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Found 26 results

  1. Last content update: 6/13/2018 showing how to use the radius for addAction, using params instead of select, adding to arrays with various commands, altering arrays with various commands, get/setUnitLoadout Last content update: 6/10/2018 going through config files and getting details to sort what you want, using radius with addAction, params, and altering arrays with resize, pushBack, pushBackUnique, set, and append and going over to assist with resize count. Last content update: 5/27/2018 added GUI tutorial for how to make a weapon selector using cfgWeapon Last content update: 5/24/2018 added sector control tutorial Last content update: 5/21/2018 This is my arma 3 scripting tutorial series which is aimed to help both people getting into making their own scripts with fairly detailed simple tutorials as well as for the intermediate person looking to create their own features for their missions. The plans for this series is to almost fully cover everything behind the arma 3 missions that people play on a daily basis and have enough content provided in the videos where people can go off and make their own vision for their mission with the knowledge gained. Most of these videos are made on the fly at 1AM-4AM without any pretesting which should give someone the idea of what goes into finding syntax errors and narrowing down a bug that's causing your feature to not function properly. It is also an excuse for you to cut me some slack if you see mistakes :) . A lot of these tutorials are made with multiplayer in mind since I think most people want to play their missions online with their friends(which is why publicVariable has been utilized so much so new people can get a good grasp on the power those commands have). New videos are added to the playlist almost every day so if your stuck with something, maybe it has been covered in a video. If you have any requests on what you would like to see made then please suggest it here. topics covered so far Scripting tutorial playlist Database tutorials with INIDBI2 playlist GUI/Dialog tutorials playlist
  2. Current Version: 2.12.0.1056 Latest Release Date: 2023-10-17 Current TeamSpeak 3 Support: 3.6.2 ACRE2 The Advanced Combat Radio Environment Introduction ACRE2 is a full fledged communications suite for Arma, allowing realistic radio and voice communications through Teamspeak 3. The original ACRE released in the Summer of 2010 set the bar for communications in the Arma series and allowed what was once the tedious and long task of organizing Teamspeak or Ventrilo channels, with multiple whisper lists and no direct communications between groups, to be reduced to a natural implementation in a single Teamspeak channel. All players are able to speak with each other directly or use in game configurable radios to communicate at longer distances providing unparalleled immersion in the Arma series. ACRE2 takes what ACRE1 pioneered to a whole new level. With increased performance and stability ACRE2 provides and even more immersive communications experience for the Arma user. Direct voice communications has had a complete overhaul and introduced new features such as occlusion from the environment, including vehicles and buildings, as well as multi-channel audio, allowing voices to be heard from multiple sources. A new virtual language feature in the Babel System allows mission makers to designate "languages" to certain players, making those that do not speak the same language indecipherable. This presents a multitude of gaming scenarios including player translators (Babel allows multiple languages per-person) and enemy communications that are unable to be understood. The core feature of ACRE has always been radios though, and that has undergone major improvements in ACRE2 as well. A new, extremely powerful and modular distributed data system allows for a whole manner of new features to be simulated in a robust and reliable way, and powers the most realistic real time radio simulation released in either the civilian or military market. The new data system is designed to support large numbers of radios, in a JIP compatible and persistent world setup, as well as allowing for the future implementation of highly advanced features such as data event logging and radio replay ability. While the public beta only implements two functional radios at the moment the robust and well documented framework allows for rapid prototyping and easy implementation of new radio systems by ACRE as well as the community at large. The entire system is implemented in a way to maximize commonality with current Arma modding practices, going so far to even allow individual sounds of the radios to be modded by the community or any other feature. Requirements ACRE2 