Search the Community
Showing results for tags 'public'.
Found 14 results
-
Frontline is a PvP mod that brings the same structured teamwork orientated gameplay found in games such as Project Reality, Squad and the Tactical Battlefield mod back to Arma 3. The aim is to create a set of realistic game mechanics and systems that puts the responsibility on the players to play as a team to win. The majority of the features of the mod will be very familiar to players of the aforementioned games/mods. Roles and squads Commander features and command structure Rally points and forward outposts Weapon re-balance, smoke and particle rework Defensive structures construction Vehicles and assets become available at specific player numbers. Medical system Custom suppression effects Squad radar Spotting system Heavily modified and enforced TFAR version 3D Interaction (Easier door opening, ladders and more) Vehicle Maintenance Freakishly simple 2-clicks-from-vanilla-arma-to-being-screamed-at-by-your--squadleader launcher. Excellent performance relative to other game-modes that have large player numbers Smooth and polished interface and systems AI fighters only for when the server is waiting for actual players to join But why is it called Frontline? Because we fight on the Frontline! Gone are the days of fighting over arbitrary buildings and locations, now territory is king. You decide what locations are tactically relevant the whole battlefield is your playground. Push the Frontline by taking and holding ground, the team with the most territory bleeds the other of tickets, the more territory the faster the bleed. The Frontline constantly updates and flows with the shape of the battle forces the teams to play together, communicate and fight in a realistic manner. Flank enemy squads to cut them off from reinforcement and supply, probe for undefended gaps in the Frontline and breakthrough. Timelapse 40x speed of a battle (youtube) Typical reaction of a player seeing the frontline for the first time At the moment the mod is played in conjunction with either RHS or Iron Front mods . The only place to play it is on the server run by the development team (this will change as the player-base expands). The mod and it's dependencies are available on steam workshop. If you have any problems installing please use the launcher we made. It's idiot proof. The steam workshop is there because people wanted it, and it works just fine, but we will only support/help people installing with the launcher. Details of the launcher in the second post of this thread and you can get it on the website. The server also uses CUP terrains, Kunduz and some custom terrains that are all in the mod pack delivered by the launcher. Teamspeak is mandatory because of the mod-integrated Task Force Radio, but even if you don't have TS, the launcher will help you install teamspeak, take care of all the TFR plugins, open the frontline teamspeak, put you in the right channel, open TrackIR if you have it, launch Arma, put you into the server, and make you a nice cup of tea just the way you like it.) We have a website here frontline-mod.com but nearly all interaction with/between the community is on the discord On the discord we discuss feedback, trash-talk and organize events and playing times. We play at specific times, we don't yet have the player-base to have spontaneous games so we set specific game nights to get bigger games with more players and combined assets unlocked. So yes the server is empty most of the time, and no that does not mean the mod is dead. Come to the discord to find the time of the next fight, but right now it is every Wednesday (RHS), Saturday (RHS) and Sunday (Iron Front) at 1800GMT. Some background on the development: The mod has been in development for several years now, starting with a sub-section of the dev team that developed Tactical Battlefield. The SQF coding is built on top of the framework made by the AAW team. The tech behind the Frontline itself is something entirely unique to this mod. A whole Python extension framework has been built from scratch just to be able to execute our Python code on the server that takes care of "capturing" the terrain and computes a realistic frontline based on the situation in the AO. On a side note: we're quite proud of how we implemented it. In fact, we're so proud of our ingenious tricks used that we're currently (early 2018) going to Python conferences and giving talks about the gamemode. Its pretty cool stuff and as the bonus of fantastic performance.
