipamentos e $2 MILHÕES de recompensa! ATENÇÃO: A missão começa com 01:30h de restart do server! Posso ficar reclamando e xingando o evento? / Não, por favor. O evento é resultado de muitas horas do programador do WOD, é gratuito e somente pra diversão. Se achar algum bug e quiser nos ajudar reportando, faça-o no Facebook. Vamos tentar melhorar num próximo. Se você não conseguir fazer seu jogo, se estiver ruim e difícil devido ao estilo do jogo, apenas procure outra opção ou volte no dia seguinte ao Server (a missão normal estará de volta). O loot ficará onde no mapa? / A cada restart do server, grande parte das casas de Altis (são 18.000!) será looteada com armas, lançadores, munições, roupas, coletes, capacetes e mochilas. Quanto mais casas tiver na cidade, mais loot disponível pra você! DICA: bases militares sempre estarão cheia de loot, mas também serão mais visadas por players! Posso comprar coisas nas lojas se não achar mais loot? / Sim, mas os melhores itens só achará em loot no mapa ou em missões. Munições pra sua arma você vai achar nas lojas. Posso jogar sozinho? / Sim, pode escolher atacar as cidades, camperar nas missões ou lojas pra pegar os infelizes ou ficar andando pelo mapa pra ver no que dá. Logicamente que em grupo ficará mais fácil tomar uma cidade. Posso dar meu feedback depois do evento? / Deve! Acesse o Facebook e/ ou o site com sugestões e comentários. O QUE NÃO VAI TER? "Ranking do Battle Royale": o evento é somente para diversão, então, sem ranking específico. O K/D estará valendo e o $ salvo na ATM também. Só isso. Garagens: pra nivelar o jogo, veículos de garagem não poderão ser usados. Nas cidades, foi aumentado a quantidade de veículos spanwnados. Storage: itens guardados na Storage não estarão disponíveis no evento (mas voltam ao normal depois dele). Missões normais: a maioria das missões normais (ex: Aquáticas) não vão rodar pra dar espaço às missões novas. Veículos: poucos armados estarão disponíveis nas lojas.Nada de drones! Visão termal: ZERO! Jogo durante à noite (no relógio do jogo): o evento foi programado pra iniciar ao raiar do dia em Altis e acabar no fim da tarde, quando restarta o server e começa tudo de novo, uma nova rodada de TRETA ROYALE. O QUE NÃO MUDA: Algumas lojas continuam no mapa, com restrição de itens; algumas poucas missões pra ajudar a se equipar vão rodar; Seu $$$ do ATM estará lá normal para uso antes e depois do evento. Beacons: seu time poderá plantar e usar beacons normalmente durante o evento. Veículos proibidos: todos da loja podem ser usados. Qualquer outro que venham a conseguir, são proibidos! Pena por usar: ban de 7 dias e veiculo destruído. Cheaters e glitchers: serão banidos permanentemente. Quem for pego usando qquer bug do jogo pra tirar vantagem no combate ou fazer $$$, será banido por 7 dias e se reincidir, permanentemente! Todas as demais regras do server que pedem respeito aos players e ao Clan WOD continuam valendo. Uso do chat: tente focar no jogo com seus amigos e não em atormentar no chat, não fazer qualquer ofensa ao server, ao Clan ou aos outros players, sob pena de kick / ban. Se tiver dúvidas, procure o facebook: Clan WOD. Se viu algo estranho e tiver provas (vídeos, prints), procure o Admin do Clan pra que sejam tomadas as providências.
