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Leopard20

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Everything posted by Leopard20

  1. All-in-One Single-Player Project by Leopard20 Short description: All-in-one Single-Player project is (at this time, will be) a collection of 3 separate addons that work in tandem to create the ultimate single-player experience. _____________________________________________________________________________________________ Long description: Hello guys. I'm sure everyone agrees that the current state of ARMA single-player is not really playable (unless you're alone!). The AI are always a burden and hard to manage. Well, in this project, my goal is to change that. This project will consist of 3 addons: 1. All-in-one Command Menu (Deluxe ver.): The improved and enhanced version of my old , dusty mod, All-in-one Command Menu which itself was basically an improved version of WW AI Menu by Windwalking. 2. ADDON #2 (WIP, ~10% Complete); ETA: mid September 3. ADDON #3 (WIP, ~60% Complete); ETA: early October The other two addons are not "command menus" but something entirely different and crucial to the single-player game, and interaction with them will primarily be through All-in-one Command Menu. I will update this thread about the latest development status. Stay tuned! All-in-One Command Menu (Deluxe Version) Current version: v1.0.2-Beta Some of you may have used, seen, or at least heard of my All-in-one Command Menu mod, which added many new capabilities to the vanilla AI. When I started working on that mod, I was completely inexperienced in scripting, and the mod, despite its great feature roster, became a poorly optimized and buggy mess over time. So I decided to rewrite the mod from the scratch; updated the visuals, rewrote most features and added many new stuff. Without further ado, let's jump into the feature list! Release Trailer: Additional Screenshots: Feature Overview: What's new since All-in-one Command Menu classic: This is a complete rewrite of the classic mod, so obviously there's so many changes. Here is some of the most important ones: Notes (MUST READ): Some of this stuff might be a little hard to grasp at first (but once you learn them you realize how easy and intuitive they were!). I'm very busy right now so I'll add a video tutorial by the end of this week. For now, try to make do with these! Download: GitHub Dropbox Google Drive Installation: Note: The name of the mod folder has changed! Please delete the old "@AIO_AIMENU" folder if you have the classic version. F.A.Q: Donation and Support: If you like my mod and would like to support it, or you just want to buy me a drink, etc., you can donate on PayPal, or even better, become a Patron! Requirements: Community Base Addons (CBA)
  2. Will do my best, my friend! 😉
  3. Two more things I forgot to mention (derp!): 1. The Trigger Mode and Undo functions in the Waypoint UI don't work right now. I'll add them later. 2. If you use the Custom Menus, in the formation menu you see two extra formations: W and M. Those two will be added along with addon 2. I had added them at first but there were some issues with the vanilla AI.
  4. All-in-one Command Menu (Deluxe) - v1.0.2-Beta Fixed - Super Pilot: Make sure flight height is not zero when switching to cruise/loiter mode + fixed vanilla AI preventing the super pilots from taking off (they forced off the engine!) + misc bug fixes - High Command: Fixed Create HC Group not working after the last change to the Create Support Groups option - Mod icon: Fixed transparent background made texts illegible (replaced with white)
  5. Hmm. Will take it look. Thanks for reporting the issue.
  6. It's okay. I fixed it. Now it doesn't matter whether you select all units or not.
  7. For the first issue, seems like you had selected an invalid unit (probably not a helicopter). Because my script couldn't detect the skid! I'll look into the issue with explosives.
  8. Thanks for the report. This should've been fixed though. For now, uncheck "Enable Zeus" from settings. I'll fix this later. You have loaded Blastcore right? I think that's the mod that's throwing this error. Strange. I can't reproduce the issue. How did it happen? Had you landed the helicopter (using 'non-super-pilot' landing mode)? If so, I noticed this issue too and will fix it in the next release. Also, are you sure the flight height wasn't zero or negative (In 'Pilot Settings')? I use these values to make Super Pilots land. Anyway, I'll make sure the flight height is reset (if less than 10m) when using Loiter and Cruise modes to avoid this issue.
  9. I haven't added much stuff to ADDON #2 yet, so perhaps I could include some of the locality stuff and such as I'm adding more code. I'll test them later! 😉
  10. Thanks for the suggestion. Perhaps you're right. But right now I just want to finish the other two faster. I might not find enough free time for mod making past October. 😞
  11. Thanks a lot. I could really use a hand on that one! 😉 Yeah I'm getting lots of lag spikes as well (some parts of Livonia are just unplayable, also happening on other terrains with lots of vegetation, such as Chernarus , which were fine before) Anyway I don't think I'm gonna be working on MP stuff by the 1.96 patch (dunno when it comes out, but I expect it to be at least one month from now?). So it's alright.
