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  2. BI MILITARY GAMES FORUMS

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    5. ARMA MOBILE OPS

      Build your base, put up some mighty defences and lead your military force through epic battles in Arma Mobile Ops, a military strategy game for iOS and Android.

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    6. ARMA TACTICS

      Arma Tactics takes the best from the popular strategy genre... and goes mobile. The finest assets used in the critically acclaimed Armaâ„¢ series on PC now come to life on the Android mobile platform, in one of the best looking mobile games to date.

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    7. ARMA 2 FIRING RANGE

      Arma 2 firing range is the ultimate firing range simulation utilizing accurate high-poly weapon models used in the award winning Arma 2 tactical shooter videogame. Pick a weapon from dozens available.

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  3. OTHER BI GAMES FORUMS

    1. TAKE ON MARS

      Take On Mars places you in the seat of a Rover Operator, allowing you to control the various, fully simulated mobile Rovers and stationary Landers. With this scientific arsenal at your disposal, you will work your way through the numerous Science Missions in each location, unlocking the secrets of Mars' distant past.

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  4. OFFTOPIC

    1. OFFTOPIC

      For discussions not strictly related to our games. Topics should ideally still be related in some way, for example: military, politics, science. Note that just because this is for offtopic it's not a case of "anything goes", silly topics and especially topics which don't have any scope for discussion will be closed/deleted.