requires the latest version of TeamSpeak 3 be installed (either 32-bit or 64-bit), as well as the Community Base Addons (CBA) for Arma 3, which is available on Steam or on GitHub here. Download Traditional Download: https://github.com/IDI-Systems/acre2/releases/latest Steam: You can now find ACRE2 on the Arma 3 Workshop. Our content is published under the name ACRE_Team Installation Instructions & Troubleshooting: https://acre2.idi-systems.com/wiki/user/installation ACRE2 Release 2.12.0 ACRE2 Release 2.11.0 ACRE2 Release 2.10.0 ACRE2 Release 2.9.1 ACRE2 Release 2.9.0 ACRE2 Release 2.8.0 ACRE2 Release 2.7.4 ACRE2 Release 2.7.3 ACRE2 Release 2.7.2 ACRE2 Release 2.7.1 ACRE2 Release 2.7.0 ACRE2 Release 2.6.4 ACRE2 Release 2.6.3 ACRE2 Release 2.6.2 ACRE2 Release 2.6.1 ACRE2 Release 2.6.0 ACRE2 Release 2.5.1 ACRE2 Release 2.5.0 ACRE2 Release 2.4.2 ACRE2 Release 2.4.1 ACRE2 Release 2.4.0 ACRE2 Release 2.3.0
  3. DESCRIPTION: This is a script which enhances the in-game VOIP by adding radio effects when communicating with other players, while factoring distance during transmissions. No mods or third-party programs required. Setup is easy! VIDEO: (Very outdated, will recreate soon™️) SCREENSHOTS: FEATURES: Doesn't require any mods Doesn't require any third-party programs Script will initialize only if TFAR & ACRE2 aren't enabled Tiny file size (130 KB) No performance impact Admin/clients don't have to download anything to play your mission No custom files; AFAR reuses all Arma content Adds interesting depth to VOIP, which it has lacked for so long Using VOIP in-game will broadcast radio noise to friendlies with a radio within radio range Players not in range cannot hear you or your radio noise Incapacitated / dead players cannot use radio (Optional) Compatible with land, sea, and air vehicles Compatible with Arma's End Game respawn templates Compatible with Arma's End Game Spectator Compatible with Arma's Dynamic Groups Compatible with Zeus Easy to configure with the "AFAR\CFG.sqf" In-game radio interface includes options to customize settings locally More information in the "ReadMe.txt" TO DO LIST: Voice clipping due to signal interference Release a separate standalone mod version KNOWN BUGS: (Upcoming Change-Log) High ping players, server, or desync can cause code delays AFAR's displayEventHandlers are paused for client, while a display other than 46 or 312 is active CREDITS: • Phronk: Script Creator • Bohemia Interactive: Radio model, audio, animation, and BIS_fncs CONTRIBUTIONS: • Dedmen: Added important VON script commands to Arma 3 • DirtySanchez: Helped organize functions • Metalman [EXP]: Helped optimize code initialization TESTERS: • Genesis92x • Harris • LightHouse • MorpheousMike • Moser • newgen • PRYMSUSPEC • Task Force Ronin INSTALLATION: (03SEP2021) - v0.98 Download Link (Google Drive) Download Link (Steam Workshop) Download Link (Armaholic) CHANGE-LOGS:
  4. Hi, I make custom radio channel and it's working fine but player is excluded from it if respawns. Habib and alpha are units with same variable names. _channel = radioChannelCreate [[0.73, 0.24, 0.11, 1], "Habib Channel", "%UNIT_NAME", [habib,alpha], true]; missionNamespace setvariable ["Habib Channel",_channel]; habib customChat [_channel, "Hey American. Do you hear me ... shaitan radio ..."]; alpha customChat [_channel, "We can hear you Habib. Were are you?"]; habib customChat [_channel, "I am in Old City, next to the crane."]; alpha customChat [_channel, "OK, Habib, we will contact you soon."]; in onPlayerRespawn.sqf _channel = missionnamespace getvariable "Habib Channel"; _channel radioChannelAdd [player]; Player is not receiving any messages from the custom channel after respawn.
  5. Hello everyone, I've been thinking about implementing some sort of AI radio chatter based on AI generated voices (for my future maps). I'm fairly new to ARMA scripting but so far I've found it pretty interesting. My plan is to convert some text to voice via any of the numerous voice AI generators available, and then to use it with the Conversations system/framework to give indications or to notify the player about some scripted events, for example. I prefer this alternative to recording my own voice since I'm not the most expressive human being 🙂 and my microphone is not the best. So far I've found an easy YouTube tutorial for creating a basic conversation between AIs, but only for natural voice (with no radio effect). My only issue is that I have no idea how to implement the radio chatter effect. I haven't yet found an AI voice generator which also applies specific effects to the generated voice. Does arma provide any tool for applying this effect or do I have to manually edit the natural voice, in Audacity for example? Also, is it mandatory to have an actor in order to "emit" a voice/radio chat?