  12. New update is available: All-in-one Command Menu (Deluxe) - v1.0.1-Beta New - You can now add Support Groups directly from other squads! Note that there's no backup feature for this one! - Added group icons to high command lists Fixed - Fixed several bugs in the High Command menu @MrStregatto BTW, you can go back by right clicking! I added it at first but then realized there's no need! BTW, for new users, you can open the high command menu in two steps: 1. Switch to high command (default: Ctrl + Space). If it doesn't work, open and close the AIO menu once 2. Now open the menu
  13. Thanks! I will let you know if I need someone for testing!
  14. Primarily 3 reasons: 1. I need to find someone else to test this with who doesn't mind wasting some time just testing a mod! It may take a lot of time. I think I can convince a couple of my friends to do this with me though! 😉 2. I'm constantly adding stuff to the mod right now. So every time I make a change I probably have to test them in MP too. 3. I have zero experience in coding for MP (I know some basics though). Learning that one takes time as well. That's why I'd rather complete the mod first then deal with this stuff later.
  15. Are you sure? I'm sure I fixed it. Did you download the GitHub build (Hotfix version)? I also updated the Dropbox and Google Drive links. I think from now on I should add the version to the file to prevent mistakes like this. Right. Will fix that one too. Sorry about the bugs. That's the problem with 'complete rewrites'. 😞
  16. Turns out it was just a typo! v1.0-Beta-Hotfix Added. Please re-download the mod.
  17. Thanks for the report. Will check it out ASAP!
  18. Thanks. Those two addons will add more capabilities to the AI. Making them follow orders better and more reliable during battle. Basically I'm creating a new AI. I don't mean like the current AI mods such as VCOM, TCL and ASR AI. I actually mean a NEW AI. ADDON #2 targets the player's squad and ADDON #3 is about teamwork between all squads on the map, plus more gameplay options. I'll post some videos and pictures when they reach a more presentable state.
  19. Thanks! Well, those two addons are not finished yet. So I didn't want to give you any false hopes in case I don't make them the way I want them to be. So far they look good, but I might experience some issues down the road and make some compromises. Don't worry though; as soon as they reach a presentable state (even if not release-ready) I'll keep you posted through some pictures and videos! 😉
  20. What's up guys! Good news! The update is finally here! As promised, the mod was rewritten and optimized, with lots of new features, improvements and bug fixes. Due to the prettier design and superiority in every aspect, the latest version now bears the "Deluxe" tag! BTW, this thread is no longer continued. I'm going to release this mod under a new project called "All-in-one Single-Player Project". Check out below for further information: Thank you guys for your invaluable support during the past couple of years. I hope you enjoy the Deluxe version more than the classic one.
  21. All-In-One AI Command Menu A "WW AI Menu" Patch By Leopard20 & WindWalking This thread is no longer updated! For the latest release, check here Hello everyone. As you know, the WW AI Menu was one of the first and best AI mods released in the early days of ARMA 3 release. It addressed a lot of issues and shortcomings with the vanilla ARMA commanding system, and packed a lot of handy features including: - Infantry commands such as healing, garrisoning & clearing building, rearming, .... - Vehicle commands such as engine on and off, horn and eject with parachute. - Waypoint system with the ability to assign multiple waypoints to your squad members. - Weapon accessories (silencers, flashlights, ...) - Unsticking units. and .... Read more about the mod: https://forums.bistudio.com/forums/topic/153621-ww-aimenu-complimentary-commands/ Unfortunately, when Windwalking left the community some of the features ended up broken, and due to the community rule forbidding people from taking over and/or changing an author's work without their permission, nobody has stepped up to bring this mod back to life. Until now. I decided to bring this mod back to life in a way that respects the community rule and the author's work. Namely, "patching" the original mod by adding features and fixing broken ones. As a result, you will need the original mod installed for my mod to work. You can activate the menu by pressing Y .If you use the "Y" key for Zeus or anything else you can either change the keybinding for those features (I personally use "Ctrl+Y" for Zeus) or change the keybinding for the menu by navigating to: "OPTIONS > CONTROLS > CONFIGURE ADDONS > (dropdown menu) All-In-One Command Menu". I've also included a userconfig file where you can add support for your mods (if they are not supported already). Currently you can add support for: Resupply vehicles, AT soldiers (used in the rearming script) and the Handgun suppressors. Note that you might need to enable "file patching" for the config file to work (either add the -filepatching commandline or enable it in the launcher parameters). This mod is compatible with other commanding mods (such as C2). Although I don't recommend using both for issuing the same command at the same time (e.g when you