  4. This script is best used with a keyhandler, however if you have a bit of experience with coding you can get it also work with addaction. This script works in MP ******************************** Download the sounds here (or use your own ones) Make a folder called sounds and put the two files inside this folder Put the following code in your description.ext class CfgSounds { class Siren { name = "Siren"; sound[] = {"sounds\Siren.ogg", 5.0, 1}; titles[] = {1, ""}; }; class Yelp { name = "Yelp"; sound[] = {"sounds\Yelp.ogg", 5.0, 1}; titles[] = {1, ""}; }; }; Put the following code in your keyhandler: case 33: {//F key if (_shift) then { _vehicle = (vehicle player); if (isNil {_vehicle getVariable "EmergencyVeh"}) then { _vehicle setVariable ["EmergencyVeh", false, true]; }; _ComVeh = _vehicle getVariable "EmergencyVeh"; if (vehicle player != player && (driver _vehicle == player && _ComVeh isEqualTo true)) then { if (isNil {_vehicle getVariable "siren"}) then { _vehicle setVariable ["siren", false, true]; }; _SirenState = _vehicle getVariable "siren"; if (_SirenState isEqualTo true) then { _vehicle setVariable ["siren", false, true]; } else { [[[_vehicle],"scripts\siren.sqf"],"BIS_fnc_execVM",true,false,false] call BIS_fnc_MP; _vehicle setVariable ["siren", true, true]; }; }; }; if (_ctrl) then { _vehicle = (vehicle player); if (isNil {_vehicle getVariable "EmergencyVeh"}) then { _vehicle setVariable ["EmergencyVeh", false, true]; }; _ComVeh = _vehicle getVariable "EmergencyVeh"; if (vehicle player != player && (driver _vehicle == player && _ComVeh isEqualTo true)) then { [[[_vehicle],"scripts\yelp.sqf"],"BIS_fnc_execVM",true,false,false] call BIS_fnc_MP; }; }; }; Create a folder called scripts. Inside this folder create a file called siren.sqf and put the following code into it: Private ["_vehicle"]; _vehicle = _this select 0; _repeat = true; while{ (alive _vehicle) && (_repeat isEqualTo true)} do { _vehicle say3D "Siren"; sleep 5.5; _repeat = _vehicle getVariable "Siren"; }; Inside the folder scripts create a file called yelp.sqf and put the following code into it: Private ["_vehicle"]; _vehicle = _this select 0; _vehicle say3D "Yelp"; Thats it! As always, if you have any questions feel free to ask! Cheers Puffin
  5. Hey all, Some suggested i should post this here. I have put together a randomly generated mission, started development early 2016 and now on 2nd version of the engine. This is currently a Beta version, and once live I will be updating with new features and mission types Full details on Steam Workshop here: Malden 2035: http://steamcommunity.com/sharedfiles/filedetails/?id=1259632853 Tanoa : http://steamcommunity.com/sharedfiles/filedetails/?id=1270920304 Details of the mission here: http://www.trgm2.com In a nut shell, this is a quick start mission, that will be different each time, random events can occur during the mission (more soon), with the ability to adjust mission settings to your type of gameplay. Also an option to start a campaign mode : details here http://steamcommunity.com/workshop/filedetails/discussion/1270920304/2595630410193765175/ (ill be writing up more once out of beta) Any feedback or suggestions are very welcome
  6. I've been having quite some headaches trying to figure out how to make a sidemission generator Basicly what i want is via player input (like pressing a button via addaction) to be generated a side mission with custom units on either a few specified possitions or on a random possition. I think it will be simpler by using scripts, but if there is a stragiht up init would be nice aswell If anyone can help it would be appreciated
  7. Siege of Athira Persistent survival PVE/PVP SP/Hosted MP (10 players)/Dedicated MP mission (10 players) It is something I always wanted to play. Basically you are surviving NATO soldier in besieged town. Town is besieged by CSAT and inside you are trapped with few surviving guerrillas resistance. Groups/singles of guerrillas fight each other in town and you need to go out from your hideout under town to find equipment and food. Food is found at houses furniture and equipment usually on dead bodies or guerrilla secret boxes scattered around town.Every raid that last 90m you need go out and then find shelter entrance randomly scattered around the town to get back to your underground hideout. If you die in town everything you had with you is lost and you born as new NATO survivor. Everything that is stored in hideout stash is safe for your next life. You cannot escape town cos CSAT snipers and there is zone between town and factory that you need be careful to cross it. During night you can use chemlights and attach it on you or wait for CSAT flare for snipers above town or use gun lamp or if lucky NVG.Only vanilla ARMA 3 is needed. No mods and no DLCs are required. Your progress is saved automatically in SP/MP.Enjoy and report all experience/bugs/ideas. As I am not native please report any text corrections needed. Steam Workshop link Mission file with source and sample dedicated server settings Paypal donation (will be used to keep server running) CHANGELOG v1.68 * 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!
