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Von Quest

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  1. SIGINT, OPERATIONS, COVERT OBJECTIVES and MISSIONS by Richard Von Quest VERSION: v0.6.8 beta UPDATED: 14 MAR 2021 DONATE: Support Project // INTRODUCTION: This is the Stand-Alone Module of my Mission Generator & Intelligence System from my SpookWarCom Project. SOCOM Module is a Spec-Ops/Black-Ops random Mission Generator with unlimited combinations of dark and eerie "behind-the-lines" Objectives & Missions. More TBA at a latter time. "CLASSIFIED: EYES-ONLY" // FEATURES: Select Probability (0-100%) for EACH Type Numerous Custom User Options for EACH Mission Custom User .sqf File Options for Units and Objects Enter Unlimited Classnames for Objectives Enter User Classnames for Enemy Guards/Units Generic System for ANY/ALL Styles, Timelines, Ops, etc Select ArmA 3 TASK, Generic Marker, or MapGrid Turn ON STEALTH Options for any Mission Full User Customization & Settings for Micro-Detail All Factions, Addons, Mods, and Maps Supported Marker Blacklist, Urban vs Rural, and many more!!! 30+ Mission Types Under Construction..... // MISSION TYPES: Mission -- Assault / Direct Action Mission -- Reconnaissance 1-26 (Alpha - Zulu) Mission -- Ambush / Intercept Mission -- Destroy / Demo Mission -- Recover Intelligence Mission -- Search & Recover Mission -- High Value Target Mission -- Defend Area or BASE Mission -- Steal Enemy Vehicle Mission -- Attack Vehicle Convoy Mission -- Sniper's "Hogstooth" // NOTES: n/a // REQUIRED: n/a // DONATE: MISSIONS & INTELLIGENCE Von Quest Industries // LICENSE: // CREDIT & THANKS: *n/a
  2. My projects are for our private weekend games. They are not meant for you, nor the general public... What are you trying to do exactly? This isn't a "squad forming" addon. It's just a basic random Mission Generator. A) If its easier, make your custom full squads as needed in the Editor, off in the corner somewhere, then teleport them near you or the mission area. B) Or script your own : https://community.bistudio.com/wiki/Category:Arma_3:_Scripting_Commands https://community.bistudio.com/wiki/Category:Arma_3:_Functions https://community.bistudio.com/wiki/BIS_fnc_spawnGroup Name your SQF File (separate text file) something like, spawnEvilSquad.sqf then place it in the mission folder your are making. Then reference/point to that file in the Module settings where it applies. Using the BIS_fnc_spawnGroup (link above) scripting code could be something like: _evilGuys = _this select 0; _location = getPos _evilGuys; _squad1 = [_location, side player, (configFile >> "CfgGroups" >> "West" >> "BIS_US" >> "Armored" >> "US_MGSPlatoon")] call BIS_fnc_spawnGroup; or _guy = _this select 0; _grp = [getPos _guy, east, ["TK_INS_Bonesetter_EP1", "TK_INS_Soldier_2_EP1"],[],[],[0.7,1.0],[],[],180] call BIS_fnc_spawnGroup; (Just Examples - Skill Ranges, in yellow, would be 0.7-1.0)
  3. SURROUNDED, COMBATANTS, AREAS-OF-OPERATION, and REINFORCEMENTS by Richard Von Quest VERSION: v0.6.7 beta UPDATED: 23 DEC 2020 DONATE: Support Project // INTRODUCTION: Enemy Spawner, Ambient Real-Time Combat, and Map Occupation System! WORKS WITH ANY and ALL ADDONs & FACTIONS. This is the Stand-Alone Module system of my DARK Project from SpookWarCom. Fully customizable, with numerous User Option Settings for intensely dynamic game-play for any and ALL ArmA Maps. Even NEW Maps!! Create anything from quiet stealthy "Behind-Enemy-Lines" Black-Op Missions, or Defending a NATO Base. Maybe some Terrorists and War Lord controlled 3rd-World territory, or perhaps an epic full-blown chaotic War-Zone where you are fighting for the freedom of an occupied sovereign country that lasts for months. The choice is yours... The heart of the System is the Areas-of-Operation. You can select 'Known' Intel, or probable 'Unknown' Intel. Select the EXACT number of AOs or select RANDOM for each group. Mix-n-Match the Modules and Options as you wish for a gazillion of variations. Very Easy to use. Very very noob friendly! Just enter Config Paths, and/or Classnames for a fully customized scenario. Control your Maps