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Von Quest

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Everything posted by Von Quest

  1. Von Quest

    Zero Dark Zero

    UPDATE: ================= As promised... Enjoy!
  2. v0.2.4 Beta ======================= ADDED: User Object Naming Option ADDED: Experimental APERS Mine (forgot to mention this a while back)
  3. Sorry for the confusion. Basic knowledge of ArmA and the Eden Editor is required. (You joined in 2016, and only have 3 posts so far?) https://community.bistudio.com/wiki/Eden_Editor Use the Eden Editor, and click on Systems in the upper right. It looks like Boxes. Place ANY of the Modules from SCAR you want to use. Just start with one. The first thing you'll need to is Click the MASTER Setting to - "ON". This is just a toggle ON/OFF for that Module. Since this was just rewritten and enhanced with new standards, I removed all documentation as it was outdated. There are Tool-Tips that will popup when you hover your mouse over the option settings. Most of the Basic documentation is now right there in the Tool-Tip popup. I recommend starting with the Surrounded Module. Just use one category (Infantry) - leave the rest set to 0. 1. Set it to 1 Loop (it runs the code once - example: 1 squad) 2. Set it to Classnames 3. Place any 5 Red Guys (OPFOR) down, and select them all, copy/paste the classnames into the Surrounded Module a. Drag your mouse over the guys, then right-click on one of them and select: Log Classes to clipboard b. Paste with CTRL+V into the Module setting 4. Delete those same 5 Red Guys (we just wanted to grab their classnames quick) 5. Set the Focus/Center to PLAYER (the bad guys will move towards you) 6. Place your Character somewhere you want to fight. Use a Blue Guy (BLUFOR) 7. Set your Start Distance and Time to 0s, so it starts right when you press Play 8. Press PLAY This will spawn 1 Squad of Red Guys, comprised of 2-5 guys in the squad (random). They will spawn near you and then Patrol towards YOU, the Player and engage when they see you, or you can try and ambush them. Lets start there. Very Basic. This system of Modules can spawn anything, anywhere, at anytime! You can spawn a single terrorist, or the entire billion-man Chinese military and melt your PC.
  4. Von Quest

    Zero Dark Zero

    This was just the entire project in full. SpookWarCom is all of the stand-alones (FROGS, LEAP, CORE, SOCOM, SCAR, SCOUT, FUSE), plus an experimental GameMode RuleBook that goes along with our fictional WW3 story-line. It started out as the mega-project "SpookWarCom", but I got numerous requests for single downloads. So I broke it apart into smaller Stand-Alone Projects to make it more generic and public friendly. I'm looking at uploading the SpookWarCom full package onto Steam this weekend. DO NOT use both as they are currently the same thing. The Stand-Alones will each be available for download separately via Dropbox, and the FULL package will be on Steam soon. And to answer your other question, nope. I do not have/use Discord. Thanks for the support!
  5. Von Quest