  8. As part of a multiplayer mission, there's a downed AAF pilot. The unit is setUnconscious, and had a "revive" option. Here is it's .init: if isServer then {this setUnconscious true;}; this addAction [ "<t color='#B70000'>Revive</t>", { _help = [_this select 0,_this select 1] execVM "law\pilotRevive.sqf"; pilotRevive = true; }, "",0,true,true,"","(side _this == west) && (lifeState _target == 'INCAPACITATED')",3 ]; pilotRevive.sqf the following. params [["_casualty",objNull],["_caller",objNull]]; if ((isNUll _caller) || (isNUll _casualty)) exitWith {}; if (isMultiplayer) then { (_caller) playMove "AinvPknlMstpSnonWnonDnon_medic0"; sleep 5; (_casualty) setUnconscious false; (_casualty) playMove "AinjPpneMstpSnonWnonDnon_rolltofront"; sleep 4; //was 3 (_casualty) playMove "AmovPpneMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon"; sleep 5.25; //was 1.25 [_casualty,""] remoteExec ["switchMove",0,true]; (_casualty) enableAI "ALL"; (_casualty) setUnitPos "UP"; (_casualty) setHit ["legs", 1]; (_casualty) doMove [6675.358,11257.388,0]; sleep 2; (leader group (_caller)) groupChat "The pilot thanks us."; sleep 3; (leader group (_caller)) groupChat "He says we can go. He will radio for CasEvac."; sleep 1; } else { (_caller) playMove "AinvPknlMstpSnonWnonDnon_medic0"; sleep 5; (_casualty) setUnconscious false; (_casualty) playMove "AinjPpneMstpSnonWnonDnon_rolltofront"; sleep 4; (_casualty) playMove "AmovPpneMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon"; sleep 5; (_casualty) switchMove ""; (_casualty) enableAI "ALL"; (_casualty) setUnitPos "UP"; (_casualty) setHit ["legs", 1]; (_casualty) doMove [6675.358,11257.388,0]; sleep 2; (leader group (_caller)) groupChat "The pilot thanks us."; sleep 3; (leader group (_caller)) groupChat "He says we can go. He will radio for CasEvac."; sleep 1; }; The events work fine in singleplayer; the unit rolls over, gets up and hobbles to the position with his injured leg. In multiplayer, he currently goes from down to up with no transition, and his lifestate remains unconscious. I think i'm not really understanding what needs to be executed where here. I tried executing the playMove's on each client before but I was getting reports that the unit was getting stuck in a loop of different animations and ultimately ended up still lying face down. But then I saw that playMove has a global effect, so I stopped executing it on all clients. Except now the intermediate actions all seem to be having no effect, and the sleep commands didn't seem to appear. Help would be much appreciated, since I can only test this properly on the community test server which is a pain to keep doing. Thanks, Law
  9. hi all long time since scripting ;) back with this http://steamcommunity.com/sharedfiles/filedetails/?id=1255777321 a SP & MP batlefield style mission: description: * 2 team red vs blue * a warzone * a lot of imerssion tweaks for realism: * ai use flashlight thanks Jboy * ai talk thanks RUGDSAI & thanks Jboy * VcomAi do the rest * random amocahes * mortar script random amo & flare shooting * air flyby * fog script * color correction * side markers on map thanks Quiksilver * injuries script by Persian MO for the gameplay: i ve buit a script who calculate in a loop each unit on the batleground by side, where you can set the max amount of players ,the time to loop spawnscript .... it spawn group (random amount) in 3 random location for each side, with specific gears , each kill give point the first team with 50 kills win the match... a script is also calculate numbers of kills for the hend mission contition.. can someone give me feedback about it?
  10. Official Multiplayer Gamemodes

    The Arma 3 roadmap 2016-17 recently got released. With high hopes I am very excited about the planned content. But, there's something that's been on my mind for a very long time since the release of A3. Something I wish would gain more attention in the future updates & DLC's to come. It's the official multiplayer gamemodes such as End Game, Zeus and Support. My favorite multiplayer game is End Game. Which is a gamemode that represents how the game is meant to be played. Well, what's the point of this thread? As a Arma veteran since the first game in the series, and content creator. It feels like the roots of Arma are going extinct. There's barely any official gamemodes in MP which represents the game itself. There's one End Game server I play on which usually has players, but it's the only server running the gamemode. What's up with this? Same with Zeus. The quick game menu has been helpful, because before Apex the situation was even worse. AND, there's not a single Support gamemode server. I'm happy & love the gamemodes, but it's sad that they aren't getting the attention they deserve as they are a part of the core game. Other than that, there's one gamemode I'd like to see implemented in the game. It's Capture the Island. I and many other's would love to see this gamemode in the base game in high quality like the other official content. I hope this resonated with other Arma veterans, new players as well as the developers.