- 42 replies
-
- 10
-
- project reality
- arma 3
-
(and 7 more)
Tagged with:
-
Requesting usage of Virtual Garage as a new zeus functionality
TheRealAscension posted a topic in ARMA 3 - ZEUS
As we all already know, zeus is able to manually use the Arsenal functionality in-game to give specific infantry units specific equipment and kits, which is good. Unfortunately, for whatever reason, the zeus is unable to modify any values on vehicles. Many vehicles have a lot of variations with equipment like slat cages, or different Camo patterns. I am requesting that the "Zeus" mode in public servers gains an ingrained ability to go into the "Virtual Garage" when the zeus uses either the Arsenal module on a vehicle or a new type of module designed for vehicles. A lot of these assets are in the game but go completely unused, and it would allow for more creativity and game play value in-game. -
I do understand the use of the Virtual Arsenal. Testing stuff out. Looking through available stuff. But what use is the option for saving / loading loadouts in the vehicle section? I cannot load custom vehicle loadouts as Zeus to make these destinct. There are no vehicle arsenals where i could change the look of my car. Why is there then an option to save my grey Angara if i will never use it in a vanilla setting. Whats the use of it? There should be an option to load specific visual customization either as Zeus or as the player. I think there should be more stuff you should be able to save and customize. But sadly there is not even an option to use the vehicle loadouts.
-
What is EllmanOps: EllmanOps is a place where anyone can come play Arma 3 missions, the group is not a clan nor a unit so it will generally not go against milsim unit guidelines. There is no applications or unecessary hassle and all missions are hosted in a relaxed and casual environment. How to join a Operation: Head over to the Website. Join the Website/Make a account. Download the mods (Found under the Information menu tab) Go over to the Calendar and signup for your desired role. Show up to the Operation and play. Schedule: Missions are hosted twice a week. Thursday 20:00 GMT (3pm EST) Saturday 22:00 GMT (5pm EST) Mods: The mods used are typical milsim ones, such as ACE3 & TFAR + others to create a great experience. If you show up early then there will be assistance with mods and keys. Current missions theme: The current mission theme is "Vietnam". Links: Website Steam Group Discord TS3 direct join
-
Operation Ayahuasca 56th Recon Division and MERC Gaming group are hosting a open-to-public event. This event is a series of dynamic missions spread over 2 operational days. Organized combined arms will be utilized to achieve mission-specific objectives. Multiple missions will be run on each day, with organized breaks in-between to re-kit and change roles as needed. This event is intended as a recruitment for both individuals and other units to join us on our regular, private operations that are held weekly on Saturdays and Sundays. RSVP by the end of Friday Dec. 14th with which op dates you are interested in: https://docs.google.com/forms/d/e/1FAIpQLScKqkngrBimXwohBXlfdmI1_wzTw3akwkmACCZ6HDhR-tnMgg/viewform Primary Contacts: https://www.reddit.com/user/Treadstone56RD, https://www.reddit.com/user/MundaneMERC See also: mercgg.com, MERC Discord https://discord.gg/UUZXzd8 Event Dates: Saturday Dec. 15th, 2018 @ 5:00pm PST Sunday Dec. 16th, 2018 @ 5:00pm PST Event Requirements: TeamSpeak 3 Client Microphone Arma 3 Mods setup according to the modlist Op modlist: https://mercgg.com/arma3/56RDvR1.html TFAR should be set up and checked prior to op! Expectations: A basic knowledge of Arma Mods & TFAR setup Maturity & patience - disruptive players and/or groups are not welcome About us 56th Recon Division and MERC Gaming group have worked together for over 5 years. Having forged a strong alliance in Planetside 2, we have brought our friendship to Arma 3 and have been running joint operations over the past year. Now, we hope to find more players and/or groups that are looking to join in on our growing operations. Both 56th Recon Division and MERC Gaming group are recruiting Arma 3 players. For recruitment details of 56RD, contact https://www.reddit.com/user/Treadstone56RD. For MERC recruitment details, please contact https://www.reddit.com/user/MundaneMERC. Do you have your own unit (of any size) and want to come out to our regular events as a group? Contact https://www.reddit.com/user/Treadstone56RD or https://www.reddit.com/user/MundaneMERC for more information, or join MERC’s discord (look for this event’s channel!) https://discord.gg/UUZXzd8 REMINDER: Event dates: Saturday & Sunday, Dec. 15th & 16th @ 5:00PM PST RSVP by the end of Friday, Dec. 14th with which op dates you are interested in. RSVP Link: https://docs.google.com/forms/d/e/1FAIpQLScKqkngrBimXwohBXlfdmI1_wzTw3akwkmACCZ6HDhR-tnMgg/viewform Contacts: https://www.reddit.com/user/Treadstone56RD, https://www.reddit.com/user/MundaneMERC, https://discord.gg/UUZXzd8
-
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.