    [IceBreakr/IBIS] Chongo, Angola

    Looking good brother. Weren't you working on some New DLC stuff for BIS, or possibly ArmA 4? Maybe I'm wrong here. Anyways, excited for new terrains. It's my favorite type of add-on. I just started looking into making my own. I might have to bug you in the future with some Q's. Cool beans!
  6. Roger that. I'll check on the Surrounded system later. Thanks for the heads up. You can have anything separated by > ' " >> , or a Space. It'll detect those and convert everything into the script as needed. Any and all will work fine. The example default won't let me enter " in a config file without breaking it. But at the User lever (module input), it'll work great. Just copy/paste directly from the config path.
  7. v0.5.6 Beta ======================= FIXED: Indepenent (Green) Factions not working CHANGED: Un-coupled all Modules - Place ANY or ALL (segregated systems) CHANGED: Upgraded code to allow copy/paste of config directly as-is: EXAMPLE: "cfgGroups" >> "East" >> "OPF_F" >> "Infantry" works fine ADDED: Put back in the DE-SPAWN for all units (preset to 3500m) ADDED: Master Switch to Turn On/Off any Module ADDED: NEW Surrounded Module (complete rewrite) ADDED: NEW Combatants & CIVs Module (complete rewrite) TWEAKS: Several misc code tweaks, adjustments, etc
  8. Yeah, sorry brother. It was taken out for the rewrite this last round. It's already in the next update. I'll try and upload a quick update this weekend for it.
  9. Couple of quick notes to respond: -- Some good ideas Evans. I'll look into adding an Exfil option at some point. Since it's random, it could often select a bad or illogical spot though. We usually plan Exfil before we go in, or call the Heli (w/ CORE Radio) after the Missions. -- I'm guessing it selected an Urban Area, and since you had Vehicles mixed in, they spawned in a building. I'd recommend not using vehicles or set Urban to 0. It's a good idea though, I'll add a separate Attack: Vehicles option maybe. It's designed for infantry only right now. -- For the Recon, it comes with a setting for including your own .sqf file. You can customize the units there. I'll look into adding user code snippets (init). -- I have a few errors to fix and clear, and then I'm gonna give my FUSE project some love, then I'll be uploading the entire SpookWarCom package on to Steam. I hate giving dates, as they never seem to work out. But the plan is for a Steam Release for next weekend if no new issues pop up. Thanks for the feedback. -S-
  10. I remember that game. LOVED IT!!!! Yeah, brings back memories. When I first found ArmA, I was like "Hey its just like SOCOM, but BETTER!!!" LMAO.
  11. Note: Just found an issue when using INDEPENDENT Factions for the Config Path option. Its throws an error, and breaks. Don't use the Green Factions for now. I'll be updating code and adding back in the other Modules this weekend. I'll also upgrade the copy/paste feature when using the config (config viewer) option as well. Using the Classnames option should still all work okay though, for ALL Factions and Addons.
  12. Roger that. Sorry for the confusion. The new default variable is now VQI_SOCOM_MAPOBJECT. I'll be standardizing all projects to reflect this at some point. @everyone When projects are updated, the game seems to merge the old and new settings. Recommend everyone delete all old Modules, and re-place with the new ones. Other than that, all working okay? Everyone liking the new direction?
  13. For large compositions and objects, select as many as you don't need (decor, role-playing, etc) and turn OFF the simulation, damage, etc. You can select large groups all at once. Just drag your mouse over all of them in groups. Then when they are selected, right-click on any then Click Attributes. Then in Special States, turn Off what is not needed. Set them to Simple Objects, etc in mass (top will tell you how many are selected). When you right-click, since there are numerous items all-at-once, it may take several seconds to load the options panel. Just wait a few seconds. It'll look like one options panel, but apply to the entire group you selected. When the properties are adjusted, you should see small Red or Grey boxes on each object to reflect the current settings you set to indicate they are decorative/visual only. Give that a try.
  14. v0.3.5 Beta ======================= CHANGED: Complete Re-Write of System REMOVED: All OLD Missions ADDED: NEW ATTACK/CLEAR AREA ADDED: NEW RECON 1-26 (Alpha-Zulu) ADDED: NEW DESTROY ADDED: NEW HIGH VALUE TARGET ADDED: NEW INTEL ADDED: Mega-List of Mission Options EACH ADDED: Select EACH Mission Probability ADDED: Custom User .sqf File Options ADDED: Marker Blacklist ADDED: ArmA 3 TASK System ADDED: STEALTH Options for EACH Mission Give this a try. I'm re-writing and upgrading several projects. I thought it was time to tackle the Mission Generator. I made it as generic as I could to fit any game style, era, map, etc. Its all Plug-N-Play. Just enter in your own details. I added in the New ArmA 3 TASK System as well if you want pop-ups for Mission Success. Note: The New STEALTH Option requires TASK to be Turned On. I added a ton of User Options per Mission. This is just the first 5 categories. I have almost 30 started so far. I'll add a handful at a time. I wanted to release the first few and see how you guys like the new direction.
  15. Von Quest

    how to reduce an object in Oxygen 2

    Plz stop posting just one word (and plz is not even a word). Post the entire context of what you are doing, and be specific. You have several posts now with nothing about what you are working on. All of them are just one word. We all learn and can help if you post the entire story.
  16. Oops! Damn it.... Hang on. Hot Fix coming.... Okay. Uploaded. -Place ALL Modules (AOs, Defenses, Reinforcements, Combatants, Squads). 5 of them. -ONLY Use: 1.AOs 2.Defenses 3.Reinforcements. -Turn OFF the options for the other modules for now. I'm in the process of re-writing the entire project, and missed that the other ones are active/broken. Sorry fellas.
  17. v0.4.5 Beta ======================= CHANGED: Re-Write of AO System! Supports ALL Factions/Addons! CHANGED: Re-Write of Defenses System CHANGED: Air AO removed; changed into basic Patrol/CAS (temp WIP) ADDED: User Custom Config Path Option ADDED: User Custom Classname Option ADDED: Multi Layers per Category; INF1, INF2, INF3, etc ADDED: Intel Layer Naming Option ADDED: Marker Type/Color Option ADDED: Spawn Distance Option ADDED: Patrolling % Option ADDED: Patrolling Distance Option ADDED: User Custom .sqf File Option ADDED: Marker(s) Blacklist Option ADDED: Log/Displayed Option (hide/marked) ADDED: Cargo Options for Vehicles ADDED: Custom re-write of Enemy Heli scripts ADDED: Start Time Option *note: massive 5000+ line re-write (WIP) ------------- Hoo-Rah!!!! Give this bad boy a shot. Massive Overhaul of both the Defense and AO Modules. I have more coming. Wanted to upload and get your guys' feedback. I'm re-writing the entire SCAR Project. This should work with ALL Factions and Add-ons!!! I rewrote it so YOU the player, can select either a Config -OR- Classname Option per category. Just open the Config Viewer and Copy/Paste the config path (cfgGroups, East, OPF_F, Infantry)... or you can just enter in your own Classnames to make your own custom squads, units, objects, vehicles, etc. Since it grabs your own entrys, in theory it should work with every mod. Even if its config'd wrong. You can Enter in your own Intel Name, Maker, Details, Classnames, etc. to build/spawn your own custom Factions/Addons for any and all Maps. Make sure you read the Tool-Tips for each Entry/Option. Downloading the Unsung Vietnam addon right now to test..... Any suggestions for the best/favorite maps in it? I've never used it before. I have my brother coming over this weekend, and we are going to do a LRRPs Mission into the Heart of Darkness. Charlie don't Surf!
  18. Are you using the current version? In the last update, all original markers are returned after the AO setup. I have a New version coming this weekend. Found a few bugs in full game MP testing this last weekend. I'll also add an option to just leave all markers on the map for those who want it in the next release. After the setup, Original Markers are returned. If by chance the markers are placed during the AO setup, they are getting hidden in that specific layer. Just run the report to see them. SHIFT + A is for the user menu. Just select the Intel Report you want to run. Try "All" to see if that works.
  19. Von Quest

