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kingofnuthin1980

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Everything posted by kingofnuthin1980

  1. OPCOM - OPERATIONS COMMAND VERSION: 0.1.0.220220.1 DOWNLOAD: Steam Workshop DESCRIPTION OPCOM is a "see what you get" menu to set up a single-player scenario for missions and a basic liberation mode. You can also drop into other maps, directly from your current scenario, to execute a special operations mission. It takes just a few clicks to set everything up to your liking. Also great for testing new maps and other content. The menu has customization options, so you don't have to stick with its name, colors, or my logo in the boot sequence. More things to come in the future. WARNING: 1. This mod is still in development. Bugs and errors are guaranteed! 2. This mod is made out of fun, not to compete or replace other mods! 3. This mod is not perfect, but I am willing to learn, optimize and clean my scripts. 4. My military knowledge is from games and movies. Military terms might not be used correctly. This mod wouldn't exist, without all the great people here in the community. Without you, I don't know what I would have done when I couldn't wrap my head around an issue. To all of you who are contributing to the Wiki and Forum... THANK YOU! GLOBAL OPS UPDATE (17.02.2022) 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 the 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 below. SCREENSHOTS OPCOM KEY FEATURES full operator customization, including inventory management and gunsmith import and export loadouts with BIS and ACE arsenals support setup, incl. transport, CAS, artillery, and vehicle drops faction setup for your scenario customize the name, flag, vehicles, and groups of factions six missions available, plus liberation game mode world settings, incl. random patrols, air traffic, and random weather system (experimental) various settings for gameplay, AI difficulty, and menu customization transfer your settings between different OPCOM scenarios HOW TO USE OPCOM Place a unit on the map in 3DEN editor (you can change faction etc, in the menu). Place the OPCOM module on the map. It can be found in ‘modules >> ai-mods’ Save your mission to single-player scenarios or play directly from within the editor. Open OPCOM from your action menu or bind a key in Arma settings. COMPATIBILITY AND KNOWN ISSUES Don’t use respawn, revive or damage multipliers, if you use ACE or other mods that include medical features or damage handling. Some combinations of mods may cause issues when spawning the dummies or vehicles in the menu (just happened once with Project Blufor and COD: MW2-Core enabled. The Game crashed when a new dummy spawned on faction change.) Performance drops with ambient flybys over large AI groups. Various problems if you decide to play in multiplayer, despite the mod's singleplayer nature! Bloodlust mod conflicts with OPCOM respawn (will look into it). FUTURE PLANS coop support more objectives squad units customization civilians I don't want to plan too much ahead. The top priority at the moment is to make this mod stable. But I'm curious about your feedback and what you want to be added. THANK YOU! Bohemia Interactive: Thank you for giving us Arma without any boundaries. Community: Thank you to everyone who is contributing to the Wiki and Forums. Honorable Mentions: KillzoneKid, das attorney, Dedmen, Gunter Severloh, Larrow, PierreMGI, serena, Tajin Test-Squad: Arsenic, CazerVarix, Berni, Gattobuono, and Z Lone-Wolf-Patch by Domi Task Icons by Kalthramis (GitHub) PATCH NOTES v.0.0.220217.1 v.0.0.211204.3 v.0.0.211121.1 DONATIONS You like my mod? You want to support me? Thank you in advance! At the moment, every cent is appreciated. MAKE ARMA, NOT WAR! DOWNLOAD Steam-Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2651774379
  2. kingofnuthin1980

    OPCOM - Operations Command (NEW UPDATE)

    I'll see if I can squeeze in an option for the enemy strength into the settings 😉
  3. 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 😉
  4. kingofnuthin1980

    OPCOM - Operations Command (NEW UPDATE)

    Thank you for the feedback 😊 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.
  5. kingofnuthin1980

    OPCOM - Operations Command (NEW UPDATE)

    Thank you! 🙂 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.🙂
  6. kingofnuthin1980

    OPCOM - Operations Command (NEW UPDATE)