  6. Using @rebel12340 's Radio Jammer script, I wanted to add a little life to them. I updated to his latest version and made it much easier to use them mid-mission with any Zeus: Again, all credit to @rebel12340 for his work, I made 0 edits to his script, just added the effects and Zeus function. You can grab Rebel's original script here: You can download everything from here: https://github.com/phoenixdowngaming/Xians-Scripts/tree/master/Radio_Jammer Inside the Init of your Zeus Module: this addEventHandler ["CuratorObjectPlaced", { params ["_curator", "_entity"]; [_entity]execVM "RadioJammer\jammer_Check.sqf"; } ]; RadioJammer\jammer_Check.sqf: private _jammer = _this select 0;//the jammer if (typeof _jammer == "Land_DataTerminal_01_F") then //check if the object Zeus placed is a Data Terminal aka Jammer { [_jammer,3] call BIS_fnc_dataTerminalAnimate;//Animate the jammer to be open and "on" [[_jammer]] execVM "RadioJammer\TFARjamRadios.sqf";//activate Rebel's radio Jamming script, ALL CREDIT TO HIM FOR THIS, I MADE 0 EDITS TO HIS WORK _jamPos = getPos _jammer;//get the position of the jammer _jamSource = "Land_HelipadEmpty_F" createVehicle [0,0,0];//create an invisible helipad to use as our sound source _jamSource setPos _jamPos; _Zeus = allCurators;//get a list of Zeus's incase multiple are being used {_x addCuratorEditableObjects [[_jamSource],false ];} forEach _Zeus;//make sure to add the helipad to Zeus incase he wants to move or delete the jammer after its been placed _jamDamage = getDammage _jammer;//in order to loop the sound, I chose to use a damage check [_jammer,["Shutdown Jammer","RadioJammer\jammer_shutdown.sqf",[_jammer,_jamSource],1,false,true,"","_this distance _target < 3"]] remoteExec ["addAction",0]; while {_jamDamage < 0.10} do { [_jamSource,["jammer_loop",25,1]] remoteExec ["say3D",0]; sleep 3; }; //this while loop checks the damage of the jammer every 3 seconds. apparently it can't be shot or blown up so we apply the damage manually in the shutdown script which ends the sound effects }; RadioJammer\jammer_shutdown.sqf private _jammer = _this select 0; //The Jammer device itself private _jamsource = nearestObject [_jammer,"Land_HelipadEmpty_F"]; //the sound effect source private _jamDamage = getDammage _jammer; //the jammers current damage deleteVehicle _jamsource; //stops the sound regardless of loop or length of sound effect _jammer setDamage 0.75; //set damage, can be any value really but I chose 75% [_jammer,"green","green","green"] call BIS_fnc_DataTerminalColor; //change the colors from red to green to let player now its "safe" [_jammer,0] call BIS_fnc_dataTerminalAnimate; //animate the box to Close, giving visually feedback to the player [_jammer,["power_down",25,1]] remoteExec ["say3D",0]; //play the power down sound effect directly from the jammer itself player setVariable ["tf_receivingDistanceMultiplicator", 1]; //variable used to turn radios back on player setVariable ["tf_transmittingDistanceMultiplicator", 1]; //variable used to turn radios back on }; Description.ext enableDebugConsole = 1; respawn = "BASE"; respawnDelay = 5; //This is the section that is most important. All the sounds are 'declared' here to be used in game class CfgSounds { class jammer_loop { name = "jammer_loop"; sound[] = {"\sound\jammer_Effect.ogg", db+2, 1}; titles[] = {1,""}; }; class power_down { name = "power_down"; sound[] = {"\sound\power_down.ogg", db+6, 1}; titles[] = {1,""}; }; }; 1 Known Bug so far: I've had a few people tell me that the sound effect is very low which is odd because on my machine, its loud. A quick workaround/fix is to just turn up the db+# in the description.ext to a higher number and that should get it working Any questions, suggestions or feedback, let me know! I learned most my scripting knowledge back in Arma 2 so if its old or if anything can be done an easier/better way, I'd love to know about it!