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    • Got this problem too sometimes, but didn't happen since 1 month. Deco/Reco server solve this.   Other news: I found the ninja rabbits! Ok, no issue on this particular point, the new fleeing function is working flawlessly. I also did a quick check with OpenChernarus: + Zombies can enter houses and kill a player. That's good. + Static loot is working on some of the houses. This add a little to the loot system without modifing any line of code from Ravage. 
    • your forgetting the Italians xD   And yes, they do make what they wanna make, even with germany and US alone the possibilities are endless in terms of equipment and gear.
    • I was getting this with mostly the machine guns from Apex, and the binoculars as well, then sometimes when i was prone i would get stuck and nothing would work, i thought it was my RavWarMod having conflicts apparently not, so something with the optics, could either be arma3 itself or something in Ravage doing, haven't tested just ravage itself.
    • I don't want every CSAT to be bale to activate it, just those ones in that squad. The rest is working fine, all I did before is spawn the units and vehicles, assign them to their vehicles not much but it was a 200 line code so I didn't think you might want all of it. but sinc eyou do here it is. /*----------------------------------------------------------------- File Name: cities_counter.sqf Created by: Y. Ibrahim Community: Arma Team Play TS: ateamplay.clants.nl Website: armasteamplay.com Use, distribution and editing of this file is authorized as long as the credits above are left untouched. However, if you would like to use multiple files wriiten by this author you are required to get author's permission. -------------------------------------------------------------------*/ private ["_tempest1","_tempest2","_tempest3","_marid","_counterAttackers", "_spawnLoc", "_nullArray","_tigris"]; _nullArray = []; //************************************************************** _title = "<t color='#ff0000' size='2' shadow='1' shadowColor='#000000' align='center'>INCOMING COUNTER ATTACK</t>"; _text = "<br /><t color='#0000ff' size='1.2' shadow='1' shadowColor='#000000' align='center'>All Units in Kavala, Hold up! Counter attack incoming, read your mission briefing."; hint parseText (_title + _text); CA_MissionBriefing = "CSAT ain't happy boys you stopped their search and kill mission, they have sent out a counter attack force, now we would have pulled you out along with the resistance in there but we are afraid they might not be coming just for you and the resistance but to take out all of the kavalaians in one go so they can prove a point. Hold of that counter attack boys at all costs, they do not get into kavala. The counter attack is coming all the way from their base, so you have time to plan out how you will stop them. If there is a CAS on standby we will direct it to take them out and save you the effort, if not, Good luck boys. Fate of Kavala depends on you."; MAINAOLOC = "Kavala"; //***********************************/ //================================= Mission Tasking for Players CA_Task = [WEST, "Repent Counter Attack",[_missionBriefing,"Repent Counter Attack",MAINAOLOC],getmarkerpos MAINAOLOC,"created",10,true,"Defend",true] call BIS_fnc_taskCreate; //================================= Spawning Enemies _counterAttackers = creategroup east; _spawnLoc = [(getMarkerPos "csat_base"),random 5,0] call BIS_fnc_relPos; //============== Vehicles _spawnLoc = [_spawnLoc,1,10,10,0,40,0] call BIS_fnc_findSafePos; _marid = createVehicle ["O_APC_Wheeled_02_rcws_F", _spawnLoc,_nullArray,1,"FORM"]; sleep 2; _spawnLoc = [_spawnLoc,1,10,10,0,40,0] call BIS_fnc_findSafePos; _tigris = createVehicle ["O_APC_Tracked_02_AA_F", _spawnLoc,_nullArray,1,"FORM"]; sleep 2; _spawnLoc = [_spawnLoc,1,10,10,0,40,0] call BIS_fnc_findSafePos; _tempest1 = createVehicle ["O_Truck_03_covered_F", _spawnLoc,_nullArray,1,"FORM"]; sleep 2; _spawnLoc = [_spawnLoc,1,10,10,0,40,0] call BIS_fnc_findSafePos; _tempest2 = createVehicle ["O_Truck_03_covered_F", _spawnLoc,_nullArray,1,"FORM"]; sleep 2; _spawnLoc = [_spawnLoc,1,10,10,0,40,0] call BIS_fnc_findSafePos; _tempest3 = createVehicle ["O_Truck_03_covered_F", _spawnLoc,_nullArray,1,"FORM"]; //==============Marid Crew private _mSquad = ["_unit0","_unit1","_unit2","_unit3","_unit4","_unit5","_unit6","_unit7","_unit8","_unit9","_unit10"]; _unit0 = [_counterAttackers,"O_Soldier_SL_F",_spawnLoc,"SQUADLEADER"] call YI_fnc_spawnAiUnit; _unit1 = [_counterAttackers,"O_medic_F",_spawnLoc,"MEDIC"] call YI_fnc_spawnAiUnit; _unit2 = [_counterAttackers,"O_engineer_F",_spawnLoc,"ENGINEER"] call