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Von Quest

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Everything posted by Von Quest

  1. 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.
  2. 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
  3. 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)
  4. 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.
  5. So is the !Workshop Folder the New place addons are stored now? I have no idea... disregard my previous post(s).
  6. 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
  7. 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
  8. 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
  9. 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.
  10. Von Quest

    where to go?

    Possible Option... You can also go into the Options >> Video >> Display then increase the Interface Size to a larger size.
  11. Von Quest

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

    Thanks! Should work fine... None of my projects have anything to do with ACE. I have my own Menu System is all (CORE Project).
  12. 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
  13. Von Quest

    adding Insignias difficulties

    File-Path issue. Change to \ You have the wrong slash. Post your config.cpp file so we can take a look.
  14. Von Quest

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

    Here is an Example/Notes Download that explains a bunch of stuff. https://steamcommunity.com/workshop/filedetails/discussion/1705508237/5506189390969927678/
  15. You also have it for Independent (green), but written/setup for Blufor (blue)?
  16. Von Quest

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

    UPDATED! So sorry, I forgot to post this here when this project was Updated on Steam back in April. It was another full re-write (still on-going). Removed the old Armaholic Link, and added the New Steam Link. I'll add some screenshots later this week for the FROGS and the LEAP Projects if I can find the time.
  17. UPDATED -- Brand NEW Version. Complete Re-Write! I had to remove some of the extra features to speed up this release, and get it stable. They will be added back in if/when there are no bugs or issues. The Notes/Walkthrough Download Mission is now sorta out-of-date. I will be adding some screenshots more info when I can find time (hopefully next week). Enjoy!!!
  18. 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
  19. I believe you can use the Config Viewer (guessing cfgWeapons) to dig around.
  20. In the first block (init.sqf) you have it running the script twice. You can delete the last 3 lines. Then in the second block (cut_scene_screen_effect.sqf) you have it running in a loop. Remove the while {!loopdone} do { }; Using "while" is a forever loop as long as the part in the brackets are True. (on my phone and can't type more details)
  21. https://community.bistudio.com/wiki/Arma_3_Soldier_Protection If you are missing parts, it can break the whole thing. It's hard to know what's the minimum needed to work. Some trial and error. Try using the entries that are missing, there are several more. Also I can't remember if Vests are cfgWeapons or cfgVehicles.
  22. https://community.bistudio.com/wiki/sunOrMoon You can use sunOrMoon to check day/night. Sun Up is 1, and Sun Down is 0. Dawn/Dusk is in-between. You'd have to run a loop and check that number every x min or so. Or better, you can also try the BIS function sunrise as well. https://community.bistudio.com/wiki/BIS_fnc_sunriseSunsetTime
  23. Von Quest

    Map

    https://ace3mod.com/wiki/feature/maptools.html
  24. Von Quest

    Move in slow motion

    https://community.bistudio.com/wiki/setAnimSpeedCoef
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