  7. I've been working on a little something and discovered the function BIS_fnc_kbTell which makes conversations so much easier. I thought .bikb files were barbaric until I discovered this function, now it's a breeze to just throw down some audio/lip files and let it do its thing. However, there is one caveat. The normal radio channels, for discussion within vehicles, are not up to what I want. If I set it to vehicle chat (which is the default if you're in a vehicle), it will only display unit names if the unit is passenger. If they are a function seat (which includes FFV), it will display their seat name (see fig 1). This is really annoying since I'm using the CUP Huey which, on the transport, has FFV seats on the sides, meaning my team is split up into displaying as their actual names and as the seat they're occupying. I've tried to make a custom radio channel to use for it, but despite the wiki saying otherwise custom channels don't seem to work with the command (putting in the string name of the channel will make the internal function throw a hissy fit and putting in the id will say "Not expecting number"). Is there any other way I can force the game to use unit names ONLY? Also, for the record, I tried direct chat but it was far too quiet. Even a unit sitting less than 3 feet away was practically silent. Fig. 1: Problem Example
  8. Flash-Ranger

    Radio Arma

    Web : http://radioarma.com Mail : contact@radioarma.com Hosts : Flash-Ranger, Syhrus What is Radio Arma ? Radio Arma is a project initialised between Stef, Flash and ArmaHosts. We aim to release weekly interviews, podcasts and news about what is happening in the Arma 3 community. Bohemia Devs, Modder, Youtubers, Units, we provide you with all the latest information on the insides of the community. Episodes :
  9. Arma Project – is a player community that was created for hosting team-based tactical games that imitate real-life armed conflicts through the use of modern technical means. The project aims to achieve interesting, tactically coordinated plays of already created missions. One life per mission, first-person only, no bots, realistic camouflage, armament and vehicles. Main event – Arma Project Games (APG) runs on Fridays and Saturdays from 21:00 Moscow time (GMT+3). Games run on their own assembly of mods for ArmA 2 Operation Arrowhead, based on Advanced Combat Environment 2 (Complicates ballistics, adds many weapons, equipment, artillery, etc.), many additional islands (Napf, Winter Cherno and Vostok, Caribou, Emita, Fallujah, Fata , Isla Duala, Franken, Zernovo, Isola Di Capraia, Lingor, Celle, Panthera, Queshkibrul, Sahrani, Thirsk, Spritzisland, etc.), many additional mods (RHS, weapons, vehicles, uniforms, various features, etc.), and also a radio exchange mod. The game on the project is very different from vanilla ArmA 2, adding realism, simulator and complicated model of ballistics / weapons / equipment. Arma Project Games (APG) There are 2-3 missions for 100-220 slots; confrontation between two sides (red and blue), which consist of 3-8 detachments with their own commanders and structures; the parties prepare in advance for the mission: they plan their actions, arrangement, tasks, etc. Each mission takes between 30 minutes and 2.5 hours. TeamSpeak: ts.armaproject.ru It was originally a Russian community, but recently we present the English version of the ArmaProject! Translated information about the project, game installation, short rules, Steam guide and community, forum interface and home page. Przewodnik dla początku gry na polskim (Polish guide) An non-Russian section of the forum has been created for communication. TeamSpeak has translators to answer questions and guide you through the game. We look forward to new players and your feedback!
  10. I've been working on this all day and it's finally done. Nothing big, but it's a nice detail :P I'm going to add more Animations and improve the UI at a later date. Radio Animations for Task Force Radio & Advanced Combat Radio Enviroment 2 Release 1.2 Changelog on Steam Features: -Performing Gestures while transmitting over Radios from Task Force Radio & Advanced Combat Radio Enviroment 2. -3 different Animations that you can choose from. Screenshots: Download: For Task Force Arrowhead Radio For Advanced Combat Radio Enviroment 2 Upload on Armaholic is allowed. Credits: License:
  11. So I'm trying to test out the kbtell command to use dialogue in missions, but I've hit a wall. Everything appears to be working, I'm not getting any errors, but the first subtitles play, the sound doesn't, and nothing else happens. bikb file script file Is there something I'm doing wrong? Thanks in advance.
