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Von Quest

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Everything posted by Von Quest

  1. Von Quest

    Zero Dark Zero

    UPDATED ! Walkthrough / Tutorial is now INCLUDED in Steam Download and Dropbox Link in C.O.R.E Most Sub-Projects have been updated, numerous fixes, etc. Way too many to list. (sorry) Here is a direct link to Dropbox as well: ZeroDarkZero-EXAMPLE-1.Altis (all ZDZ sub-projects are required to load the map/mission of course)
  2. Von Quest

    Buttkicker

    It should. It's not a direct data-link, but uses the Audio channel. So any and all low frequency audio gets translated into vibrations, kicks, and thumps. I've never used mine for ArmA, but used it for Flight Sims years ago, and it was AMAZING.
  3. Von Quest

    Need Help

    I don't think CUP has anything to do with this. It can't change your sqf code. Try this : playMusic "music17" ; Also... player execVM "introscene.sqf"; You don't need "player". You can execute anywhere (objects, triggers, etc.) I'd recommend using an init.sqf file. The game will run that file at the start automatically. You can then put the execVM "introscene.sqf"; right in that init.sqf file. The "init" is short for initialization (start/auto). https://community.bistudio.com/wiki/Event_Scripts#init.sqf
  4. UPDATE : Added Images and Info to the Steam Page for DISARMING the L1 Series.
  5. 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
  6. For those that have asked, here are the File/Paths to directly execute the Missions as needed : execVM "zdz_socom\System\MISSION\ATTACK\mission_attack.sqf"; execVM "zdz_socom\System\MISSION\CONVOY\mission_convoy.sqf"; execVM "zdz_socom\System\MISSION\DEFEND\mission_defend.sqf"; execVM "zdz_socom\System\MISSION\DESTROY\mission_destroy.sqf"; execVM "zdz_socom\System\MISSION\KILL\mission_kill.sqf"; execVM "zdz_socom\System\MISSION\AMBUSH\mission_ambush.sqf"; execVM "zdz_socom\System\MISSION\STEAL\mission_steal.sqf"; execVM "zdz_socom\System\MISSION\SCOUT\mission_scout.sqf"; execVM "zdz_socom\System\MISSION\SEARCH\mission_search.sqf"; execVM "zdz_socom\System\MISSION\DOCUMENTS\mission_documents.sqf"; execVM "zdz_socom\System\MISSION\HOGSTOOTH\mission_hogstooth.sqf"; Example (copy/paste into INIT Box of Object) : this addAction ["Attack / Clear Area", "zdz_socom\System\MISSION\ATTACK\mission_attack.sqf"];
  7. 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
  8. I'm sorry to say its On Hold currently... It's extremely Low Priority. Not sure it even works anymore. Can you get the Explosive to pop-up? There is only 1 Type of Explosive right now. Its called an L-Type (10 variants I think). If you get the thing to pop-up, I can post the Defuse Instructions here. Its a small puzzle to decipher to figure which Wire to Cut. I haven't looked at this in a long time. If I remember right, you can set the HINT Level that pops-up with Info on how to solve it.
  9. UPDATE: Added: HOGSTOOTH Mission Type -- Find & Eliminate the Expert Sniper (complete with simulated Scope Glint) @AstroNorth What seems to be the issue? Specifically? 1. Place the Module on the Map (located in "Systems" - upper right in the Editor - Labeled under Zero Dark Zero) 2. Double-Click to OPEN it 3. Hover your mouse over the Text (next to the Option Fields) to READ the POP-UP INFO 4. Fill out the AREAS/OPTIONS for any/all Missions you want to Run when Clicked -BY DEFAULT ALL MISSION ARE SET TO 100% -- TURN OFF THE ONES YOU DON'T WANT TO USE (SET TO 0%) -- SOME FIELDS ARE EMPTY UNTIL YOU FILL THEM OUT -- ANY EMPTY FIELDS or SETTINGS ON THE ACTIVE MISSIONS WILL OFTEN BREAK THE SYSTEM IF ITS A REQUIRED FIELD AND ITS MISSING SOMETHING (you MUST SET YOU OWN Classnames for most Missions - ask if confused on this) 5. Copy/Paste the addAction Line into ANY OBJECT for that Menu to be Added to it : - Place Object (like a Laptop, etc) - Double-Click to OPEN - Paste this into its INIT BOX: this addAction ['SOCOM - ACTIVATE MISSION',{execVM 'zdz_socom\System\MISSION\mission_activate.sqf'}]; 6. Press PLAY 7. Walk up to it and the Menu SOCOM - ACTIVATE MISSION should appear -- Click On It It will select ONE Mission at Random based on your settings and OPEN the Map automatically and display the LOCATION on the Map (recommend TASK setting). While in the Map, Click on the BRIEFING (upper left) to see more info/details. The Missions are pretty basic and super flexible, so it can be used for ANY Scenario, ANY Timeline, ANY Map, etc. I'll be uploading an Example Setup Tutorial next weekend (hopefully I'll have time). A lot of my projects are a mess right now as I broke them all apart, and am in the process of switching numerous things around. I'm currently not spending much time on ArmA Dev work. Also due to the complexity and randomness of this and ArmA, sometimes it'll break or glitch. Hope that helps!?
  10. Von Quest