with precision! Spawn 1 Terrorist, 100 Civilians, or thousands of Enemy Squads. I give all the power to the player. "Behind Enemy Lines" // FEATURES: Ease of Use! Noob & FPS Friendly! Spawn ANY Unit from ANY ADDON!!! ALL Maps, Mods, Factions Supported Supports all styles of Gameplay Supports User Custom .sqf Files Create 1 AO or an entire WarZone Spawns BLUFOR, OPFOR, INDEP, CIVs Hyper-Flexible with complete freedom! De-spawns Units over 3km away Enemy can Radio nearby Helis for CAS "Bad Guys", MERCs, etc (non-military) Reinforcements: ParaTroops, Arty, etc Great ALiVE alternitive for ease-of-use Flies Buzzing on Dead Bodies Random "Items" for looting/immersion Areas-of-Operation for Hot/Cold spots Intel for AOs with Static/Probable % Custom Marker Details for EACH AO Too much to list here - check it out! // NOTES: Module #1 -- SURROUNDED This Module Spawns Units all around the Player, at all times, at all locations in a user-set (continuing or limited) loop. You will be surrounded by these Units anywhere. They spawn around you at all times. Use for BLUFOR and/or OPFOR. Control any and all details. Set to have the units patrol at random or use the Player has the focus/center point. Module #2 -- COMBATANTS & CIVs This Module Spawns Units both normal Civilians and Units that are "Armed Civillian" Units. These are the Non-Military Units (Terrorists, Freedom Fighters, Civilians, War Lords, Rebels, Resistance Fighters, Gangs, Black-Ops, Locals, MERCs, etc). They Spawn all around the Player, at all times, at all locations. They spawn as single units, or as loose groups that have a higher probability to seek out Buildings and interior locations. Often disorganized, unarmored, little discipline, etc. Module #3 -- AREAS-OF-OPERATION This Module sets "AOs" randomly around Map. These Units ONLY Spawn when you are near these Areas. This will create Hot & Cold areas scattered around the entire Map for a more organic and realistic experience. Set as STATIC Intel (100%) or DYNAMIC (Unknown 0%-100%) Intel. Player has complete control for all settings. Set from the Config Level, and/or Classnames. Set Marker type, color, etc. NOTES / INFO: Module #4 -- REINFORCEMENTS This Module adds Enemy Reinforcements to the Map. When the enemy feels threatened, or overun, they can call for help. You can set the probability of how likely they will make that radio call. Reinforcements can be in the form of QRF Heli Teams, Paratroops, Artillery, and Mortars. Make sure you always set this to the ENEMY. // REQUIRED: 1. n/a // DONATE: ENEMY SPAWN SYSTEM Von Quest Industries // LICENSE: // USAGE: Place ANY Module. Set your settings as needed. More info is right INSIDE the Modules - just hover over the option for the popup tool-tip. // CREDIT & THANKS: *TPW (w/ Larrow) for the Ambient Aircraft Script
  4. 1) The Config Option will select a random group in that last list/set... If you use the Classnames, then it makes that entire set the squad, with a minimum of 3, and an 80% of each remaining slots. 2) I've never used more than 1 type of module. It'll likely break it, since there are global variables that can only be set once. Not sure how the game will handle multiples of the same module. Yes, that's normal. Its only likely gonna use/set the last module to load. 3) That's just text for notes/labeling, so you know what is what. It will spawn anything in, and use the intended side that's built-in. You can mix-and-match, and don't have to follow the label sides. You DO have to follow the TYPE of spawn (vehicle category to spawn vehicles, armor, etc. or helicopters to spawn helicopters, etc.). 4) Not sure. I'm guessing its the circles for larger numbers of squads?.... 1-3 Squads is just Icons... 4-6 adds circles... 7-9 adds circles filled in slightly... and the rare 10 is a Field Command Bunker Icon. Thanks! Its a tad confusing, as all my projects are for our weekend games, and there is entire GameMode called SpookWarCom we play. There is a huge pack of additional offline files, scripts, addons, game sheets, intel reports, reference sheets, rule packets, etc. that go with all these that are not released to the public.