  11. This code below only works when running the server locally and only I can see the new task. When i put it up on our server no one sees it. Also when running locally on my box my mates also dont see the task. I have been working on this for days. Im sure its because i dont under stand arma scripting but how do i get this new task to show up and be in everyone's tasks list? I dont want to use third party task managers, i want to run this one script and have it show up for all blue for. params ["_missionabrev", "_taskid"]; _v_taskname = _missionabrev + "EndTask"; _v_markername = _missionabrev + "Marker_1"; SMEndTask = player createSimpleTask [localize _v_taskname]; SMEndTask setSimpleTaskDestination (getMarkerPos _v_markername); SMEndTask setSimpleTaskDescription ["Side Mission Update: Kill remaining Hostiles!","Side Mission Update: Kill all remaining Hostiles","Side Mission Update: Kill all remaining Hostiles"]; SMEndTask setTaskState "Created";
  12. I've noticed some server admins here in the past, so I'm hoping you guys can help out! I've got a virtualized Debian server running, and it worked just fine before the latest update (1.80.143869 is the issue). I've followed this medium guide, and it was fine. It worked on LAN and WAN, with and without mods. One day, it just stopped working. Now, even with a fresh VM that has access to WAN, a fresh install of arma3server, open ports for the game and Battleye, my friends and I can't connect over WAN. LAN works as expected. Over WAN, all we get is an error saying "Connection failed", and my terminal doesn't show an attempted connection. I can post my log if needed. Any tips would be greatly appreciated! Also, I'm not installing it on a Windows server. I am keeping my lab Linux only, especially since it was working previously. Incoming connections are from x64 Windows clients. Distro: debian-9.0-standard Version (server and client): 1.80.143869 Open ports: 2302-2306 UDP; 2344 TCP/UDP to 81.0.236.111; 2345 TCP to 81.0.236.111 Configs: https://pastebin.com/sC7mYsJL
  13. New missions that have exported screw up our server. I tried editing both the Escape Malden and Tanoa missions to be comparable with the mods my milsim group uses. While they are uploaded to the server, the logged in admin is unable to use the #missions command to revert to the lobby screen. Is this being caused by a piece of code BI put into the missions to prevent us screwing with them, or is it a product of the mods I am using? Has any one else had something like this happen? As far as I am aware, no other mission makers have had this same issue, so it's also possible it could be an issue with my Arma files. List of mods below CUP Terrains - Core http://steamcommunity.com/sharedfiles/filedetails/?id=583496184 CUP Terrains - Maps http://steamcommunity.com/sharedfiles/filedetails/?id=583544987 Pegasus 6th - Terrain http://steamcommunity.com/sharedfiles/filedetails/?id=1130468064 RHSUSAF http://steamcommunity.com/sharedfiles/filedetails/?id=843577117 RHSAFRF http://steamcommunity.com/sharedfiles/filedetails/?id=843425103 Pegasus 6th - WEU http://steamcommunity.com/sharedfiles/filedetails/?id=1122878265 Pegasus 6th - Vehicles http://steamcommunity.com/sharedfiles/filedetails/?id=1122870272 CBA_A3 http://steamcommunity.com/sharedfiles/filedetails/?id=450814997 RHSGREF http://steamcommunity.com/sharedfiles/filedetails/?id=843593391 RHSSAF http://steamcommunity.com/sharedfiles/filedetails/?id=843632231 Pegasus 6th - Core http://steamcommunity.com/sharedfiles/filedetails/?id=1122861524
  14. My new scenario. WWII Sharpur, War for Oil Took out most of the modern stuff, thanks to Pierremgi for the vehicle respawn with the editor trigger to set it up for only spawning when you own the sector. It has 5 loadouts, 2 with smg and explosives, I think only 1 doesn't have explosives but he has a shotgun and mines. Raining hard with lightning, the games lightning. Almost dark but it won't get there. If played with enough people I would expect driveby shootings galore. Many others I should thank, I borrowed from all over the internet but I forget. NO AI, you can add it if you like, I do not do AI, don't like playing with AI. The Germans must keep the oil facility, the Americans must take it from them. Only 3 tanks per side, 2 of them light, I didn't really want a tank battle. I wanted infantry driving around shooting each other from vehicles.