  12. Been looking up some radio protocol for airstrikes.Found a couple of interesting links.- https://imgur.com/gallery/pXiXv https://fas.org/irp/doddir/dod/jp3_09_3.pdf https://www.popularmechanics.com/military/a7323/how-it-works-a-us-military-airstrike/
  13. GF Vehicle Radio chatter script by GEORGE FLOROS [GR] Description: GF Vehicle Radio chatter script , configurable script. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Vehicle Radio chatter script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/Notes: Notes: Configurable Script. You can display Custom or game's default sounds, select distance from vehicle and repeat time. The radio is disabled for the civilian vehicles and there is available an exclude list. It is working on any type of vehile (Landvehicle,Tank,Air,Ship). It is working also for the spawned vehicles. Credits and Thanks to : 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 . Special Thanks to : @tpw https://forums.bohemia.net/profile/762937-tpw/?do=content&type=forums_topic&change_section=1 For helping , with sharing part of his mod / script . @TPW MODS / tpw_radio https://forums.bohemia.net/forums/topic/154944-tpw-mods-v20180630-enhanced-realism-and-immersion-for-arma-3-sp/ Changelog: v2.0 Reedited code. Added a Mod version ,possible to unpack and edit. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40143 Armaholic download GF Vehicle Radio chatter script
  14. Fly Tanoa Air is a flight SIM-u-LITE scenario with dynamic missions and aircraft features. What's new: (changelog) Steam Workshop Flying aircraft in ArmA III is difficult. It takes a lot of practice. Right when you think you've got it, you realize how much more there is to learn. Just dropping an aircraft into an empty scenario is fine to start but that gets boring and, as a pilot in training, you need something more compelling to keep logging more hours. Fly Tanoa Air provides a fun and re-playable scenario in which to practice your skills. This download is compatible with APEX game version 1.7 and higher Drive Link Download : Fly Tanoa Air 0050 Check out the new mission maker designed with the FTA framework New Live readMe file Check out the [FTA] guidebook, FTA Dev Topic Challenges Features Control Description Images: Videos (new): THANKS to everybody at: Bohemia Forums Check out our Patreon page Ascina Illustration & Design ArmA 3 Nexus mirror Arma Public License No Derivatives (APL-ND)
  15. Hello, I do a little solo mission editing, and I would like to know if it was possible to go through a radio to request air support, logistics etc. etc. Exactly as UNSUNG does, but for ARMA ACE3. I would like the same thing as on this video: https://www.youtube.com/watch?v=tiKp2cRy65o Is it possible ? (sorry for my English if there are mistakes, I'm French) Cordially.
  16. Hi Community, As I was replaying the Air Superiority Mission from the East Wind Campaign I was wondering myself about the Callsigns on the map: https://imgur.com/a/5UsgqJx My mouse is hovering over the Squad named "Golf". Now as you can see it is the first squad commanded by Sgt. Cooper but that Helicopter that should pick you up is called Golf 2-2 in the Radio? Can somebody please explain me the numbering system of markers and how units respond in the radio? Thx in advance, Mister GTX
  17. I am making a mission where there will be custom sound dialog happening between multiple characters, including the player. I can effectively create custom text radio messages, but I want sound files to be played as well. Specifically, I am looking to achieve the Vanilla Arma 3 radio sound effects that are produced (i.e, the radio sound distortion, and play while the character is saying it in proximity. Exactly like the way orders are given in Vanilla Arma 3.). I have tried all the solutions present on the Wiki and other pages, and none of them worked. I keep getting an error message saying that the message is not found, when it is clearly defined in the appropriate places.
  18. I can't find radio of ACRE2 in arsenal after update v2.5.0.968. I'm using my own addon with xla_fixed_arsenal. Plz help me. This is my addon's script code. #include "..\SG_arsenal_list.sqf" params ["_player"]; ["arsenalLoadingScreen", "장비 설정창 불러오는 중"] call BIS_fnc_startLoadingScreen; ["Preload", true] spawn xla_fnc_arsenal; waitUntil {!isNull player}; [_player, true, false, false] call xla_fnc_addVirtualBackpackCargo; [_player, true, false, false] call xla_fnc_addVirtualItemCargo; [_player, _SG_whitelistRadio, false, false] call xla_fnc_addVirtualItemCargo; [_player, true, false, false] call xla_fnc_addVirtualMagazineCargo; [_player, true, false, false] call xla_fnc_addVirtualWeaponCargo; [_player, _SG_blacklistBackpack, false, false] call xla_fnc_addVirtualBackpackBlacklist; [_player, _SG_blacklistItem, false, false] call xla_fnc_addVirtualItemBlacklist; [_player, _SG_blacklistMagazine, false, false] call xla_fnc_addVirtualMagazineBlacklist; [_player, _SG_blacklistWeapon, false, false] call xla_fnc_addVirtualWeaponBlacklist; ["arsenalLoadingScreen"] call BIS_fnc_endLoadingScreen; ["Open", [false, player, player, false]] spawn xla_fnc_arsenal; closeDialog 0; Thank you for reading.
