Arma 3
The Anizay Outbreak CO-OP
30 Comments
smeagle1 29 May, 2021 @ 6:47pm 
could you possibly make a mod pack with all required and other mods together?
Tech Priest 29 Apr, 2021 @ 6:22pm 
Hi Does the coop version of this still work?
GilliganTrevor93  [author] 16 Jul, 2019 @ 8:40pm 
no problem at all I don't mind a bit :steamhappy:
GilliganTrevor93  [author] 16 Jul, 2019 @ 8:39pm 
I'm sure there is a better way I will check more into tomorrow but from what I know that should do the trick
GilliganTrevor93  [author] 16 Jul, 2019 @ 8:35pm 
lets see you could place down a zombie blacklist module in the same area this should prevent the zombie module from spawning a second horde make sure to set the blacklist module to always and trigger repeat to no
GilliganTrevor93  [author] 16 Jul, 2019 @ 2:01pm 
sounds good (:
GilliganTrevor93  [author] 16 Jul, 2019 @ 1:22pm 
make sure to sync the trigger to the first move waypoint and you should be good
GilliganTrevor93  [author] 16 Jul, 2019 @ 1:21pm 
Now that you have done that right click the trigger and you will see the option for Set Waypoint activation doing this will make it so you can only radio in the squad once the zombies are dead
GilliganTrevor93  [author] 16 Jul, 2019 @ 1:21pm 
ok what you can do is place down a squad and give them a number of move waypoints leading to that town then place a garrison, hold or Guard waypoint in the town itself,,,, now place down a trigger and set the activation type to Radio alpha or Bravo,, Now inside of the condition field place the zombie variable names such as !alive zed1 && !alive zed2 && !alive zed3.
GilliganTrevor93  [author] 16 Jul, 2019 @ 1:03pm 
no problem at all (:
GilliganTrevor93  [author] 16 Jul, 2019 @ 12:59pm 
If you need more detailed help with the task or intel just let me know.
GilliganTrevor93  [author] 16 Jul, 2019 @ 12:58pm 
Now if you want the task to become active once you enter a certain area you need to sync a trigger to the create task module and set the desired Radius after that set the faction to blufor or any player and trigger type to Present.
GilliganTrevor93  [author] 16 Jul, 2019 @ 12:56pm 
once said building or units are destroyed it will trigger the task completion,,, Now if you want the task to become active after grabbing intel you need to place a intel document on map then give it a variable name such as intel1 then place down another trigger inside of the triggers condition field type !alive intel1 after that sync the trigger to the Create task State.
GilliganTrevor93  [author] 16 Jul, 2019 @ 12:53pm 
Once you have done that you will now need to place down a trigger and sync it to the Set Task State module once your done with that you need to add to the trigger condition field,, For example !alive buidling1 or !alive unit1,,, these are variable names that you also need to give to the building or AI that you are going to kill or destroy. for multiple units you can do !alive unit1 && !alive unit2 && alive unit3
GilliganTrevor93  [author] 16 Jul, 2019 @ 12:47pm 
ok so to create a task you need to go into systems then click on Intel there you will see the Create task module and Set Task state module you will need to sync the create task module with the set task state module,,,, inside of the create task module you then set task state to created along with naming the task and giving details inside the box provided, Now inside of the set task state module you will want to set it to succeeded.
GilliganTrevor93  [author] 15 Jul, 2019 @ 9:17pm 
hope that helps if you need any more assistance just let me know.
GilliganTrevor93  [author] 15 Jul, 2019 @ 9:16pm 
scroll down a bit and you will see the code/script you need to place inside of AI's init field.
GilliganTrevor93  [author] 11 Jul, 2019 @ 10:20pm 
sounds good hopefully I can get to updating tomorrow.
GilliganTrevor93  [author] 10 Jul, 2019 @ 2:55pm 
yes sadly I will try to get to it asap.
NOTACTIVE 2 Feb, 2019 @ 6:36pm 
Any reason why I can't see the player slots to select
Oddball-47 Ronin 4 Jan, 2019 @ 9:44am 
Hi Stormforge, that's good to know. Thank you for the heads-up. I've often in the past tried mucking about with Workshop missions to add more "playable" slots and have found that I've failed as often as I've succeeded.
I'm happy to hear that you were able to do so successfully.

Regards, Odd
GilliganTrevor93  [author] 3 Jan, 2019 @ 8:59am 
Currently I dont have it set to support RHS mods you can use CUP vehicles though
RogueOnyx 3 Jan, 2019 @ 4:50am 
Will this mod work if I have RHS and stuff like that or should I disable mods that add new units vehicles weapons and outfits?
Stormforge 31 Dec, 2018 @ 6:50am 
@Oddball-47 Ronin and @xPooRLoCKerBoYx™ If you have any skills with the editor/mission making I was able to unpack this mission and add a third playable character. Everything seems to be working as intended for all 3 including respawns and completing mission objectives.
Oddball-47 Ronin 24 Dec, 2018 @ 3:02pm 
I got it loaded up on our server and to my dismay found that there's only two
slots availlable. That being the case, we can't do it for our weekly Saturday night get-together.
Having said that, if perchance you should find yourself looking for something to do to benefit humanity, an 8 player-capable version would be a nice way to go about that. :)
Best regards, Odd
GilliganTrevor93  [author] 24 Dec, 2018 @ 2:33pm 
I could possibly do that I just kept it at 2 player for now since map is smaller
xPooRLoCKerBoYx™ 24 Dec, 2018 @ 2:31pm 
Can we make this so we can play with more then 2 people?
GilliganTrevor93  [author] 22 Dec, 2018 @ 10:59am 
Sounds good I hope you enjoy let me know if you have any issues at all.
Oddball-47 Ronin 22 Dec, 2018 @ 10:02am 
I'm very much looking forward to playing this COOP with a group of friends. Should be fun!
Thanks for putting it together. Salute!