  5. For the the Attack/Clear Area Mission, its ONLY spawning in Infantry. You still have to Clear anything else there, but it only spawn units. Also on Steam . . . 1. Mission Guards are usually just Single Units, no config squad option. Singles. 2. Yes. They are low/normal by default. 3. Likely server/mp issue. Not designed or tested for MP. We only play LAN. Its looking for the "player" to get near the Defend Object. 4. ***See below 5. No. You'd have to re-set the Global Variables to have it continue forever, which its not designed to do. I'd have to re-write it. The Custom SQF Files are just txt files with a .sqf extension placed in your mission folder : example.sqf _leader = _this select 0; { _x setSkill ["aimingAccuracy",0.5]; _x setSkill ["aimingSpeed",0.1]; _x setSkill ["spotDistance",1.0]; } forEach (units group _leader);
  6. No. Its re-randomized each game, and each time you re-enter the AOs.
  7. FICTIONAL UNEXPLODED ORDNANCE, SYSTEMS, and E.O.D EQUIPMENT by Richard Von Quest VERSION: beta v0.5.7 UPDATED: 13 June 2019 DONATE: Support Project // INTRODUCTION: Work-In-Progress. This is the Stand-Alone Module of my Explosives & EOD Addon from my SpookWarCom Project. As most EOD stuff is just a BIP (Blow In Place); I wanted to do something a little closer to the fictional side, and have a system where you have to know what you are doing and solve a step-by-step procedure to disarm the explosive. I will be including my IMS "BombBuddy" Ion-Mobility-Spectrometer to detect both in-game mines & explosives, and all the IEDs included in this amazing mod. I do not like the "I see a mine!" in the game. So what? If you see it, where? When you have all the nonsensical "helpers" turned off, he still shouts out he spots something. This is silly. So I'm building my own detector that will 'sniff' the molecules in the air to detect various chemicals and the additives in explosive materials. It will only display a readout of various indicators and a vague 'strength' signal (parts-per-million). I also have in production several, ok numerous, oh wait... no, over 100+ IEDs coming to put into your missions that all will have unique ways of disarming! I have 10 prototyes each with 10+ levels of disarming procedures with numerous types having a complex muti-step process to disarm. Total of 100-200 Bombs! Memorizing how to disarm will be virtually impossible do to with the sheer vast number of randomly generated IEDs. If you do not go through the training process and do not understand what you are doing, kaboom! No more just clicking the X to disarm. You will need the right tools, and click exactly on the part required. Several types will even have anti-handling devices. Motion sensors, light sensors, etc. complete with random timers and other surprises that I won't reveal here. Explosives will be C4, Mines, Chemical, Radioactive, etc. "Initial Success or Total Failure" // FEATURES: I.M.S BombBuddy detects ALL EXPLOSIVES Numerous Tools and Equipment Both Fictional and Realistic Explosives Disarm "Movie-Style" Bombs Disarm In-Game Bombs & Explosives Minefields: APERS Landmines Minefields: Mk6 Watermines Minefields: PDM-1 Amphibious Suicide Bomber Terrorists and Extremists Random Spawns and Variables ...And many more coming SOON!!! // NOTES: More Info coming soon. This was just an upgrade into a Stand-alone Project. Many more cool options are right around the corner! *kaboom* // KEYBINDING: Shift + E // REQUIRED: 1. CBA A3 - Community Based Addons A3 // DONATE: Explosives & EOD Project Von Quest Industries // LICENSE: // CREDIT & THANKS: -Attach Explosives -- Stealthstick/Zooloo
  8. Actually.... It was just updated on Steam. https://steamcommunity.com/sharedfiles/filedetails/?id=2394077549 But yeah, I'm probably going to take some time off until Arma 4.
  9. Sorta...You can use the Custom .sqf File Option to script your own, to Add ANYTHING into the Missions if needed.
  10. Von Quest

    F.R.O.G.S -- Combat Diver Project

    I'll do an update and upload later this week. Is was in the old version, but not this new version. I just need to to a quick update for both LEAP and FROGS. So sorry, I forgot all about that feature as I never play with AI.