use C2 to order your units to mount a vehicle, don't use the same command in this mod, as it may cause conflicts and unforeseen consequences) I also recommend this mod as it makes issuing regular and frequent commands a lot easier: (you may need to change the default keys used by the mod, keys 1, 2, 3 , 4, as these keys are used for switching weapons) Advanced Command System (ACS) All features were tested using the vanilla ARMA vehicles/weapons (including all DLCs up to the time of release), and work as intended. However some features (the most important of which being weapon accessories) may not work in other mods (such as RHS or CUP). Edit: As of version 0.50 Beta most features should work with other mods without issues. If they don't please post your feedback in this thread. Here's a quick overview of what is changed: Unchanged: Fixed/Modified/Removed: Added: Screenshots: Notes: Special thanks to: - @Windwalking for his awesome mod. - @Muzzleflash for helping me with showing objects on the map and also teaching me a lot about scripting. He's one of the best guys on this forum. - @mad_cheese for allowing me to use the "Bounding Box" function used in his legendary mod, C2. - and everyone else who kindly answered all my questions on the forum. Disclaimer: I can't guarantee this mod is completely harmless. Please back up your ARMA 3 directory located in the "Documents" folder (C:\Users\YOUR_PC_NAME\Documents\) prior to using this mod (especially the file *.vars.Arma3Profile and the "saved" folder because they are the only files that may be affected). Multiplayer support is in alpha state and not fully tested yet. Dear Moderators, The current release still uses the scripts from the original version. Also, to avoid some conflicts, I had to rename the global variables. If you think this mod is still not in compliance with forum rules please let me know to come up with a solution (you can PM me or post it here). By installing this patch, the original mod will be disabled (If you want me to leave it enabled please leave a feedback and I'll re-enable it). Download Link (Current Version: v1.2.1): GitHub (always up-to-date) DropBox Armaholic (updates with a slight delay) How to Install: Future Plans: Changelog: Requirements: CBA: http://www.armaholic.com/page.php?id=18767 WW AI Menu by Windwalking: http://www.armaholic.com/page.php?id=22380 Since v1.0.0, WW AI Menu mod is not required anymore. It's because some users reported they had trouble setting up WW AI Menu (mostly because of FilePatching used in WW AI Menu, which complicated things), so I decided not to make it necessary to have this mod. A couple of such reports:
  22. Tactical Satellite Feed By Leopard20 Trailer: Screenshots: Brief Description: Tactical Satellite Feed is an all-new mod for ARMA 3 that brings a "Door Kickers" style of gameplay to your single-player missions. _______________________________________________________________________________________________________________________________ Long Description: Hello everyone! If you're a single player fan like myself, you've definitely noticed how incomplete and unreliable the AI movement is. They may not follow the exact path you want, or even worse, not move at all! Just put a couple of units on top of carrier or ship in the Editor, you'll see what I mean! 🙂 This mod, Tactical Satellite Feed, is designed to work around this exact problem. But that's not all there is to it! When I saw the potential for new features, I decided to make this mod look more complete, to the point that it's now a multi-purpose mod! This mod is inspired by such games as Door Kickers, Tom Clancy's game series, and of course the mod C2 Command & Control by our very own Mad_Cheese! Without further ado, let's jump straight to the mod features! I recommend that you watch the trailer first to get an idea of how the mod works and familiarize yourself with its mechanics. Features: - Top-down view of the battlefield. - Easy to use; simply draw paths using mouse - Set up anywhere and anytime with just a few clicks - Automatic path correction; minimizing micro-management - Move units on any surface and terrain, including ships/carriers. - Complete AI movement override; get them to do whatever you want! - Various functions, including: . Watch direction . Change stance . Engage targets . Mount vehicles . Go-codes . Sync movement . Supports Enhanced Movement by Bad Benson . Path recording; player records path for AI to follow . Fog of War simulation; unknown enemies become hidden Usage Instructions (MUST READ): The manual is already included with your download. Notes: Known Issues: (Likely) FAQs: Warning!!! This is a preview release! Expect lots of bugs! Use the mod at your own risk! Download: GitHub (always up-to-date) Armaholic (updates with delay) Source code: https://github.com/leopard20/Tactical-Satellite-Feed Installation: Credits and Thanks: @mad_cheese and @bad benson for the Enhanced Movement functions! Requirements: Community Base Addons (CBA)
  23. Leopard20

    Tactical Satellite Feed

    Thanks for the ideas. By map, do you mean the camera (i.e. UAV) or do you actually mean the map? My mod doesn't use the map at all! The reason I don't move the UAV with WASD buttons is because I wanted the player to be controllable (so he could, e.g. move if came under fire)
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