YI_fnc_spawnAiUnit; _unit3 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _unit4 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _unit5 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _unit6 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _unit7 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _unit8 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _unit9 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _unit10 =[_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _unit4 moveinDriver _marid; _unit3 moveinGunner _marid; _unit0 moveinCommander _marid; _unit1 moveinCargo _marid; _unit2 moveinCargo _marid; _unit5 moveinCargo _marid; _unit6 moveinCargo _marid; _unit7 moveinCargo _marid; _unit8 moveinCargo _marid; _unit9 moveinCargo _marid; _unit10 moveinCargo _marid; //==============Tigris private _tigSquad = ["_tigDriver","_tigCommand","_tigGunner"]; _tigCommand = [_counterAttackers,"O_Soldier_TL_F",_spawnLoc,"SQUADLEADER"] call YI_fnc_spawnAiUnit; _tigDriver = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _tigGunner = [_counterAttackers,"O_engineer_F",_spawnLoc,"ENGINEER"] call YI_fnc_spawnAiUnit; _tigCommand moveinCommander _tigris; _tigGunner moveInGunner _tigris; _tigDriver moveinDriver _tigris; //==============Tempest1 private _t1Squad = ["_t1Driver","_t1Medic1","_t1Medic2","_t1Engineer3","_t1Engineer4","_t1Pass5","_t1Pass6","t1Pass7","_t1Pass8","_t1Pass9","_t1Pass10","_t1Pass11","_t1Pass12","_t1Pass13"]; _t1Driver = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t1Medic1 = [_counterAttackers,"O_medic_F",_spawnLoc,"MEDIC"] call YI_fnc_spawnAiUnit; _t1Medic2 = [_counterAttackers,"O_medic_F",_spawnLoc,"MEDIC"] call YI_fnc_spawnAiUnit; _t1Engineer3 = [_counterAttackers,"O_engineer_F",_spawnLoc,"ENGINEER"] call YI_fnc_spawnAiUnit; _t1Engineer4 = [_counterAttackers,"O_engineer_F",_spawnLoc,"ENGINEER"] call YI_fnc_spawnAiUnit; _t1Pass5 = [_counterAttackers,"O_Soldier_TL_F",_spawnLoc,"SQUADLEADER"] call YI_fnc_spawnAiUnit; _t1Pass6 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t1Pass7 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t1Pass8 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t1Pass9 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t1Pass10 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t1Pass11 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t1Pass12 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t1Pass13 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t1Pass5 moveinDriver _tempest1; _t1Medic1 moveinCargo _tempest1; _t1Medic2 moveinCargo _tempest1; _t1Engineer3 moveinCargo _tempest1; _t1Engineer4 moveinCargo _tempest1; _t1Pass5 moveinCargo _tempest1; _t1Pass6 moveinCargo _tempest1; _t1Pass7 moveinCargo _tempest1; _t1Pass8 moveinCargo _tempest1; _t1Pass9 moveinCargo _tempest1; _t1Pass10 moveinCargo _tempest1; _t1Pass11 moveinCargo _tempest1; _t1Pass12 moveinCargo _tempest1; _t1Pass13 moveinCargo _tempest1; //==============Tempest2 private _t2Squad = ["_t2Driver","_t2Medic1","_t2Medic2","_t2Engineer3","_t2Engineer4","_t2Pass5","_t2Pass6","t1Pass7","_t2Pass8","_t2Pass9","_t2Pass10","_t2Pass11","_t2Pass12","_t2Pass13"]; _t2Driver = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t2Medic1 = [_counterAttackers,"O_medic_F",_spawnLoc,"MEDIC"] call YI_fnc_spawnAiUnit; _t2Medic2 = [_counterAttackers,"O_medic_F",_spawnLoc,"MEDIC"] call YI_fnc_spawnAiUnit; _t2Engineer3 = [_counterAttackers,"O_engineer_F",_spawnLoc,"ENGINEER"] call YI_fnc_spawnAiUnit; _t2Engineer4 = [_counterAttackers,"O_engineer_F",_spawnLoc,"ENGINEER"] call YI_fnc_spawnAiUnit; _t2Pass5 = [_counterAttackers,"O_Soldier_TL_F",_spawnLoc,"SQUADLEADER"] call YI_fnc_spawnAiUnit; _t2Pass6 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t2Pass7 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t2Pass8 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t2Pass9 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t2Pass10 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t2Pass11 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t2Pass12 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t2Pass13 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t2Pass5 moveinDriver _tempest2; _t2Medic1 moveinCargo _tempest2; _t2Medic2 moveinCargo _tempest2; _t2Engineer3 moveinCargo _tempest2; _t2Engineer4 moveinCargo _tempest2; _t2Pass5 moveinCargo _tempest1; _t2Pass6 moveinCargo _tempest2; _t2Pass7 moveinCargo _tempest2; _t2Pass8 moveinCargo _tempest2; _t2Pass9 moveinCargo _tempest2; _t2Pass10 moveinCargo _tempest2; _t2Pass11 moveinCargo _tempest2; _t2Pass12 moveinCargo _tempest2; _t2Pass13 moveinCargo _tempest2; //==============Tempest3 private _t2Squad = ["_t2Driver","_t2Medic1","_t2Medic2","_t2Engineer3","_t2Engineer4","_t2Pass5","_t2Pass6","t1Pass7","_t2Pass8","_t2Pass9","_t2Pass10","_t2Pass11","_t2Pass12","_t2Pass13"]; _t3Driver = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t3Medic1 = [_counterAttackers,"O_medic_F",_spawnLoc,"MEDIC"] call YI_fnc_spawnAiUnit; _t3Medic2 = [_counterAttackers,"O_medic_F",_spawnLoc,"MEDIC"] call YI_fnc_spawnAiUnit; _t3Engineer3 = [_counterAttackers,"O_engineer_F",_spawnLoc,"ENGINEER"] call YI_fnc_spawnAiUnit; _t3Engineer4 = [_counterAttackers,"O_engineer_F",_spawnLoc,"ENGINEER"] call YI_fnc_spawnAiUnit; _t3Pass5 = [_counterAttackers,"O_Soldier_TL_F",_spawnLoc,"SQUADLEADER"] call YI_fnc_spawnAiUnit; _t3Pass6 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t3Pass7 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t3Pass8 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t3Pass9 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t3Pass10 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t3Pass11 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t3Pass12 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t3Pass13 = [_counterAttackers,"O_Soldier_F",_spawnLoc,"RIFLEMAN"] call YI_fnc_spawnAiUnit; _t3Pass5 moveinDriver _tempest3; _t3Medic1 moveinCargo _tempest3; _t3Medic2 moveinCargo _tempest3; _t3Engineer3 moveinCargo _tempest3; _t3Engineer4 moveinCargo _tempest3; _t3Pass5 moveinCargo _tempest1; _t3Pass6 moveinCargo _tempest3; _t3Pass7 moveinCargo _tempest3; _t3Pass8 moveinCargo _tempest3; _t3Pass9 moveinCargo _tempest3; _t3Pass10 moveinCargo _tempest3; _t3Pass11 moveinCargo _tempest3; _t3Pass12 moveinCargo _tempest3; _t3Pass13 moveinCargo _tempest3; //======================= Tasking AIs private _attackStatus = [_counterAttackers, getMarkerPos MAINAOLOC] call BIS_fnc_taskAttack; _counterAttackers setFormation "COLUMN"; _counterAttackers setBehaviour "Safe"; _counterAttackers setSpeedMode "Limited"; //======================= Tracking AIs [_counterAttackers] call YI_fnc_counterAiTracker; //============== Mission status private ["_allUnits","_areTheyDead","_trigger"]; _allUnits = units _counterAttackers; _trigger = createTrigger ["EmptyDetector", getMarkerPos MAINAOLOC]; _trigger setTriggerArea [400, 400, 0, false]; _trigger setTriggerActivation ["EAST", "PRESENT", false]; _trigger setTriggerStatements ["this","",""]; waitUntil { sleep 1; _aliveUnits = _allUnits select {alive _x}; _areTheyDead = (count _aliveUnits); (_areTheyDead < 5) or (triggerActivated _trigger) }; //======================== Mission Ending if (_areTheyDead < 5) then { sleep 10; private ["_textArray","_title","_text1","_text2","_text3","_text4"]; _text1 = "<br /><t color='#0000ff' size='1.2' shadow='1' shadowColor='#000000' align='center'>HA HAAA, City Saved and counter attack repented, CSAT should just retire. Good job Boys. Now you can RTB"; _text2 = "<br /><t color='#0000ff' size='1.2' shadow='1' shadowColor='#000000' align='center'>We got worried for a second their guys that you would not make it. Nice job again."; _text3 = "<br /><t color='#0000ff' size='1.2' shadow='1' shadowColor='#000000' align='center'>You happy? Well don't be, there is still more of those bastards on the island. RTB to resupply and get back out there."; _text4 = "<br /><t color='#0000ff' size='1.2' shadow='1' shadowColor='#000000' align='center'>Congratualtion boys, you saved the resistance and the city, report back to base and lets all pop one together before the next mission."; //******* _textArray = [_text1,_text2,_text3,_text4]; _title = "<t color='#00ff00' size='2' shadow='1' shadowColor='#000000' align='center'>Counter Attack Eliminated</t>"; _text = _textArray call BIS_fnc_selectRandom; hint parseText (_title + _text); [CA_Task, "Succeeded",true] spawn BIS_fnc_taskSetState; } else { sleep 10; private ["_textArray","_text","_title"]; _text = "<br /><t color='#0000ff' size='1.2' shadow='1' shadowColor='#000000' align='center'> They managed to get into the city, i am sorry boys but there is nothing that can be done now. RTB. We lost this battle."; _title = "<t color='#00ff00' size='2' shadow='1' shadowColor='#000000' align='center'>Counter Attack Failed</t>"; hint parseText (_title + _text); [CA_Task, "Failed",true] spawn BIS_fnc_taskSetState; }; { _null2 = damage _x; if (_null2 < 1) then { _null2 = _x setDamage 1; }; }foreach units _counterAttackers; deleteGroup _counterAttackers;  
    • I really like that the heavy vests without the shoulder pads are back!   Will I be able to use this mod in a modular fashion? Let's say I don't want to use new weapons or weapon names, will I be able to use purely the vanilla weapons, but with the new uniforms, vests etc.