  11. FROGMEN, RE-BREATHERS, OPERATIONS, GEAR, and SUBMARINES by Richard Von Quest VERSION: beta v0.6.0 UPDATED: 17 April 2021 DONATE: Support Project // INTRODUCTION: This is the Stand-Alone Module of my Combat Diver System from my SpookWarCom Project. This will focus on the Underwater Environment and the unique elements of the murky and chilling capacity of Combat Diving Operations. For me, one of the greatest parts of ArmA is the Diving and NEW v1.6 water environment. What an amazing experience for a game. I want to build off the rebreather and add more layers to the SCUBA and explore some deep water possibilities and immersion. This project will be similar to my HALO Mod, but instead of the extreme altitude, this will focus on the deep sea and combat underwater operations. I want to explore more options of Gear & Systems (mostly fictional) for deep water ops, like salvage, recovery, surveillance, etc. I also will be adding a Submarine or three with the ability to use a Lock-Out Chamber for deploying Spec-Ops, CRRCs and SDVs. "Brave Men, Dark Waters" // FEATURES: Submarine Transport - HMS Proteus Submarine Composition (destroyer) Submarine Ready Room (Gear-Up) Stingray Rebreather Rig F.R.O.G.S Rebreather Rig SPECTRA Diving Goggles Submarine Navigation Command (mini-game/infil) Submarine Exterior Lighting (WIP) EFX, Sound, and Immersion Lighting: Low, Med, and High Vis SDV Mini-Sub (lock & unlock from Sub) CRRC Zodiacs (inflate/deploy from Sub) // NOTES: This is EXPERIMENTAL. You can Enter and Exit from the LOC. Flood and Drain the LOC multiple times. Re-Route of the Submarine possible as well. Multi-Mission capable. Can get a little unstable at times. Use caution. Stay clear of the SDV when Unlocking and Locking, as this is heavy equipment and can injure or kill the player. The same is true for the CRRC. Stay clear when inflating it and especially when detaching it as it will shoot up to the surface when you unlock it. Take care when placing the Sub as it is very hard to find again. GPS recommended for navigation if you want to find, then re-enter the sub. If playing MP, some features cant be experienced by the client. (I think, untested) Main features have been tested and work fine in MP. The SCUBA and other sections of this Mod are still under development. This part is ready for public testing and feedback. The first LOC broke and I hastily had to re-do it, so this is a "test / low res" placeholder version only. I have some better stuff coming as part of a bigger package and Submarine Project. // KEYBINDING: Shift + F // REQUIRED: 1. CBA A3 - Community Based Addons A3 // DONATE: COMBAT DIVER PROJECT Von Quest Industries // LICENSE: // CREDIT & THANKS: *n/a
  12. Next on the list... both a POW, and a Downed Pilot one. But not for a few weeks or so. I'm not working on ArmA much these days.
  13. Just the 4x is the only one I'm aware of. You may have other issues going on... It should only take several minutes (2-10min) for them to arrive. If its taking 30 minutes, I think something is wrong. I'll crank down the distance in the next update. One issue (guessing) may be they are spawning on the other side of water, and if so, I believe the AI won't cross/swim through water.
  14. The DEFEND Mission spawns those enemy 1500-3000m away... I agree, its a tad far. I did this to allow time for the player to get setup before they arrive, and plus you don't want to see them spawn in. Since I have the Timer option, I can lower it down to 1000-1500m. Maybe add a user option to set the distance manually in the module. Its not a mission generator, but you can also try my SCAR project, and use the Surrounded Module. You can set the Distances there, and set the Player as the reference point to walk towards. Just set a closer distance, player as the center, and give them a small patrol radius of like 100m. You can also set the exact number of units, loop timer, etc.
  15. Sorry for the long delay. I'm not working on ArmA at the moment... Not sure. You have CORE also? And try going through the Walkthrough/Example Setup from the Download link (via CORE page)? It sounds like you're Missing a Classname or something on one of the Module Fields.
  16. LOW and EXTREME ALTITUDE PARAJUMPS by Richard Von Quest VERSION: beta v0.6.0 UPDATED: 04 June 2021 DONATE: Support Project // INTRODUCTION: This is the Stand-Alone Module of my HALO/PARA Infiltration System from my SpookWarCom Project. This Module will allow the player to setup transport and perform a combat parajump into any area of the map you desire. Both low-altitude parajumps, and high-altitude HALO jumps are supported. For the more extreme HALO jumps, special equipment is needed to survive the harsh and dangerous environment of the low-oxygen, sub-zero atmosphere. I must stress this is a fictional project. Some creative liberties are taken for better gameplay and immersion. Do not expect a 1:1 simulation of a true military freefall operation. This is a GAME. NOTE: This is a complete overhaul and full re-write of the last versions. Numerous features and old options have been temporally removed to speed up this release. They will be added back in later. "Feet First into Hell" // EQUIPMENT: Dragonfly HALO ReBreather Rig System HellJumper Altimeter NEXTGEN Watch Thermal JumpSuit, H3 Helmet, O2 Bottle Automatic Opening Device (AR3) Electronic Auto Opening Device (ASTRA) Backup Reserve Parachute Sentinel Safety Reserve Trigger Device 3D Models and more coming soon... // FEATURES: Player select FlightPlan, JumpPoint, Cargo Custom Audio, Effects, Lights, Atmosphere Fog-of-War Human Flight Error, Drift, etc SAMs, RADAR, and Flak Enemy Air Defenses Hypothermia, Decompression Sickness, etc Parachute Cut-Away (SHIFT+CTRL+L) Travel Time, Cut Scene, Chute Failure, etc Bury Gear to Hide it from the enemy And many more under development... // AIRCRAFT: XC-130 Hercules "Nightmare" (Black-Ops Edition) // NOTES: This Forum Post glitched and I lost the details I typed up for this page - will re-type it later. Sorry! // KEYBINDING: Shift + D // REQUIRED: - CBA A3 - Community Base Addons // DONATE: HALO/PARAJUMP PROJECT Von Quest Industries // LICENSE: // CREDIT & THANKS: *BIS - for an amazing (and frustrating) hobby! *dr_strangepete - early stages and gear-saving *cobra4v320 - early stages and gear-saving *Mikero - Dev Tools; Utility *Alwarren - Dev Tools (Blender) *Sabre[DUST] - helping with the C-130 *killzone_kid - tutorials and info
  17. Yes. Everything works fine on my end. Guessing the settings are set wrong for that one. Double check the Settings, especially the Marker Blacklist. If the Marker Blacklist is wrong, it'll break the system.