-
Hello there! Ever since I bought Arma 3 many years ago I have fallen in love with the game. As of the recent DLC Tanks, I’m sure you all have been given a ton of flak for some of the decisions made but I would like to voice my concern as well and give some light on what the players are saying. As you know, in the past Public Zeus has been extremely popular up until the update which has removed the much loved debug console. I understand the reason for its removal was because of abuse from players but the advantages far outweigh the liabilities. Many of us, myself included, are very familiar with the console commands and most of us use the console to make the missions so much more immersive as the game was meant for. The console allows the Zeus and the admin to work together to make some of the most amazing missions I have ever been apart of. Again, the abuse of the console was a serious issue. However, Most of the bans that players received were due to those players ruining the mission for everyone else. Additionally the server bans that I issued were only for players who were being ugly to everyone else and again sabotaging the mission for no reason. Despite the fact it was a server ban, regardless of the commands issued through the console, once the mission was restarted, all console effects, no matter what they consisted of, were lifted and deleted, making the server brand new again. I am mostly composing this message to ask you all to bring the console back to us as the public Zeus servers are now desolate without it. Additionally now that the console is gone, there is now way to remove players apart from the kick feature given to the admin which still allows them to return as much as they want. This became a major issue when the offending players continued joining back non-stop and eventually ruining the mission weather it be join under a different name to disguise themselves or just joining so many times the admin was through dealing with it. Players who are just there to ruin missions are a major issue for us and the console allows us to deal with them and keep the mission fun for everyone else who is just here to play the game. I ask that you take my post into consideration and return the console to us so we can make public Zeus a fantastic mission making game mode that it used to be! Thanks, Loyal Arma 3 Player
-
- zeus
- multiplayer
-
(and 1 more)
Tagged with:
-
Since, as far as I am Aware of, ArmA 3 Admin Debug Console has been deactivated for every Public Community Server, People who actually take the time to do Public Zeus, are in a pretty bad Situation right now. With the Debug Console disabled, many Things are missing. That would be, and just some of them: No ability to let Units surrender anymore. No Virtual Arsenals (the ones where you don't have to manually select everything) Many more Modules missing. Look, I understand that the Debug Console got abused heavily by some People. But I don't want it back. I want a massive update to Zeus, perhaps fully integrating the Ares/Achilles Mod (unsure which one is better, I usually only Public Zeus), but from what I've seen in Videos and such (and also a personal test some time ago, with one of them), which was so much easier, and so much more fun to use. Look BI, I'm unsure if you'll read this thread, or even do anything. But if you do, me and many other Public Zeus would love you. It would also make potential entry for new guys, when they join a Zeus Server as Infantry, way more fluid, and easier to understand. Adding all this would definetly also make Public Zeus more popular. So if you would do so, probably think of adding a few more Servers, so there is actually a Chance for People to make Scenarios. Also please, just add everything from the Ares / Achilles Mod, if it is in your own Code, or if you just take it from the Workshop. Or atleast add the good modules to it, stuff like adding your own compositions, both in AI and Buildings etc.
-
Hey, I've been gone for a long time and I can't find the Zeus debug console when playing in the public Zeus slot. I am already a voted admin in the public Zeus server but there is no debug console when I hit ESC, even if I have Admin Debug Console enabled in parameters. How do I fix that?
