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easy [updated] Mission Maker Framework
wogz187 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
MISSION MAKER FRAMEWORK for ARMA III, ver. 0008 (2021) This MODULE is compatible with BASE GAME (current version) MMF is an easy-to-use function library for mission designers. Live readMe Discord Channel (new) Change Log (new) FAQ (new) MMF Version 8 (install to mission root) (dev) MMF_vX (drive) (new) Demos (new) Images Features Have fun! Credits: Soolie Build Menu GUI SmartGames Function Configs Custom Notification Benchmark, Mr Pants Playtesting Arma Public License No Derivatives (APL-ND) Use:- 46 replies
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- framework
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Mafia Team Work Freemode - Teaser, Trailer & Release date - GTA like gamemode [Single, Coop, PvPvE]
MTW_Der_Kroi posted a topic in ARMA 3 - USER MISSIONS
[EDIT] Release done, creation of thread in the "Complete" section: "Show Kenny Petrovic that your family is the most powerful on the island. Show no mercy to other families, dodge law enforcement and become Altis people's nightmare." "That's how mafia works." After several years of work, I am pleased to announce a forthcoming release date: June 19, 2020 Mafia Team Work Freemode is a fast paced and dynamic gamemode inspired by GTA IV Team Mafia Work with common objectives for 8 families in PvPvE (also playable in single player or coop) and features a real civilian and cop life. -------------------------------------- Welcome to Altis, a small island in the Mediterranean, 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 other families. Your objective is to earn more respect and prove to Petrovic that your family is the only one to trust. Petrovic gives your mission objectives, common to all families, by cell phone. Each objective completed adds respect points for you and your family, as well as money you can use to call an ambulance or rearm by calling Little Jacob. 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 Altis. “Will you be able to work like the mafia to face other families, between local gangs and law enforcement ?” -------------------------------------- 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 stars are related to your own actions, only the wanted mafia member sees it, and cops will only be after him. Altis police don't get tired, other mobsters are not safe: if a patrol sees a mafia member, they can decide to engage him as well. On mission, 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) or patrol that randomly happen on the map. If the patrol has not been neutralized or outrun, it will call reinforcement and therefore Level 2. If you meet a police patrol, which is not already chasing someone, they will chase you if you have at least one star. Level 2 : From 4 police units chasing you, 2 stars will be displayed at your wanted level. If you don't neutralize them or outrun them fast enough, they will call a helicopter with S.W.A.T. crew, which will trigger Level 3. 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. NB: From Level 2, reinforcements are called continuously every X times. Only outrun or kill all the police currently chasing you, can lose your Wanted Level. Level 3: Level 3 is there as long as you have a police helicopter chasing you. Level 4: If the police have too much trouble arresting you, FBI vans will be called in for reinforcement and S.W.A.T. will have better weapons. Level 5: Are you still alive? The army will therefore try to teach you who dominates this island. - NB: Killing law enforcement chasing you decrease the necessary time to call in reinforcements. -- -- -- -- -- -- -- On missions, like "Steal and Bring Back", 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 (also configurable). 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. -------------------------------------- Features overview _ A full and totally random civilian life: road traffic, pedestrian, group of people, hiker, worker, musical & sound atmosphere, plane, boat and many other surprises to come and discover for yourself! _ Wanted Level up to 5 stars, inspired by GTA (Cop, SWAT helicopter, FBI, Army). _ Police attack lawless civilians and gangs. _ Varied missions with many random parameters and a progressive difficulty depending on the number of missions completed. _ Music exclusive to MTW Freemode composed by 4 producers. You can listen to them in civilian vehicles equipped with MP3 players. _ 6 gangs with their own style, voice, personality, vehicles and weaponry. _ You appear with the car of your choice, it has a Boost NOS function. _ Vehicle, enemy and player damage has been completely reworked to match MTW gameplay. _ More than thirty parameters to adjust your game the way you like. Like the number of civilians, your starting weapon, the number of police patrols, the weather or even deactivate Petrovic's missions to be completely free. _ Stunt jumps appear randomly on the map, successes give you points and money. _ You can pay paramedics to treat you (revive you) and Little Jacob for weapons. _ At low speed, you can carefully get out of your vehicle without falling. _ Army air drops -------------------------------------- Follow us on Facebook and get more information in "About" section: https://www.facebook.com/MafiaTeamWork/ Join us on Discord: https://discord.gg/cdXscHV Youtube: https://www.youtube.com/watch?v=qCbt2z06lQ8&t= Support us: https://mafiateamwork.com/donate/- 5 replies
