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Tactical Satellite Feed By Leopard20 Warning! This mod is outdated and has lots of issues! Please wait for the update. Trailer: Screenshots: Brief Description: Tactical Satellite Feed is an all-new mod for ARMA 3 that brings a "Door Kickers" style of gameplay to your single-player missions. _______________________________________________________________________________________________________________________________ Long Description: Hello everyone! If you're a single player fan like myself, you've definitely noticed how incomplete and unreliable the AI movement is. They may not follow the exact path you want, or even worse, not move at all! Just put a couple of units on top of carrier or ship in the Editor, you'll see what I mean! 🙂 This mod, Tactical Satellite Feed, is designed to work around this exact problem. But that's not all there is to it! When I saw the potential for new features, I decided to make this mod look more complete, to the point that it's now a multi-purpose mod! This mod is inspired by such games as Door Kickers, Tom Clancy's game series, and of course the mod C2 Command & Control by our very own Mad_Cheese! Without further ado, let's jump straight to the mod features! I recommend that you watch the trailer first to get an idea of how the mod works and familiarize yourself with its mechanics. Features: - Top-down view of the battlefield. - Easy to use; simply draw paths using mouse - Set up anywhere and anytime with just a few clicks - Automatic path correction; minimizing micro-management - Move units on any surface and terrain, including ships/carriers. - Complete AI movement override; get them to do whatever you want! - Various functions, including: . Watch direction . Change stance . Engage targets . Mount vehicles . Go-codes . Sync movement . Supports Enhanced Movement by Bad Benson . Path recording; player records path for AI to follow . Fog of War simulation; unknown enemies become hidden Usage Instructions (MUST READ): The manual is already included with your download. Notes: Known Issues: (Likely) FAQs: Warning!!! This is a preview release! Expect lots of bugs! Use the mod at your own risk! Download: GitHub (always up-to-date) Armaholic (updates with delay) Source code: https://github.com/leopard20/Tactical-Satellite-Feed Installation: Credits and Thanks: @mad_cheese and @bad benson for the Enhanced Movement functions! Requirements: Community Base Addons (CBA)
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syncing object position on dedicated [SOLVED]
dlegion posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
hello guys, i've an apparently simple problem that i cannot overcome... on dedicated server, i have a object ( Land_Bunker_01_tall_F ) named B1 that i need to move at some point, but being a building players can be inside, so...because i really have to move that specific object, and i dont want players to see it disappear in theyr screen, i imagined some sort of "replace".... so i placed a second object equal to B1, (lets call it B2), gived it the same rotation and position of B1 with this setDir (getDir B1); this setpos (getpos B1); and before move B1 i scripted on server this command: init.sqf: B1move = { B2 setpos (getpos B1); }; ////////////////////////////////////////////////////////////// moveB1 script (relevant part): null = [] remoteExec ["B1move",0,true]; uiSleep 9; B1 setpos _NEWposition; i would expect that B2 is placed exactly at same place as B1...for all clients too being it remoteexec ! but sadly it seems there is a sync problem, because sometimes B1 is moved before B2 is in place (and it have a delay of 9 seconds!!!), sometimes B2 is placed before move B1 but its not in same place, causing horrible glitches... i really dont know what else to do. i just need to exactly match the B1 and B2 position (and orientation, inclination ecc...) and make B2 move in position before B1 is moved away! thanks for any help guys ! -
Sync vehicle to ModuleRespawnVehicle_F after createVehicle
Ronald posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I have a mission, made in the 3den editor, with multiple helicopters all synced to a RespawnVehicle module (ModuleRespawnVehicle_F ) with the name chopperRespawn. While playing the mission (MP) I want to create helicopters. I do that using createVehicle. The question I have is, how can I sync the created helicopters to the chopperRespawn? I'm quite new to sqf-scripting, so an example will be greatly appreciated. :-) Thanks!!- 2 replies
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- modulerespawnvehicle_f
- sync
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Hi, looking for a scripter to solve this Flowchart Theoretical Framework', via use of scripts. I am a videographer, not a scripter or anything technical. Basically, using what apex has given us, have put down a load of modules and triggers in a planned manner, all related around tasks and briefings, along with scripts within triggers filling in the gaps which will make the changes when certain conditions are met. The hypothesis is that these modules should be able to add up/correlate so an objective can either be completed or failed, with the (missing) script in triggers making the missing links. Why do i not do it? Because 1) Not a scripter 2) It would take me a decade to crack it If you take it on and crack it; - include a 'noob' definition of how it works - Add me on steam - Will give you credit in my video for theory, with possibly more rewards Check the link for a image of the theory, along with mission.sqm https://www.dropbox.com/s/e4kc066vn329dsz/Theory.png?dl=0
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- flowchart
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Hi, I got some dramatic trouble with daytime. When jip, all PCs (hosted server + clients) are thrown to JIP daytime (reset at mission start) instead of the contrary. Environment: MP mission hosted, time multiplier as parameter in description.ext (class params), daytime also as parameter in description.ext. Mission starts at morning, no problem, all players sync for daytime. time multiplier for 4 hrs == 1 day. one player quit the game (at night time), then come back soon (JIP) All players (server hosted incl.) are now at morning daytime like when mission starts! I figured out JIP was sync to server in a couple of seconds, not the contrary! Why is it server and all players who are sync to JIP??? Sorry for my English.