  15. Hello, I need some help with this. I want to save a players position, loadout and maybe group when a player leaves the server. As we have some problems with people crashing or having IP resets or just needing to restart, this would be really neat. I looked at onPlayerDisonnected and the EH PlayerDisconnected, but I don't really know where to save the data, and how to get the position. Any help would be appreciated! -Dj
  16. Hi everyone, I have written a function that will allow people to configure an aircraft in the 3den editor and have it able to respawn with that exact loadout. I found that I was having very inconsistent results when the respawn module was set to delete or delete with explosion. It has been rock solid since setting the module to preserve. The function deletes the old vehicle once it has all the old data anyway. Instructions You will need two things for this function to work: You will need to create an init.sqf file in your mission folder and paste the code below into it. You will need a respawn module in your mission with the customized vehicles synced to it. Put this code into the Expression section:: [_this, 2] call RESPAWN_VEHICLE; Note: The number allows you to customize what happens with the cargo of the respawning vehicles (guns, medickits etc etc). It is all listed in the function below Optional If you want to be able to edit and move the vehicles as Zeus, you will need to add an "Add Editable Objects" module to your mission and name it ZEUS_EDITABLE and put the variable name of your zeus player unit in the owner section. In the script do a search for "ZEUS_EDITABLE" and uncomment it. Things I am trying to work out currently: - Why the sync commands don't work at all. My goal was the have it pick up all the objects the old vehicle was synced too. Alas I haven't worked that out yet. - Work out if its possible to get all the customizations like missing doors on vehicles from the old vehicle and pass them onto the new one. I have tested this in Multiplayer and it does work. DEMO MISSION AVAILABLE HERE
  17. I know I'm damn late with this announcement, but somehow we missed the official forums ;) news has been in Arma 3 Events and All about A3 facebook groups & my twitter. Tonight 2100 CET / 8PM UK we launch an international multiplayer coop event on my Isla Abramia named Operation Wild Fox. Video briefing will follow shortly, meanwhile all information about the event can be found at this address: http://www.vojak.si/wildfox/ It would be cool if you could join, required mod list is pretty standard, nothing fancy to add, regulars: ACE, RHS, CUP etc. You're all invited.
  18. Hello any help on this would be much appreciated, after playing from 1 minute to 4 hours my game crashes and displays the error code 0xC0000005 STATUS_ACCESS_VIOLATION. I have done all of the suggested things in the launcher after searching the error into google i.e malloc=system, turning up CPU count, using different memory allocators and also renaming the Arma 3 AppData folder so it makes a new one. I love playing Arma and don't want to stop. Please advise. Many thanks in advance.
  19. Arma 3 Liberation Variations

    Hello Bohemia, Over the last week I have been working on the KillaPotatoes Liberation Gamemode made available here: I am using the most current edition of v9.60 and converted the mission to allow for both a Vietnam and Halo based missions. Vietnam: Halo: Each mission profile is set to be persistant and challenging with all mods required on the steam workshop page posted and links on how to get mods. I don't have access to a dedicated server of my own but I have tested the missions as best I could through LAN hosting. Please take a look at them and let me know what you guys think and if there are any bugs/glitches with the mission. *DISCLAIMER: I am in no way a member of the KP Community nor any of the mod communities who created such awesome modifications for ARMA. All rights go to the appropriate owners and I do not claim ownership of anything other than the basis of just porting of the information. Let me know if there are any issues that must be addressed via PM please. Thank you*
  20. Arma 3 crash!

    Hey there, I downloaded the game yesterday, and whenever I try to launch a server, it starts to receive the server's files, however, after it finishes, the loading screen pops up and afterwards the game crashes saying (Bad file format in p3d file 'a3\structures_f\wrecks\wreck_car3_f.p3d'.) and after I press OK on the error message another one pops up saying (The exception unknown software exception (0x0000dead) occurred in the application at location 0x8b6595fc .). The last time I've played Arma 3 was before 4 to 5 months, I have uninstalled it then and today I reinstalled it. Hopefully you can help me to solve this problem, thank you for your time and have a nice day! (BTW I have saved the ArmaReport_log so if needed tell me how to send it to you).
  21. Trailer: Welcome to BIRDY WARS - WHERE Little Birds SOAR.... LOL.. yeah.. always wanted to do something like that.. anyway, This is a mission I made based of "Heliborne" with focus on only ground support. Wanted the game with an Arma 3 flight model, so this is what I came out with. A project made out of fun, but I thought it would be fun so I decided to put in the workshop. I wanted to play Heliborne but I was looking for something closer to Arma 3's flight model and also wanted an actual reason to transport units and land them, rather than the usual heli-taxi mission you see made in the community. (Not because that's what the waypoint says, but because you have to insert the troops there to maybe flank or capture the sector faster.) So Birdy Wars is what came out of that desire. (I ended up focusing on this so much more than actually learning how to fly the helicopter though... T-T ) Wonder if I can make a trailer out of it :P Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1174045120 Dropbox: https://www.dropbox.com/s/yda8t31q5qj3lw9/BirdyWarsV153a.Altis.pbo?dl=0 Quick SP and MP Description: SP (player in MP actually) - Be able to practise transporting troops to LZ or doing combat runs on AI running around to secure sectors - Just fly.... Don't bother about anything else MP - Go against each other to support your ground AI units to capture the sectors. - Play in Either Ground support Only or Pilot vs Pilot Actual Feature Description: - 6v6 Ground Support Only or Pilot vs Pilot modes (Set in Parameters; WIP) - 3v3 Ground-based Support (1 armed and 2 unarmed vehicles.) - AI-based Sector Control (You support the AI to capture the Sector) - Pawnee for combat roles and Humming Bird for support roles(Spotting, Reinforcements) - Vehicles available same way with armed and unarmed(only reinforcing.) - Spotting:- Apply enemy side in range with smoke/flares depending on day/night. (range set in parameters) - Reinforcements:- Pick up small units from base and inserting them close to sectors to make them assist the attack on the ground. - Simple Repair and Rearm function back in base after landed and engine turned off. - "Advanced" AI to move/attack sectors according to sectors controlled. - AI Patrols on sectors taken by their sides accordingly - Map Tracker to help keeping friendly units' position in check - RHS compatible; Specifically RHS USAF and AFRF. (Set in parameters too.). Default in Vanilla mode. RHS MELB and Humvee used for RHS Enabled games. Some Screens. Roadmap(Might sound a bit too massive though, lol) - Better Clean-up system - AI polishing. (Not like FFIS or bcombat, but just how the AI's waypoints is being decided.) - Limitations of different features to prevent overuse/server crash. Nonetheless, I do hope you had fun! Also, please do comment in regards to possible bugs so I can try to solve it as there is a limit to how much I can search and find with a single brain. PS: Please don't expect quick response and also quick solution to issues as I am doing this in my free time from work. Hope you can understand. Thanks.
  22. Hey guys, I am currently working on a mission where I want to use the respawn menu from the MenuPosition template in Description.ext. It works basically but when I add coustom respawn positions they are displayed with a generic name created automatically by the game, e.g.: "near Lavalle". The main issue I have is that I want to label a ModuleRespwnPosition_F with a coustom name like "HQ" but it displays two spawn locations in the menu. One is the spawn with my coustom name and another duplicated one with the generic description, mentioned above. Unfortuneatly creating a classic map marker with respawn_west is not solving the problem either. Do you know what happens here? I couldnt find any help how to turn those generic respawn names off. Thank you! Description.ext: respawn = "BASE"; respawnDelay = 3; respawnButton = 1; respawnOnStart = 1; respawnDialog = 0; respawnTemplates[] = {"MenuPosition","Wave"}; disabledAI = 1; showSquadRadar = 1; joinUnassigned = 0; disableChannels[] = {0,2,4,3};