  18. CUSTOM OPTIONS, OPS CENTER, ROLE-PLAY, and EFFECTS (Central Framework for Zero Dark Zero) by Richard Von Quest VERSION: v0.7.0 beta UPDATED: 17 APR 2021 DONATE: Support Project // INTRODUCTION: This is the Stand-Alone Module of my Custom Starting Options and Ops-Center from my SpookWarCom Project. It was the "core" or heart of my projects. This will add numerous player options that you can set easily for those of you who are new or the non-computery types. It also adds off-site Tactical Operations Centers which you can operate from that's isolated from the actual map allowing for better behind-the-lines feel before you are boots-on-the-ground. The Tactical Operations Center is a command post that you can role-play as starting in another nearby country, or location (recommend placing in corner or over water). Use as many, or as few options as you wish. The Ops Center is not required. Feel free to remove the .pbo files (sonic cracks, icons, etc) you do not want loaded. There are so many people that love this hobby but are too intimidated to wade into the technical and modding-side, or just don't have the time. Let me know what Player & Starting Options you would like to see, and I'll attempt to design or script it for the this Addon. Feel free to post requests in this Forum. More Donations equals faster updates and custom requests honored. To use the Ops Center in its fullest, you will need my other Addons as well (SOCOM, FROGS, LEAP, etc). PLEASE READ the DOCs included for more info, keybinding, menu, details, etc! To place the Ops Center, you MUST set the Vertical Mode to "Sea Level" (straight line) in the Editor BEFORE placing the composition. Place inside the map area, or some things will not spawn in. "The Only Easy Day, Was Yesterday" // FEATURES: Tactical Operations Centers (compositions) Heli Support, Transport, Rearm, Infil/Exfil, etc Starting Time Options - Random w/ Full Moon Randomized Starting Weapon Option Starting Camp Site - Random Locations Covert & Unarmed System (Black-Ops) Holster Weapon - Start & Menu Option Weapon Sway Aim CoEfficient Player Fatigue On/Off Option Starting Info Text - 3 Lines to Customize Custom Weapons, Gear, and Equipment Movie-Style Archetype Weapons (extra power, etc) Movie-Style Silencers, Ballistics (ultra quiet, sound efx, etc) CIA - SAD/SOG Operatives, Agents, SEALs, etc Remove Reload Icon .pbo file option Remove Ammo Count .pbo file option Replaces "Sonic Cracks", with "Zip, Wiz" efx Long-Range Support Radio System Damage EFX & Blood Splatter on screen Carry & Drag both Alive and Dead units Tactical Reload (no reload from Backpack) Tactical Throw (no throwing from Backpack) Tactical Explosives (set/pickup manually) ...And More! // NOTES: More Info coming soon. This was just an upgrade into a Stand-alone Project. Many more cool options are right around the corner. Let me know in the Forums what you want to see added for Custom Player Options. // KEYBINDING: Shift + D // REQUIRED: 1. CBA A3 - Community Based Addons A3 2. Eden Objects - TOC2 - Advanced Ops Center (optional) // DONATE: OPTIONS & OPS CENTER Von Quest Industries // LICENSE: // CREDIT & THANKS: *BangaBob (Drag Dead Bodies)
  19. Von Quest

    Simple Fuel Gauge Mod/script?