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- multiplayer
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Meet the all new withSIX Server - Browser This web based server browser, allows you to quickly find and join any server, while all required mods will be automatically downloaded and installed for you. Key Features for Users: Hyper fast Server list, filtering and ordering Select servers by mod and playlist Advanced filter Click and join Automatically download and install required mods Steam Workshop Support The new server filter is still in development, but fully functional. Experience the super-fast and smooth filters yourself and let us know what you think? Upcoming Features for Server Hosts: Full LINUX and MAC support Connect any collection to your server Full Version control for all withSIX hosted content Choose optional and required mods Customize your Server page with Banners and more Connect custom repositories or third party content hosts Community servers for members only Private community content If you have any special requests or issues to report, write us here, or on our community forums.
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Sync - Discover, Publish and Synchronize Mods - Public Beta release
sickboy posted a topic in ARMA 3 - GENERAL
Welcome to Sync withSIX. The new Discovery, Publish and Synchronize Mods platform by withSIX. After a long and hard time with SIX Updater and Play withSIX, we decided to take a new approach to the problem, leading to a much more streamlined, stable and well performing result. Posts Introduction Focus on our core features, going open source and becoming 'lean' Find & Follow Us Changelog withSIX Community Forums | | | | Background Vision Simple Small Fast Reliable (as in stable and predictable results) Flexible (as in easily support new use cases, and games) Open (as in OpenSource and Public APIs) Built with web-technologies (so we can be fast and simplify and unify our architecture across devices/clients) Features Download, Install and Updates Mods and Collections [uses Delta patching to keep updates small] - Directly from the website! Simple playlist design to quickly and easily manage the content you wish to play Launch your game vanilla, or with mods or collections. Publish Collections with optional Custom Repository content and Servers to have your users directly join Projects Sync BETA (Source) - Background software to facilitate the functionality that a browser can't. Also includes a small UI to give you access to your recent and installed content, and settings. In case you are offline. SyncUI ALPHA - (Source) - Don't like to use your browser or the mini-UI that Sync provides? Use this all-in-one solution. SyncAPI.JS - (Source) - Want to build your own frontend with e.g NodeJS, Electron, or even a website? You can! withSIX.com Frontend - (Source) - The withSIX.com web experience SyncAPI.C# - (Source: TBA) - Want to build your own frontend with e.g Microsoft .NET, Mono, WPF/WinForms/WinRT? You can! withSIX-docs - (Source) Roadmap Sync STABLE releaseStabilize Finalize functionality Finalize and optimize the design/styling Evaluate the desire for an integrated Server Browser (knowing that we are currently limited to auto-provide the list of required mods due to limitations in the Steam Query protocol) Improved support for Mod Authors Improved support for Custom Repository hosters. Publish the rest of our source code. Evaluate SyncUI and the unification with Sync itself.- 42 replies
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Hello Community, First off im new to this forum and im not very good at scripting in ARMA 3. Im the typically copy & paste scripter :) Im currently working at a Custom Sector B Mission. Your task is to destroy / defend the objective. I used this script for my mission: http://www.armaholic.com/page.php?id=24272 In the SP there arent any problems, But there are a few problems when you play this in the MP. Problems: Timer issue. The countdown timer is on every client different. It means that my timer for example is on 60min while my friends timer is on 55min. Respawn Tickets. The next issue are the respawn tickets (Lives). If Blufor (Attackers) dies 15 times the mission will be over and Opfor wins. In the SP the respawn tickets are working but not for the MP. Sometimes it does work and sometimes it doesnt work. Its totally random in the MP. Here are my scripts: description.ext init,sqf OnPlayerRespawn.sqf motor.sqf tiempo.sqf hud_create.sqf hud_update.sqf There are more scripts but i dont think you need them. I think only these scripts are relevant. Let me know if you need anything. I hope you can help me. Sincerely Yours Grimm And im sorry for my bad english :).
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