  19. atchodas

    Radio Tower

    So i was wondering does Radio Tower always spawn somewhere in the map or doesnt it ? Only once in plenty of runs i was able to find Radio , currently im settling in on 3rd island with a tent and did fair share of walking trough forests but havent found it yet , i already found 3 helicopter crash sites and abandoned shack in the woods on current map
  20. Hi. How can I send some audio message in group channel, like "Get in that vehicle"? Edit: I mean just play a sound, no groupchat or action.
  21. Christenson HHD

    Chat system

    Hi everyone! so I am trying to make a new chat system for some sort of roleplay, What I need is to make a system where I write in the chat /Laugh and then it says: my name " is laughing" Something like this picture: http://prntscr.com/fzjfif -Chris
  22. Hello, my question is : Is it possible to delete a respawn point OPFOR when a BLUFOR go into a trigger, I know how to create a respawn point with a trigger but I don't know if it's possible to do the reverse Thx for your help, And sorry if my English isn't good :/ PS: A second question : How to reserve a radio to the BLUFOR et an other to the OPFOR (For example; Alpha for BLUFOR et Beta for OPFOR) In other words I don't want that the Opfor use the radio of the Blufor ^^
  23. Hey! I've been trying to add compatibility between the OP4, BLUE4 as well as GREEN4 radios using the TFAR mod. Looking at NKEY's (Author of TFAR) website I came up with this: /* NAME: TFAR_Compat_fix.sqf INIT: execVM "tfar_combat_fix.sqf" */ _Encryption = tf_west_radio_code; tf_guer_radio_code = _Encryption; tf_east_radio_code = _Encryption; It should find the encryption code of BLUE4 and set it as the code for GREEN4 as well as RED4, however this doesn't work. Tested on dedi btw. If anyone have any info regarding this or could offer any help that'd be greatly appreciated. Thanks! :)
  24. I'm working on a mission that doesn't have re-spawns and designed for quick firefights. My intention is to design a mission for a dedicated server with the following: If all Blufor (players) are killed, failure If time runs out, failure If all Opfor units are killed, victory Notify all players (even dead) when there is one player remaining Notify all players (even dead) when there is one enemy remaining have the same number of units and type of unit on the enemy side, i.e. 1 autorifleman blufor and 1 autorifleman opfor (shown in the initServer.sqf is already working) My experience with multiplayer scripting is limited and I'm struggling to understand why it works in local hosted multiplayer (as the host alone) but not on dedicated servers, issues include: After starting the operation using the action (see flowgraph) the LastMan.sqf will start running immediately, even with 2 blufor players Server, after starting the operation using the action, will stop updating unit positions and AI will not react. All players except yourself are running in place, coupled with sudden spikes in framerate loss when initially activated and unable to kill enemies. Enemies don't react to being shot or standing directly in front of them even. this problem isn't present on the locally hosted Possibly an issue of the server ending the mission locally but not for clients (just a guess)? Mission must still be working enough to continue the countdown timer, mission fails properly when timer reaches zero Maybe I should be getting rid of triggers entirely? But it always seemed like they synced across multiplayer better Using the trigger and (count Thislist < 2) is that when all remaining players enter one vehicle, it counts as one unit and starts the trigger Tried using setting the triggers to server only and using Bis_fnc_MP but led to the mission immediately ending upon starting the operation action Code Flowgraph Mission Source https://drive.google.com/file/d/0B85GbOCq33caWlhHNW1KcENzV00/view?usp=sharing Thanks for the help on this issue
  25. I have a static radio which I would like to play music I added. I searched around, but I can't find anything that works in Arma 3. What is the best way? -I have 13 .ogg files (music) -I would prefer an option to turn the radio on or off. -Music should sound only from the static object.
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