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Showing results for tags 'private'.
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Hi ! As visible below (Image) when will it be possible to have a private game? Whether in ELIMINATION or DEATH MATCH ? 😃 and maybe even shipping (without the possibility of acquiring experience or farming for the refuge obviously but of visiting the maps for new players without the stress of danger) It would be a huge pleasure for the community and friends could compete in 1v1/2v2/3v3/4v4 ! This could be really fun ! 😮 And in the near future even have the possibility of modifying the parameters of the game such as adding advantages to a won round or even the classes to modify depending on the host of the game! 😎
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Desperately need to be able to ban xbox players
mikeyboyt posted a topic in Arma Reforger - Servers & Administration
Please please please bohemia you need to sort out being able to ban xbox players. It is sullying the experience for many people. Allowing the, although few, players who keep on trolling by Shooting out tires on supply trucks/destroying vehicles at spawn hindering match progress, and now, with free building, using up supply's at the start of the match too stop progress. Also using grenades to TK at spawn and then themselves respawning to avoid negative ranking to avoid a temp ban. Spamming proximity and radio with nonsense and racist comments, spaming text chat with racist comments. Please do something or at least update us on some progress to fix this issue. You will lose players otherwise and with the limited amount of people playing I don't think you can afford to lose many. Today I hopped on, as soon as I joined I noticed a players name and knew the match and matches thereafter would be filled with trolling and greifing. I knew that once that player would be temp banned eventually he would just return with on of his many alt accounts, of which I have captured video evidence of from a previous match. The guy then when on an alt and did the same stuff to the opposing side. The same game there were at least three people actively tolling and greifing make gameplay pretty much impossible. Fix it it.- 4 replies
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params wogz187 learns Function Call Params
wogz187 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm going to learn how to use params in order to make future scripts more effective and you might learn something about params, too (please use the debug console if you want to follow along). A simple example, fnc_learnThis= { params ["_caller","_some","_thing","_luck"]; if (_luck>0) exitWith { systemChat format ["%1", _caller]; systemChat format ["%1 %2", _some, _thing]; }; }; With some luck this call will prompt the functions to run with the parameters set, [player, "is", "cool",1] call fnc_learnThis; The next example shows how to select from an array and sub-array. We can create some helpers and make the orb jump between them. Make three sets so the result isn't binary. Create the array of helpers from named objects like this, Enter the function, and call the function with, [orb, 0] call you_fnc_help; The orb should continue to go around between the three helpers each time you enter the call. To change to the next helper group, [orb, 1] call you_fnc_help; More examples continue throughout the discussion below, Have fun! -
Hey! I've been trying to make a IED script that uses a triggerman instead of the commonly found pressure plate. So far it's early in "development" but eventually I'm aiming for it to become dynamic and able to spawn random death traps all over the chosen map. The problem I've encountered and need help with is that my local variable doesn't work in a trigger. // Pick a spawnpoint _spawnPoint = selectRandom [ "spawn_garage", "spawn_hotel", "spawn_hotel_2", "spawn_shop", "spawn_office", "spawn_binocular", "spawn_suicide", "spawn_minaret", "spawn_wall" ]; // Spawn IED man _bomberGroup = createGroup [East, True]; _bomber = _bomberGroup createUnit ["LOP_AM_OPF_Infantry_Engineer", getMarkerPos _spawnPoint, [], 0, "CAN_COLLIDE"]; _bomberGroup setBehaviour "careless"; //removeAllWeapons _bomber; _bomber setCaptive true; _bomber disableAI "MOVE"; _bomber setUnitPos "UP"; _bomber_weapon = currentWeapon _bomber; // Custom scripts depending on which spawnpoint is chosen switch (_spawnPoint) do { case "spawn_garage": { hint "GARAGE"; _bomber setPos [getPos _bomber select 0, getPos _bomber select 1, 4.040]; }; case "spawn_hotel": { hint "HOTEL"; _bomber setPos [getPos _bomber select 0, getPos _bomber select 1, 3.798]; }; case "spawn_shop": { hint "SHOP"; _bomber setPos [getPos _bomber select 0, getPos _bomber select 1, 4.292]; }; case "spawn_office": { hint "OFFICE"; _bomber setPos [getPos _bomber select 0, getPos _bomber select 1, 5.787]; }; case "spawn_binocular": { hint "BINOCULAR"; _bomber setPos [getPos _bomber select 0, getPos _bomber select 1, 3.403]; }; case "spawn_suicide": { hint "SUICIDE"; }; case "spawn_minaret": { hint "MINARET"; _bomber setPos [getPos _bomber select 0, getPos _bomber select 1, 19.424]; }; case "spawn_hotel_2": { hint "HOTEL_2"; }; case "spawn_wall": { hint "WALL"; }; default { hint "ERROR! No spawnpoint chosen"; }; }; // Make bomber face IED _dir = _bomber getDir IED_L; _bomber setDir _dir; _bomber setFormDir _dir; // Spawn weapon next to bomber //_wh = "WeaponHolderSimulated" createVehicle position _bomber; //_wh addWeaponCargoGlobal ["rhs_weap_akm",1]; //_wh addMagazineCargoGlobal ["rhs_30Rnd_762x39mm",1]; //_wh setPos (getpos _bomber); _wh = "GroundWeaponHolder_Scripted" createVehicle position _bomber; _wh setPosAtl (getPosATL _bomber); _bomber action ["DropWeapon", _wh, _bomber_weapon]; // Create a trigger on triggermans position to make him combat any player that gets close // ###THIS IS WHERE IT GETS FUCKY### _trgr_bomber_1 = createTrigger ["EmptyDetector", getPos _bomber, true]; _trgr_bomber_1 setTriggerArea [10, 10, 0, false]; _trgr_bomber_1 setTriggerActivation ["ANYPLAYER", "PRESENT", false]; _trgr_bomber_1 setTriggerStatements ["this", "hint 'trigger start'; _bomber selectWeapon '_bomber_weapon'; _bomber enableAI 'MOVE'; _bomber setUnitPos 'AUTO'; _bomberGroup setbehaviour 'COMBAT'; _bomber setCaptive false;", "hint 'trigger end'"]; // Testing to see if set to careless because he kept on throwing grenades // Somehow AI still do that in careless I guess? sleep 5; _b = behaviour _bomber; hint format ["%1", _b]; /* ACE Detonation Needs to be fixed No clue how to use this at all // Connect explosives to bomber [_bomber, IED_L, "Cellphone"] call ace_explosives_fnc_connectExplosive; sleep 30; // Boom? [{ ["_bomber", "3000", "IED_L", "0", "Cellphone"]; true }] call ace_explosives_fnc_addDetonateHandler; */ Basically, if you can understand my mess, I have two issues 1: the "_trgr_bomber_1" doesn't know what "_bomber" is so it can't make him pickup a gun and activate standard AI combat. 2: AI still throw grenades at me like 17th century grenadiers even though they're set to "CARELESS". Any help would be greatly appreciated and I'm pretty sure it's an easy fix for anyone who's actually a coder.
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Squad name: Second Recon Bn. Timezone/location : Amsterdam Timezone (UTC/GMT+2 Summertime) Gamemode preference (eg coop or pvp): Co-op Contact email: info2ndreconbn@gmail.com Teamspeak: vs16.tserverhq.com:6045 Steam Ad: https://steamcommunity.com/app/107410/discussions/10/1709564118757527469/ Website address: In Development Short description: 2nd Recon specializes in reconnaissance and surveillance, although its personnel are also trained in close quarters battle (CQB) tactics and other special missions. Language: English We are new, we are 2 guys starting up this new Unit. Missions will be played as Force Recon initially and be branched out later with 2nd Recon Bn Marines, Pilots, and Zeuses.
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We are a unit [WDB] who play servers and COOP missions together, looking to get more members to add to the combat effectiveness of our unit. Currently we are playing the Antistasi -Altis COOP mission with between 1-4 players, and ideally we'd like more people to join in with. In addition to this COOP, we also play on multiplayer servers such as 77TH JSOC (Roleplay Server), various Wasteland servers. and Altis Life. If you're interested at all, join our Discord: https://discord.gg/e7m74ZC And Arma Unit: https://units.arma3.com/unit/thewhitedingleberries
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Is it possible to have a password required for servers? Or integrate with steam friends list for invite-only sessions? I found the link to download the server files to run on my pc after not finding any already running but from what I can tell it is always publicly accessible.
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A friend of mine, that usually host Arma III on his own private server, LAN parties recently joined Argo. We do enjoy the game, but not so much the toxicity in the public servers. So he decided to change his Arma III to Argo LAN private server. All the other guest were able to join no issues at all, but me. Most of the time I get a message about waiting for the host to select mission, even if other players are already in. Server host and other players can see my name loggin in and inmedatly loggin out. Would really appreciate any guidance how to solve this.
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Is there a way to customize default loadouts or enabeling peronal loadouts when you host private match? The thing is that I want to play 1v1 or simply test weapons and tactics with my friends, but when I host new private match we can only use default loadouts with starting weapons. It would be great if I could just allow personal loadouts, so that we can play privately with weapons that we unlocked.
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23rd TRU is looking for a few more players for weekly special ops missions. We focus on challenging, teamwork oriented missions while taking out the boring parts that make up a true mil sim. Spots are limited but we will be hosting small recruiting missions this week in order to give players an opportunity to join us.
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