    On the question of cheating

    Define cheating. What exactly is going on? Signed Mods and BattleEye not working correctly?
  11. Von Quest

    Zero Dark Zero

    UPDATE : I regret to inform everyone following/reading this, I'm taking a long break from ArmA for the next several months to work on other real-life projects. Updates and upgrades will very limited for the unforeseen future. We still play most weekends, but my spare time for coding and dev work in ArmA will be sparse. So.... All older sub-projects (currently 11) are now uploaded to my Steam Workshop. They are currently rated as Alpha/Experimental versions. I'm also accepting ALL Steam Friend Invites as well. In the past I've always Dismissed them all due to excessive PMs, etc. "Friends" will now have access to possible future early un-released projects if/when that time arrives. -Over & Out!
  12. Von Quest

    C.O.R.E -- Options and Ops Center

    ........or your Overcast is too sparse. Cloud cover needs to be over 80% I think.
  13. Von Quest

    C.O.R.E -- Options and Ops Center

    Guessing you're too close to a building class/object. It'll stop Snowing and show no Cold Breath if you are near those. With the current game engine it'll snow inside the buildings which is a tad immersion breaking.
  14. Von Quest

    scripted trigger question

    Format. An Example from my SCAR project : _trg setTriggerStatements ["(vehicle player) in thisList", format["[%1,%2] execVM ""zdz_scar\System\AO\LAND\INF1\infantry_1_trg.sqf""",_fSize,_pBIS], ""];
  15. ....so to answer your question, the Altitudes are RANDOM. You'd have to set your own Aircraft separately to pick a specific altitude with a script snipet in its Init Field. Something like.... [group this, getPos this, 7777] call BIS_fnc_taskPatrol; this flyInHeight 1500; I can add an User Option to the Module if others want, so it overrides the randomness, and you can select a set altitude then for the spawning of the aircraft. I just noticed while checking the code, that I was missing the entire Default File for Aircraft Patrols (we never use them). I'll add it for the next update, and maybe add a 1500m default altitude if not using the Dynamic Option setting.
  16. Are you referring to the SCAR Project? The Enemy Spawner? The flight altitudes are Random. They change to random alts as well while flying too. I forget, but it's something like a 5% chance of new altitude per script loop. The Enemy Helis will drop down lower and lower and hunt players if Radio Call from nearby Enemy, if you are spotted. They will fly low and launch random weapons near your vicinity where last spotted.
  17. Project S.O.C.O.M, has been re-activated as a Stand-Alone Project as part of my Zero Dark Zero series of addons/mods.
  18. Project S.C.A.R, has been re-activated as a Stand-Alone Project as part of my Zero Dark Zero series of addons/mods.
  19. 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
  20. Von Quest

    C.O.R.E -- Options and Ops Center

    UPDATE: v0.6.7 Beta ======================= UPGRADE: Snow, Cold Breathe, etc (works better taking into account buildings, underwater, etc since its winter now)
  21. Von Quest

    Livonia FPS

    I wish BIS would crank out more maps. I'd buy every pro map they made. You'd think they could drop a new map every several months. I'd be like printing their own money. And I wish they'd put more creativity into them. You try the Global Mobilization DLC yet? We just tried it this past weekend. Thought I'd be a frame-rate killer at 419 Km2..... It was great. Super high frames for us.
  22. - Select the entire Composition (drag over with mouse). - Right-click OVER one of those Objects, select Create Composition. - Note what Category it's saved in. Compositions are saved under your Game Profile Folder (documents). They are not saved in map/mission folders.
  23. Von Quest

    Livonia FPS

    You're idea of optimized is ridiculous. Millions of dollars of talent, and decade of development, and you think an entire team just forgot to hit the magical "optimization" button?.... C'mon man. Think it through. You can't compare two completely different maps. Apples and oranges. Game design is incredibly complicated and intensely technical.
  24. Von Quest

    C.O.R.E -- Options and Ops Center

    Project C.O.R.E, has been re-activated as a Stand-Alone Project as part of my Zero Dark Zero series of addons/mods. C.O.R.E is currently the only project active on Steam. The other sub-projects will be added slowly over this winter, 2021.
  25. Von Quest

    Zero Dark Zero

    This Project, the full ZeroDarkZero / SpookWarCom (whatever you call it), has been officially broken back up into smaller stand-alone sub-projects. This was how it was originally intended in the beginning, and will be much easier to manage, and the public to to use as everything will be segregated into its own smaller Steam Workshop Pages. Feel free to continue to use this "all-in-one" Thread for MOST PROJECTS of my mine for ArmA 3 if that works better for you. Most Projects will continue to fall under the "Zero Dark Zero" umbrella, to make finding everything easier. I'll be posting on EACH sub-project as they are updated on the old original Threads, starting with C.O.R.E.
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