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- mafia team work freemode
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Engima's Parked Vehicles v1.0 Overview Engima's Parked Vehicles is a script that adds empty vehicles in garages and next to buildings across the map in an Arma 3 mission. Description To "complete" my Engima's Traffic script I have also created a general script to place empty vehicles near or in Buildings across a map. Vehicles are created when a player gets within spawn distance, and they are removed again (and remembered), when all players get beyond spawn radius. You can customize types of buildings and types of vehicles, spawn radius, and use callbacks for when vehicles spawn and despawn. For a vehicle to spawn in or outside a building there has to be a garage definition entry for that building in the file Engima\ParkedVehicles\GarageDefinitions.sqf. Garages and other buildings for islands Stratis, Altis, Malden and Tanoa are supported out of the box. Anyone can add more garage definitions when needed. Download Using the TypeSqf Editor (recommended for Windows users) From Github Installation TypeSqf: Open the CPack Console and type "install Engima.ParkedVehicles". Manual: Copy the folder Engima and the file initserver.sqf to the root of your mission. (If you already have the initserver.sqf file in your mission, copy the content from my file into yours). Usage Configure/Customize the script by altering the parameter list for the main function call. File "Engima\ParkedVehicles\ConfigAndStart": // Set custom parameters here private _parameters = [ ["BUILDING_TYPES", ["Land_FuelStation_02_workshop_F","Land_GarageShelter_01_F", "Land_FuelStation_01_shop_F", ...]], ["VEHICLE_CLASSES", ["C_Offroad_01_F", "C_Offroad_01_repair_F", "C_Quadbike_01_F]], ["SPAWN_RADIUS", 750], ["PROBABILITY_OF_PRESENCE", 1], ["ON_VEHICLE_CREATED", {}], ["ON_VEHICLE_REMOVING", {}], ["DEBUG", false] ]; // Run script _parameters call PARKEDVEHICLES_PlaceVehiclesOnMap; Script can also be extended to contain support for more garages/buildings. This may be important if you want to use the script on maps for which the default package was not intended. In that case you want to add building definitions to the file "Engima\ParkedVehicles\GarageDefinitions". Vehicles for building classes that do not exist as a building definition will not be spawned. Licence MIT. Version History Version 1.0 -First version. Other releases Engima's Traffic (script) Engima's Civilians (script) Escape Tanoa (mission)
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Steam workshop link - https://steamcommunity.com/sharedfiles/filedetails/?id=1618325439 MISSION Russians have invaded the small peaceful island of Malden, and are holding it's citizens captive! Execute missions to weaken the russian presence on the island and set it's citizens free! A randomly generated campaign, execute missions and lead the United States Armed Forces to capture the island of Malden and win the war against the Russian Federation. FEATURES Random AO - One of Malden's cities, the main airport, or the military island base will be selected to attack. Finish one and another is generated. Random Selectable Side Missions - If you want a bit more excitement, you can choose a side mission from the mapboard at base. It will open the map and show you all available missions. Side missions range from diffusing a bomb on your officer, to stealing an enemy supply truck, to finding and rescuing a downed pilot, plus much more. Every time you open the side mission map, there will be different missions at different locations, so if you don't like what's available, just close it and reopen it. Civilian Population and Traffic - There is a heavy civilian presence on Malden, its citizens populate most of the island and are driving cars (shocking!), and walking around everywhere. They aren't hostile to our forces. In fact the reason we are on malden is for them, as the russians have invaded and are making their life a living hell. Recruitable AI - You can recruit AI units from the officer at base. Please allow them a few seconds to get deployed and join your group. If you wish to dismiss a unit, simply walk up to him and select 'Dismiss.' Mobile Respawn - There are 3 mobile respawn vehicles, a 4 door Humvee, an unarmed M113, and an unarmed MRAP. They should have green letters above them saying M.H.Q. 1, 2, or 3. When you die, simply choose which M.H.Q. you wish to respawn on, or just choose to spawn at base. If a M.H.Q. is destroyed, it will respawn at base. Revive - You can be revived by your teammates if you are incapacitated. There is a 5 minute window to be revived before you die. Players can only revive other players, A.I. units do not revive or become incapacitated, they simply die. HALO Jumping - You can HALO Jump by choosing H.A.L.O. Jump from the mapboard at base. You can also choose H.A.L.O. Group to jump with your squad members. CAUTION: if you have joined another players group, it will force ALL GROUP MEMBERS to jump as well! Dynamic Group System - Press the Teamswitch key (Default "U") to open the group menu. Here you can create/disband your own group, invite other players, join or leave another players group. Virtual Arsenal - There is an ammobox at base with virtual arsenal, and