    Assuming you mean an actual Gauge on the aircraft dash? The Fuel level for all vehicles is on the Vehicle Status Bar of your monitor/screen (usually upper left). It's hard to notice as it blends in with everything else.
  20. So is the !Workshop Folder the New place addons are stored now? I have no idea... disregard my previous post(s).
  21. STALKING, CAMOUFLAGE, ORIENTEERING, and SNIPER-UNIT TRAINING by Richard Von Quest VERSION: beta v0.6.0 UPDATED: 27 July 2021 DONATE: Support Project // INTRODUCTION: This is the Stand-Alone Module of my Scout/Sniper Addon from my SpookWarCom Project. This will focus more on the scout-side of the mysterious of the lethal Spec-Ops Sniper and the unique elements of scouting, stalking and the recon aspects of Scout/Sniper Operations. A Sniper is a highly trained marksman who operates alone, in a pair, or with a sniper team to maintain close visual contact with the enemy and engage targets from concealed positions or distances exceeding the detection capabilities of enemy personnel. These sniper teams operate independently, with little combat asset support from their parent units. Snipers typically have highly selective and specialized training and use high-precision/special application rifles and optics, and often have sophisticated communication assets to feed valuable combat information back to their units. ~ Wiki "One-Shot, One-Kill" // FEATURES: Simple Custom Ballistics, Wind, Drift, etc Acute Scout/Sniper Hearing while in Blind/Hide Keen sense of Smell for detecting nearby Enemy Questrel Weather Computer (aka Kestrel) 1966 USMC "Hathcock" Edition BoonieHat Audio & Visual Signature Management Targets - Practice & Training Feedback System FPV Scope Minute-of-Angle Knob FPV Scope Zero/Elevation Knob Sniper Immersion without the ACE non-sense Very User & Frame-Rate Friendly Data & Logbook, Charts, etc Mission-Level Module & Settings // NOTES: This is only about 20% done. This version was a re-write to get it back on track again. There are several features that may not still work, or are unfinished at this time. I just wanted to get this public version out now so you can test and enjoy what I have running so far that is at least stable and playable. This project is more about the Scouting Skills, rather than the Sniper Shooting anyway. I have a lot more coming, but updates are slow due to I have a huge mod-set under development at the time of this writing. Also to speed up this public version, there is no documentation included. You will have to Search for the older version of this for more details, or wait until an update later for the new stuff. // KEYBINDING: Shift + D (player menu) Shift + S (scope knobs) // REQUIRED: 1. CBA A3 - Community Based Addons A3 // DONATE: SCOUT/SNIPER PROJECT Von Quest Industries // LICENSE: // CREDIT & THANKS: *n/a
  22. Von Quest

    S.C.O.U.T -- Scout/Sniper Project

    Complete re-write! A few features were removed to speed up the release. Let me know what you think. The download is via Steam subscription of course. https://steamcommunity.com/sharedfiles/filedetails/?id=2394080486 UPDATED - v0.6 ============= - Reduce Audio Signature - Reduce Visual Signature - Set Custom Wind / Drift - Adjust Scope M.O.A. Knob - Adjust Scope Elevation Knob - Build a Sniper Blind/Hide - Carlos Hathcock Booniehat - Pack/Unpack the M300X - Enhanced LRPS Scope - Urban Cardboard Blind - Set Vegetation Climate/Type - Questrel Weather Meter - Simple Custom Ballistics - Easy & Immersive Gameplay - Keen Super Sniper-Scent - Keen Super Sniper-Hearing - Data & Logbook, etc - Feedback Custom Target
  23. Its very much alive. Its used by a zillion players/devs... Not sure whats going on with you, but... I would not recommend messing with the !Workshop folder in ArmA - this is not where the mods are stored. It states DO NOT CHANGE. The mods/addons are stored via ID# in Steam. The file-path for CBA for me is : C:\Program Files (x86)\Steam\steamapps\workshop\content\107410\450814997
  24. Due to its extreme popularity (2M+ Subscribers), its common to get out-of-sync with CBA versions and/or users. Try shutting down the Game and Steam (running in the background) completely, then rebooting. You can shut down the Steam software itself in your "show hidden icons" tab at the bottom of your desktop screen, and then right-click on the Steam Icon, and click Exit. Try starting up your game/steam again.... it should send another request to the Steam servers to check/update your mod set. You may have to do this (and maybe reboot) more than once to get the ping/request/update to go through.
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