    Aaaaand another dialog to build 😀 Luckily that's fun!
  7. 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?
  8. 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.
  9. 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 🙂
  10. 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.
  11. Hello guys, I've tried the new Modded Keybinding, but it's not working for me. Even if using the examples: https://community.bistudio.com/wiki/Arma_3:_Modded_Keybinding WHAT HAPPENS: in the keybinding settings there will be a new category "Mods" with three entries: "Camera" "Editor Camera" "Mod Section" (the one created by the example) but the keybind option "My test action" (Mod_MyActionName ) will be under "Editor Camera". The created entry "Mod Section" is empty Everything else working fine. You can set the keybind and scripts are executed. Any idea what I'm missing, to push the created entry into "Mod Section"? EDIT: The "Camera" and "Editor Camera" settings are default settings. They just appear under "MODS" after adding the custom keybind. The default settings for "Editor Camera" are all gone and replaced by the custom keybind (Mod_MyActionName). Thanks for throwing your brain cells into it 🙂
  12. 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.
  13. [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! 🙂 MAKE ARMA, NOT WAR! ...and maybe check out... "OPCOM - OPERATION COMMAND"
  14. 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. 😉 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.
  15. Thank you! I've stumbled over this, too. But unfortunately, that's not the solution for me.
  16. 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!
  17. Hey guys... can someone please tell me, why the helicopter goes into a sharp turn and mostly stays in it? Also doMove does not help. What am I missing here? Thanks in advance for your help! [] spawn { //--- get insertion position private ["_mapSize", "_mapCenter", "_insertPos"]; _mapSize = (getnumber (configfile >> "cfgworlds" >> worldname >> "mapSize") / 2); _mapCenter = [worldSize / 2, worldsize / 2, 0]; _insertPos = [_mapCenter, _mapSize, random 360] call BIS_fnc_relPos; _insertPos set [2, 1000]; //--- create vehicle private ["_veh"]; _veh = createVehicle ["B_Heli_Transport_03_F", _insertPos, [], 0, "FLY"]; _veh setPos _insertPos; _veh setDir (_insertPos getDir _mapCenter); //--- create v ehicle crew; private ["_vehGrp"]; createVehicleCrew _veh; _vehGrp = group effectiveCommander _veh; //--- flight parameters _veh flyInHeightASL [1000, 1000, 1000]; _veh setVelocityModelSpace [0, 55, 0]; //--- delete waypoints for "_i" from 0 to ((count (waypoints _vehGrp)) - 1) do { deleteWaypoint [_vehGrp, _i]; }; //--- waypoint positions private ["_wpPos1", "_wpPos2"]; _wpPos1 = _mapCenter; _wpPos2 = [_mapCenter, (1 * _mapSize), (position _veh) getDir _mapCenter] call BIS_fnc_relPos; //--- add waypoints private ["_wp1", "_wp2", "_wp3"]; _wp1 = _vehGrp addWaypoint [_wpPos1, 0]; _wp2 = _vehGrp addWaypoint [_wpPos2, 0]; //--- Set waypoint properties { _x setWaypointType "MOVE"; _x setWaypointBehaviour "SAFE"; _x setWaypointCombatMode "WHITE"; _x setWaypointSpeed "NORMAL"; } forEach [_wp1, _wp2]; }; SOLUTION: Flight heights above 400 meters seem to be problematic for helicopters. _insertPos set [2, 400]; and _veh flyInHeightASL [400, 400, 400]; solved the problem and the helicopter is flying straight to the waypoints 🙂
  18. It seems the flight height is the problem on helicopters. I did several tests now and it seems to get problematic at a height of 750 meters. Between 750 and 400 meters the helicopter was wobbling left and right a lot, though. Everything below 400 meters seem to work without a problem and the helicopter is flying straight to the waypoints.
  19. kingofnuthin1980

    Need help for a probability script

    Have a look at the Conversations in the Wiki. There's also the option to use say, say2D or say3D. The hit event handler triggers when your unit gets hit.
  20. Hi, how can I exit a mission with a script, like when hitting the "save and exit" button? I don't want the mission to end. Thank you in advance for your help 🙂 -Chris SOLUTION: (findDisplay 46) closeDisplay 4;
  21. this is awesome, because I've also searched for a way to restart. thank you!
  22. thank you @pierremgi. I've found it somewhere in a script with the closeDialog command, but your information is another piece to the puzzle, making it sure what 4 does. Are you going to update that on the wiki page for closeDialog?
  23. Sure. I need it for closing the current mission (without a mission end screen) and loading another from script, and being able to load saves from first mission. I've found the solution in the scripts for the pause menu dialog.
  24. That one does seem to do the trick: (findDisplay 46) closeDisplay 4;
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