all MHQ vehicles are virtual arsenal enabled. You may also call in a supply drop which has virtual arsenal. AVAILABLE SUPPORT (Called with 0-8 on Radio) Supply Drop - An ammobox will drop near you and be marked with green smoke. This box will have virtual arsenal. UAV Recon - Click a location on the map and after the data from the UAV comes in, all hostile and friendly units will be marked for 3 minutes. These markers will not be updated, so be aware units may move around. Artillery, Mortars, Carpet Bomb - Choose one of the 3 from the support menu and click on the map to rain down some good ol' american pop rocks on the enemies. Caution when using in cities, as it may result in lots of civilian casualties, our mission is to protect the civilians, not kill them. Laser Designated Missile - If you have a laser designator, you can call in laser designated missile strikes. You must keep your laser designator on the target until the missile strikes. (There might currently be a bug that removes the missile if you turn the designator off). Fast Travel Transport Helis - A UH-60 and MH-9 are available to transport you around Malden. When you select the heli you want, it will mark an LZ near your location and head that way. Green smoke will automatically be popped at the LZ when the Heli is near. Once you get in, choose "Give a LZ to the Pilot" and it will head to that location. After a few seconds, the screen will go black and you will fast travel to the location. If at any moment the heli becomes bugged out, choose "Detonate Heli Transport' from your action menu to destroy the heli and make the support available again. Paratroop Reinforcements - Click on the map and a squad will paradrop on your location. After the squad has landed, they will fall under your command (Or your group leader's, if you are in another player's squad). Requires both RHS USAF and AFRF. Credits: DUWS by Kibot. Modified Version by BigShot. EOS script & Occupation mission by BangaBob Civilian scripts by Enigma ATM Airdrop HALO script by PokerTour. Defuse Bomb script by Cobra4v320. Thanks to Kempco for the mapsize script. Thanks to FrankHH for correcting the typos. Thanks to Yumsum, Porte and Phil for all their patience in testing.
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Hi, So got an OVH server a month ago and it seems impossible to get it to allow traffic for arma and teamspeak. Their support was fairly helpful, they let me know that their anti ddos firewall was allowing the right ports through, but it was something on the OS. Issue is, I've opened the ports on every firewall. Using proxmox hypervisor. Really at wits end, anyone with an OVH server or otherwise know what I might be doing wrong? Thanks
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CivPopulate - Populate towns dynamically
kenoxite posted a topic in OFP : MISSION EDITING & SCRIPTING
CivPopulate A script package that populates areas dynamically with civilians and adds traffic to the roads. * FOR OFP/CWA * Current version: 1.4.1 DOWNLOAD: http://www.mediafire.com/download/6o5w3m4t4y4b0ap/civPopulate_v141.zip CONTENTS: Template Demo mission in Nogova Demo mission in Nogova to test CoC UA. Debug mode on. FEATURES: Populate your towns with as many civilians as you want in as many towns as you want Civilians wander the streets or idle lazily inside or near buildings. You can populate your towns with civilians from different addons to increase the diversity of the population Population changes depending on if it's day or night Just one simple, light script is used to manage an unlimited amount of walker civilians Add any pack of civilians by adding templates *New* Civilian traffic You can now also designate camping areas Populate towns with specific types of civilians Add and remove designated towns and camps on the fly You can pause, resume, reset or completely stop civPopulate You can now really set an unlimited amount of towns and camps (previously there was a limit of 63) USE: MISC NOTES: Traffic: Although there's a minimum placement distance of 300m from the player you'll sometimes see the cars popping up. Traffic: You'll occasionally hear explosions around you. Don't panic. It's just vehicles exploding and civilians burning to death. New clones will replace them shortly. Traffic: Five vehicles is usually enough to simulate the traffic in any island. With more the chances of they bumping against each other, particularly on the initial placement, are too high, and you'll actually see less traffic than with less vehicles (as they keep being destroyed and relocated). Other: Expect huge house parties if there's just a couple of building with preset positions in a town. Other: Lots of civilians = less FPS. If you set your max population to 700 and you enter a "high" town expect a significant FPS drop. This script package places as many civilians as you want in the spots you want. No more, no less. CREDITS Functions: Backoff (createunit2.sqf) Liquid_Silence (distancepos3d.sqf) General Barron (nearestobj.sqf) Tophe of Östgöta Ops (randomBuildingPos.sqf) weasello (rndPosInRadius.sqf) toadlife (shuffle.sqf) Igor Drukov (getrelpos.sqf) bn880 (sortbubble.sqf) Scripts: Mr-Murray (teleport.sqs) Music: Dola Re Dola (by Devdas) <unidentified song> (by Amir Jan Saboori) Kopeika <extract> (by et_) CHANGELOG --- Use this, share this, modify this, whatever you want. Just put my name somewhere if you do so.