  23. Hello Folks, this is my "new" Mission created for MP Dedicated Clan Server environment. its supporting several Mods and have lots of adjustable functions. Like: Group Manager with ranking (choose your No.1) Invite players to your Group Pre define existing Groups Kick players from your group Request joining a Group Predefine Keys for easy access the Group manager Create own persistent Groups Team Color Management a.m.m. Combat Support: Artillery support with: accurat Laser Guided Rounds a.m. Transport support with: Pickup Landing Rope insertion CAS Support with: Napalm, accurat simulated laser guided JDam and GBU! Predefine Keys for easy access Combat support a.m.m. Civilian interactions Ask for enemy locations Try to communicate and stay polite Trigger Missions by speak to civilians up to 3 missions per group at one time cancel missions in group manager (see above) Task Creator in Main base: Available Tasks: Kill Officer. Destroy Weapon Cache. Wipe Enemy Convoi Find Intel Free Hostages Deploy Communications Download Data Destroy AA or Arty Defend City (WIP) + Main Mission + Clear Area! Special Roles in seperate Slots Pilot (Air support Roles) Logistic (support your friends) EOD (Defuse Mines or IED´s) Engineer (Repair vehicles) Leaders (Manage your Team) Medics (heal 4 times faster) Restrict Arsenal (Parameter) [Configurable Whitelist Files for every Role!] Restrict CAS (Parameter) Restrict (only Pilots can Fly) (Parameter) GPS MAP Force Tracking (Parameter) Revive System (Parameter) ACE3 Supported Mission Environment (Parameter) Choosable Startloadouts for: Vanilla (Tropic/MTP) RHSUS (D/W) R3F(D/W) 3CB(D/MTP/W) BWMOD (D/W) FFAA (D/W) (or choose Random automaticly) Coosable Base Vehicle Sets: RHS,Jack French,3CB,BWMod,FFAA Mod (or choose Random automaticly) Own Logistic System with many Features... Multiple Headless Client Support FPS Optimized Mission! Dedicated Server KIT for Download Find your way to Free the Map! Read the Briefing (ger/eng) REQUIRED MODS (works without Mods too!) ACE3 + ACE Compatibility Mods Supported Maps STEAM WORKSHOP FTP SERVER MISSION FILES (latest Versions) Dedicated Server Starter Kit POST BUGS HERE PLEASE!
  24. Armaverse Nordic is hosting a 24/7 server for Iron Front with team vs team missions The missions are built on Arma 3's Sector Control 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. Using Arma 3's Sector Control game mode two different mission types have been created: Close Quarters Combat [CQC] that puts emphasis on infantry and concentrates on close-range fighting Combined Arms [CA] which include the wide variety of assets that are available in Iron Front. Also missions created for this type offer vast battlefields for the troops to manoeuver in and around the objectives. Note about the overall gameplay: the server is forcing Veteran difficulty, so 3rd person mode will not be available. Also there are no markers for the players on the map so at times you might need to resort to using a compass or even navigate by the stars(!) Currently there are only missions for the German and Soviet Union factions. Missions for the United States faction will be released when their brave soldiers have received a brand spanking new set of combat gear (for further information see this announcement). The game server is provided with the possibility to use Task Force Arrowhead Radio v.0.9.12 (Get it from http://radio.task-force.ru/en/) To join the TFAR enabled TeamSpeak server head over to ts3server://88.115.194.172/?port=9987 or use direct IP (88.115.194.172) to connect from the TeamSpeak. About modifications Required: @CUP Terrains - Core - The Community Upgrade Project Terrains core pack Get it from >> Armaholic, Steam Workshop, withSix @IFA3_AIO_LITE - Iron Front in Arma 3 Get it from >> Steam Workshop, withSix, other sources please see: http://ww2ina3.com/wiki/index.php?title=WW2_Download#Mirrors Recommended: @CBA_A3 - Community Base Addons Arma 3 (required with Task Force Arrowhead Radio and ShackTac User Interface) Get it from >> Armaholic, Steam Workshop, withSix @task_force_radio - ARMA 3 TeamSpeak 3 radio plugin Get it from >> http://radio.task-force.ru/en/ @ShackTac User Interface - ShackTac User Interface Get it from >> Armaholic, Steam Workshop, withSix 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 Iron Front @ 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. For now there won't be any other possibility to send feedback other than this very forum thread so be it either hate mail, positive feedback or suggestions please leave a comment below! Please consider a donation to help keep the server operational (all donations will be directed to the monthly server fee). To donate, click the direct link below between the PayPal icons. https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=V5FHKHW9H57NU On behalf of Armaverse Nordic Asmodeus
  25. 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
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