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benargee

Simple Single Player Cheat Menu

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i fixed it with xla fixed arsenal 2.1.0

thank you for the reply though.

Good to hear. I would still like to know what other mods you had installed. It helps me fix the problem.

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Are you using CBA? Do you have the latest version of CBA? What other mods are you using? My addon doesnt use anything to do with cacharacters. It is another mod causing this issue.

I googled cacharacters

http://steamcommunity.com/app/107410/discussions/2/38596748220483451/

http://forums.bistudio.com/showthread.php?163872-CACharacters-pbo-cant-find-it-anwhere-own-every-arma-game-and-all-dlc

https://getsatisfaction.com/withsix/topics/requires_cacharacters

https://dev.withsix.com/issues/72502

http://www.armaholic.com/forums.php?m=posts&q=23198

It seems like one of your mod has a dependency on arma 2 content. I cant help you further unless you tell me what other mods you have.

Ok, Im using RC4 Version of CBA, The ADF mod, All in arma map pack (currently i've disabled it) some arma 2 map image fixes, SU-25 pack, Little bird extension mod (now comes with a3 alpha skins), Mi-8 A2 port, Mi-24 A2 port, AV-8B A2 Port, CUP (Community Upgrade Project), A2 LHD, EEH, Fallujah map, Firewill's F-16, USAF mod, US Helos by Kimi, FA Maritime units pack, GR-4 Tornado (not the ivory aircraft one), Huey pack, Ivory Aircraft: UH-1Y, CRJ-200, ERJ-135 and YAK-42.

UCSV, Nimitz Carrier, JNS Skycranes, John's F/A 18, John's Su-35, John's F/A18X Black Wasp, ASDG Joint rails, FC-37 Thunder, Vehicle doors and lights (Door action mod), Ghosthawk camo pack, RDS A2 Civillian vehicles pack, Tier 1 assets reskin pack, Wake island, Panthera, Taru pod mod (Pod attaching to default taru), Black CH-49 Mohawk, Virtual Debug mod and VQI HALO mod. Oh yeah don't get me started on how many mods I have XD

---------- Post added at 05:18 ---------- Previous post was at 05:17 ----------

Oh yeah by the way is there virtual garage included with the cheat menu? if not could you please add it? :)

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Ok, Im using RC4 Version of CBA

Oh yeah by the way is there virtual garage included with the cheat menu? if not could you please add it? :)

CBA is currently RC6 http://forums.bistudio.com/showthread.php?178224-CBA-Community-Base-Addons-ARMA-3

I have Virtual Garage in the dev version of my addon here: http://steamcommunity.com/sharedfiles/filedetails/?id=410919952

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Benargee, you may have noticed, sometimes the addactions are in the center of the screen after whatever UI action. E.g., "3D teleport" may appear in the screen center even if you do not have started the action menu. This is because of incomplete addaction commands, please make them like this: ..."addAction ["Virtual Arsenal", "[] call BRG_VAOpen", nil, 1.5, false, true]"

We see this soooo often and its always the same. When I start ArmA with RHS mod and player in one of their car, "Wipers on" appears in the screen center.

Also there are scripts out there (like http://forums.bistudio.com/showthread.php?156103-Dynamic-Player-Markers) which show player/AI as markers on the map, I think this would fit your mod pretty well.

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I like using old versions. I hate the text it gives you, if you could tell me how to get rid of it that would be nice :3

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I like using old versions. I hate the text it gives you, if you could tell me how to get rid of it that would be nice :3

What do you mean with "text it gives you" - the hints on the top right of the screen?

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What do you mean with "text it gives you" - the hints on the top right of the screen?

Whenever I download the new version of CBA and load my game it replaces the games current font, so wherever it says what vehicle i'm in or what weapon i'm using.

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Hi, great mod for SP. One question though. Could you call the "limited" virtual arsenal; without voice, face and insignia to avoid conflict in missions?

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@OP, I recommend you to add the following command to the Jet spawn, the map should instantly close: openMap [false, false]

Also, could you add more aircrafts? I have attached code below. Also it would be nice if we click subsequent aircrafts, old one would despawn, new one spawns with player inside. I am not experienced with spawning commands, so did not solve this.

//Spawn in Aircraft
BRG_SIJetAlt = 300;//default altitude
B_Plane_CAS_01_F = "B_Plane_CAS_01_F"; O_Plane_CAS_02_F = "O_Plane_CAS_02_F"; I_Plane_Fighter_03_CAS_F = "I_Plane_Fighter_03_CAS_F"; I_Plane_Fighter_03_AA_F = "I_Plane_Fighter_03_AA_F"; B_Heli_Light_01_armed_F = "B_Heli_Light_01_armed_F";
B_Heli_Attack_01_F = "B_Heli_Attack_01_F"; B_Heli_Transport_03_F = "B_Heli_Transport_03_F"; O_Heli_Light_02_F = "O_Heli_Light_02_F"; O_Heli_Attack_02_F = "O_Heli_Attack_02_F"; O_Heli_Transport_04_ammo_F = "O_Heli_Transport_04_ammo_F";
I_Heli_Transport_02_F = "I_Heli_Transport_02_F"; I_Heli_light_03_F = "I_Heli_light_03_F";
player createDiaryRecord ["BRG_CheatMenu", ["Spawn in aircraft",
"<br/>Spawn in a flying aircraft. Choose one:<br/><br/>
<execute expression = '[bRG_SIJetAlt, B_Plane_CAS_01_F] call BRG_fnc_spawnInJet; openMap [false, false]'>A-164 WipeOut</execute><br/>
<execute expression = '[bRG_SIJetAlt, O_Plane_CAS_02_F] call BRG_fnc_spawnInJet; openMap [false, false]'>To-199 Neophron</execute> <br/>
<execute expression = '[bRG_SIJetAlt, I_Plane_Fighter_03_CAS_F] call BRG_fnc_spawnInJet; openMap [false, false]'>A-143 Buzzard CAS</execute> <br/>
<execute expression = '[bRG_SIJetAlt, I_Plane_Fighter_03_AA_F] call BRG_fnc_spawnInJet; openMap [false, false]'>A-143 Buzzard AA</execute> <br/>
<execute expression = '[bRG_SIJetAlt, B_Heli_Light_01_armed_F] call BRG_fnc_spawnInJet; openMap [false, false]'>AH-9 Pawnee</execute> <br/>
<execute expression = '[bRG_SIJetAlt, B_Heli_Attack_01_F] call BRG_fnc_spawnInJet; openMap [false, false]'>AH-99 Blackfoot</execute> <br/>
<execute expression = '[bRG_SIJetAlt, B_Heli_Transport_03_F] call BRG_fnc_spawnInJet; openMap [false, false]'>CH-67 Huron</execute> <br/>
<execute expression = '[bRG_SIJetAlt, O_Heli_Light_02_F] call BRG_fnc_spawnInJet; openMap [false, false]'>PO-30 Orca</execute> <br/>
<execute expression = '[bRG_SIJetAlt, O_Heli_Attack_02_F] call BRG_fnc_spawnInJet; openMap [false, false]'>MI-48 Kajman</execute> <br/>
<execute expression = '[bRG_SIJetAlt, O_Heli_Transport_04_ammo_F] call BRG_fnc_spawnInJet; openMap [false, false]'>MI-290 Taru</execute> <br/>
<execute expression = '[bRG_SIJetAlt, I_Heli_Transport_02_F] call BRG_fnc_spawnInJet; openMap [false, false]'>CH-49 Mohawk</execute> <br/>
<execute expression = '[bRG_SIJetAlt, I_Heli_light_03_F] call BRG_fnc_spawnInJet; openMap [false, false]'>WY-55 Hellcat</execute> <br/>
   <br/>
Starting Altitude:<br/>
<execute expression = 'BRG_SIJetAlt = 100;'>[100m] </execute><execute expression = 'BRG_SIJetAlt = 300;'> [300m]</execute><execute expression = 'BRG_SIJetAlt = 500;'> [500m]</execute><execute expression = 'BRG_SIJetAlt = 1000;'> [1000m]</execute><execute expression = 'BRG_SIJetAlt = 2000;'> [2000m]</execute>
"]];

Edited by tortuosit

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...

I have already done the automatic map closing on my dev version. I probably wont be adding those other aircraft soon untill I change my menu to a UI/non-diary record menu. The main purpose that I only did jets is because you cant take off unless you have a wide open space. Helicopters on the other hand do not need a wide open area. I will try to add a menu that automatically detects modded jets and maybe helicopters. Please check out the link to dev version in my main post. It's steam workshop only.

Also, in the future, please PM me code, thanks

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Simple Single Player Cheat Menu v1.1.5 Updated!

---v1.1.5

--June 1, 2015

Fixed: All addon content should be available with Zeus.

Added: Button in map screen to manually initialize SSPCM when resuming a mission.

Fixed: When spawning in flying jet, map is now automatically closed.

Fixed: When teleporting, player will now be teleported with their vehicle. This can optionally be changed to previous behavior.

Added: Link to Zeus field manual in Zeus sub-menu. This is especially helpful for players new to Zeus and Arma.

Added: Virtual Garage menu option. Thank you tortuosit for laying out the code for me!

Added: Ability to open debug console in map screen in addition to existing action menu option.

Steam Workshop:

10xbsy0.jpg

Simple Single Player Cheat Menu v1.1.5

Google Drive:

kb5ajbA.png

Simple Single Player Cheat Menu v1.1.5

Update on Play With Six and Armaholic to follow shortly.

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Updated mod v1.15 available at withSIX. Download now by clicking:

banner-420x120.png

Hey Benargee , you can upload updates or new mods to withSIX yourself now!

Make your own promo page, get the power to release your work at your own point of choosing.

To learn more, follow this guide.

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Nice work! But is it possible to natively access a unit's init field/window in Zeus? I wanted to add some sqf commands in a newly spawned unit as you can in the 2D editor.

It may inherently be there, but I'm new to ARMA 3, just picked it up during the Steam summer sale, and didn't find an option as in the 2D editor for unit initialization parameters. After a quick google search, I was able to find some information - apparently having to first be logged in as admin (#adminLogged)? Or some toggling of options, that enables a more detail editor when clicking on a unit or spawning a unit in Zeus.

http://i.imgur.com/gRkJh5y.jpg (130 kB)

And some further searching, also discovered that you can apparently add a initialization module, though the original post sounds more of a request than actually demonstration of functionality in Zeus.

http://forums.bistudio.com/showthread.php?184706-Init-Module-on-the-fly-Scripting

Any comments or suggestions you can offer will be very helpful.

Look forward to future iterations!

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Something in this new version has broken the compatibility with other mods that I run. Been stapling ACE3 lately and I know it manipulates many engine functions in the map UI. Is there a game log that would tell me where the 'traffic jam' is happening?

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Your mod is frequently used on my Wasteland server. Thanks for the big red message alerting everyone of the assholes around, but how can I prevent these people from even initializing this mod?

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Your mod is frequently used on my Wasteland server. Thanks for the big red message alerting everyone of the assholes around, but how can I prevent these people from even initializing this mod?

https://community.bistudio.com/wiki/ArmA:_Addon_Signatures

https://community.bistudio.com/wiki/Arma_3_Dedicated_Server

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thanks, il go for another campaign run with this, i wonder how it goes ;P

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benargee, really enjoying having this mod available. Would it be possible for you to add a team switch feature, so that I can briefly take on the role as one of my subordinates ? That could be really useful eg. when you need the AT guy to do something and he refuses

 

thx,

OP

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I love your mod! But I've noticed that this won't work with the enhanced movements mod: https://forums.bistudio.com/topic/174788-arma-enhanced-movement/

 

When i have both SSPCM + enhanced movements the keys for the enhanced movements won't work and as soon as i disable the SSPCM it works again.. tips?

 

You can rebind the keys to Enhance Movement to work. I have EM, this mod and ACE3 working even though some functions overlap.

 

After loading all mods, press ESC and click on the the EM menu on the right and rebind all your movement keys.

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Solved it:

 

I needed to change the load order. Now it works. Thank you!

 

 

 

 

You can rebind the keys to Enhance Movement to work. I have EM, this mod and ACE3 working even though some functions overlap.

 

After loading all mods, press ESC and click on the the EM menu on the right and rebind all your movement keys.

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