    3CB Factions

    Those first two screenshots are amazing (especially the first one). It looks like art, not screenshots. Can I ask how you made them? Software, Settings, Mod, Poses, etc? Fantastic!
  20. Yup. I'm going to be using the new setup for most projects where applicable. The player will be able to just plug-in the details for any Faction/Addon for other projects, including SOCOM. I'm going to cut it down and simplify it so its just a Generic Mission that will apply to all scenarios (for the most part). Instead of stating a backstory, info, etc. it'll just say something like Destroy X. Or find the Boxes Marked Y. Or eliminate High Value Target Z. And so on..... So it should apply to any map and era. Using the HVT for example, I'll set it up so the player can just enter all classnames the Mission will pick at Random to assign as the Target. I'm also adding an option to Turn On a 'Task' option for missions for those who prefer the whole "Success" pop-up when completed. Not only will this make updating and expanding in the future easier and faster... It gives the player ALOT more control on how they setup their own games.
  21. Von Quest

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

    The controls to Unlock the SDVs are in front of them. There is a small control panel. You usually have to be in First-Person view to get close enough for the Menu to show up on that panel. (For some dumb reason, BIS coded from the perspective of the camera, and not you, the player-object)
  22. Update: Completely gutting and rewriting the scripts for this. Total overhaul. New ideas.... I might release the AO Module this weekend if I can ever find the time. In testing it passed with flying colors. The New SCAR works on ALL MAPs and ALL ADDONS! I designed it so YOU the player can just enter the details for ANY Mod/Addon so it will work with any and every Faction you want. Anything from 1969 Vietnam era to the far off future. Anything. Stay tuned for more details in the next week or so.......
  23. Von Quest

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

    BEFORE placing the composition, your MUST Click the Vertical Mode in the Editor to a Straight Line (sea level). You can also adjust the Height when selecting the entire composition by holding the Alt key, then dragging up/down. The 2 Bottles MUST be INSIDE your Rebreather Vest. When you gear-up the Bottles are located in the Misc category (right side). Both bottles will fill up your entire Vest capacity. More information is in the Docs folder and First Post of this Forum I believe.
  24. Von Quest

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

    1. Place the INCLUDED Sub Composition (its inside the docs folder), somewhere off in the water/corner. 2. Place Module - Set Options as desired : 2a. Name your Object (like a laptop, etc) and make sure the Name for your Object, matches the entry in the Module. The MENU will appear on this Object. 2b. Set Auto-Teleport to START inside the Sub Composition. 2c. Place and Name the In-Game HMS Proteus (same as 2a). This simulates having to rendezvous with the Sub out-at-sea. 2d. Start INSIDE the Ops Center (from my CORE Addon) and teleport from there. 2e. And so on...... -------- If using the 2a option, just place a laptop, and Name It in the Variable Name field. The default name I use is VQI_FROGS_LAPTOP. You can use any name/object. Just make sure they match in the Object and Module both. After several seconds, Menu options will appear on your object. Use your mouse scroll-wheel and click what you want. There should be a "Board Submarine" option if you set your options accordingly. This will let you teleport out into the Submarine Composition.
  25. Von Quest

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

    NOTE: Make sure you delete the old composition, and replace it with the New one as I've renamed it. It'll break your old scripts/games.
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