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kingofnuthin1980

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About kingofnuthin1980

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  1. kingofnuthin1980

    OPCOM - Operations Command (NEW UPDATE)

    I'll see if I can squeeze in an option for the enemy strength into the settings ๐Ÿ˜‰
  2. kingofnuthin1980

    OPCOM - Operations Command (NEW UPDATE)

    If nothing comes in between, it's planned to drop sometime in April. I have to take care of some stuff outside of modding at the moment. So please take this with a grain of salt ๐Ÿ˜‰
  3. kingofnuthin1980

    OPCOM - Operations Command (NEW UPDATE)

    Thank you for the feedback ๐Ÿ˜Š At the moment you can add and remove units to your squad. With the next update comes loadout and equipment customization. I hope this will give you all you need to create your very own squad for your missions.
  4. kingofnuthin1980

    OPCOM - Operations Command (NEW UPDATE)

    Thank you! ๐Ÿ™‚ First, it was painful. But then it's pure fun to watch the whole menu grow. I've made the GUI like a construction kit. Now it's easy and fast to create new pages. Sometimes in minutes. Maybe not perfect, but it works. The only thing I am scared of is to clean it up ^^ If there's time left between my planned features done and Arma 4, I want to tackle the action menu.๐Ÿ™‚
  5. kingofnuthin1980

    OPCOM - Operations Command (NEW UPDATE)

    Aaaaand another dialog to build ๐Ÿ˜€ Luckily that's fun!
  6. kingofnuthin1980

    OPCOM - Operations Command (NEW UPDATE)

    I'm curious about your opinion... Do you want the garbage collector to be adjustable or is it enough if it is pre-defined?
  7. kingofnuthin1980

    OPCOM - Operations Command (NEW UPDATE)

    Thank you! The garbage collector didn't make it into the current update, but will be added next and soon.
  8. kingofnuthin1980

    OPCOM - Operations Command (NEW UPDATE)

    Thank you for your comment! It means a lot to me! Working on this just by myself is challenging sometimes ^^ But the feedback and knowing you are having fun with it, keeps me going and learning ๐Ÿ™‚
  9. kingofnuthin1980

    OPCOM - Operations Command (NEW UPDATE)

    GLOBAL OPS UPDATE OUT NOW! In Global Ops you will drop from your current scenario into any other map of your choice in the Arma world! Here's what you can expect: Deploy from your current scenario to Global Ops missions on any other map. Set up to three different objectives for your operation. Insert on foot, with a helicopter or para drop into the action. Easy Access from a homebase on Stratis in Singleplayer Scenarios. Your entire setup carries over to the Global Ops mission. The Global Ops mission ends after all objectives are done or failed. MORE UPDATE FEATURES OPCOM should now work on more maps, as long as they have at least three locations. OPCOM should now work with more factions. You can now add and delete single units from your squad. Access to full arsenal, including all ACE items. Import and export your OPCOM loadouts to BIS and ACE arsenals. Add vehicles from all factions of your side to your current faction. Change your operator type in the commander settings of your faction. Randomized weather system (experimental). OPCOM now works on other screens than 16:9 (at least tested with 4:3, 16:10 and 21:9) Your squad now heals themselves or each other when wounded or down. Disable OPCOM respawn and revive system entirely. Script and performance optimization. For a full list of all features, tweaks and fixes have a look at the patch notes in the description.
  10. I've used this as a temporary solution... https://feedback.bistudio.com/T161263 ...and set the requiredAddons in CfgPatches to A3_Data_F_AoW_Loadorder, e.g.: requiredAddons[] = {"A3_Data_F_AoW_Loadorder", "A3_Modules_F", "A3_Functions_F", "A3_UI_F"}; Sorry that I forgot to update this post.
  11. I did that, too. But I didn't like, when the units are glued to their position behind me, when turning around while looking at them in third person. If you want to solve that with an attach code, I bet you'll need more than three lines, too. ๐Ÿ˜‰ Edit: Not saying my approach is perfect, because it's not. It's just a matter of taste on how it plays out in the end.
  12. [RELEASE] Script to para jump and land with your squad in formation When using steerable parachutes, my squad never followed me. They were spinning around, hanging in their parachutes, and they were landing wherever they want. I got tired to catch up with my squad after every jump, so I wrote this script. WHAT IT DOES: If you go into freefall, your squad will drop out of the aircraft. When not looking at your squad, it gets repositioned behind you. In freefall and when they are in their parachutes. Your squad opens the parachute when you do, or when they reach a height between 100 and 75 meters. Your squad should land close to you. To make the units not spin around in their parachutes, the simulation of the parachute is disabled. THE SCRIPTS: Add this eventhandler for your player unit, to check for freefall animation: AIM_fnc_paraDropInit (this adds the action to open your parachute, handles your squad exit out of the aircraft, and initializes the formation) AIM_fnc_paraDropParachute (this opens your parachute, and for squad members it waits until you have opened your parachute) AIM_fnc_paraDropFormation (keeps your squad close to you, until you landed) YOU HAVE FOUND ISSUES OR YOU HAVE OPTIMIZATION SUGGESTIONS? Don't hesitate to tell me your feedback, down in the comments below. ANYTHING ELSE? No. Just have fun! ๐Ÿ™‚ MAKE ARMA, NOT WAR! ...and maybe check out... "OPCOM - OPERATION COMMAND"
  13. Thank you! I've stumbled over this, too. But unfortunately, that's not the solution for me.
  14. I'm trying to load a singleplayer scenario/mission from script. What I did so far... getting the mission name with missionName loading into a mission in 3DEN editor used playMission with the string from missionName to load the mission also used example from wiki with an eventhandler: //--- adding eventhandler for mission ended addMissionEventHandler ["Ended", { playMission ["","\A3\Missions_F_Bootcamp\Scenarios\Arsenal.VR"]; }]; //--- ending the mission ["end1", true, 0] call BIS_fnc_endMission; Nothing happens. So if it is possible, what is needed to load a saved singleplayer scenario from debug console or from another mission? Thank you for your help!
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