-
public zeus slot on dedicated server not working
Tyl3r99 posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
Hello right ive been able to do the zeus for #AdminLogged however i also want to try and get a slot active for a member of the public without admin rights. ive tried the classic variable name job but that actually doesn't work. I know there is the GUID but im not going to know a random member of the public's UID. it works on the editor and local host but not dedicated. any ideas? thanks in advance ps. I am using TADST tool and the arma 3 server tool. and the curator mod is ticked -
Please when ever i play on a server my own or somebody else's server and you leave you lose everything so either make it possible to save your stuff or remove multiplayer because then i don't see a purpose to multiplayer.
-
[EU] AhoyWorld Enhanced - Public Modded Tacsim
AhoyWorld Outreach posted a topic in ARMA 3 - SQUADS AND FANPAGES
Welcome to AhoyWorld! Who are we? AhoyWorld Enhanced, or AWE, is one of several Arma servers of the AhoyWorld community, creators of Invade & Annex. As a public server, we offer a modded, custom dynamic co-op mission running 24/7 inviting everyone to drop by and say hello! Additionally, there are frequent events and game nights open for all to attend, created by staff and volunteering community mission makers. What do we do? AWE aims to bring fun to an organised manner of tactical gameplay. Our roster is open for everyone to pick any available role and be put under the wings of competent leaders -- or take up the role of command themselves! You’ll be playing alongside like-minded members of an open community that strives to bring realism and cohesion forward into each mission. Daily dynamic gameplay on a dedicated server with TeamSpeak integration No rank structure; everything is public Cohesive platoon-based action with an established CoC Whether spec-ops, para-drops or combined arms assaults, we do it all Focus on teamplay and coordination Welcoming atmosphere Newcomer-friendly! For a preview of how we operate, check out our media distribution centre! AWE Media Distribution We also host accompanying events such as dedicated training sessions for those interested in advancing their skills, or a more milsim-style server running a weekly ALiVE campaign. Which mods are there? Chiefly, we use RHS, 3CB & MGP for our equipment, ACE for our realism and TFAR for our comms structure. There are a number of other gameplay-enhancing mods for you to explore, including a selection of terrains for daily play as well as scheduled events. Our modset aims to contain as little bloat as possible, but it’s still full of content! What should you bring to the table? A positive attitude and open mind for a variety of playstyles Enjoyment of organised, semi-realistic gameplay Ability to listen to a chain of command A microphone and presentable English That’s all we ask of you! Interested? Head on over to http://www.ahoyworld.net if you want to find out more and join us. We have a Steam group as well as several social platforms, and an active Twitch stream! TS: ts.ahoyworld.net Any questions are welcome in here, as PM or directly on our forums. We hope to see you soon! Cheers AhoyWorld Outreach -
Play with, or go up against, Arma 3 developers this upcoming Wednesday, starting from 09:00AM UTC. Led by our Sandbox General, Lukas 'Ghostone' Haladik, a number of devs will be playing 'Harbour Games' - a scenario we're using internally to test MP. How to join? We'll post/tweet the server name and password on the day itself. For more details, and live updates, be sure to attend the official event on Facebook. See you on Altis! Edit: Remember to play on the default Arma 3 branch on Steam if you're interested in joining tomorrow Edit 2: We've started! Servers: Play with the Devs: Harbour Games #1 Play with the Devs: Harbour Games #2 Password: doubleTheFun We'll do multiple sessions throughout the day. If you'd like to spectate, you can follow wUFFii's Twitch.tv livestream here: http://www.twitch.tv/wufii Edit 3: The final MP session just ended. Thanks everyone for participating/watching!
- 49 replies
-
- arma 3
- developers
-
(and 4 more)
Tagged with:
-
anyone know how to find a flat aera the sze of x for example a 100x100 m area. iam working on some dynamic compositions and i'am having trouble finding large enough areas for them.. also if i could find a flat level area that would be even greater also if its possible to avoid roads and other buildings.. iknow i'am askimg for alot but you think its possible, and if so, how??
- 9 replies
-
- arma 3
- developers
-
(and 4 more)
Tagged with: