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Von Quest

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Everything posted by Von Quest

  1. 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.
  2. 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.
  3. 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).
  4. 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
  5. 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.
  6. 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)
  7. 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/
  8. You also have it for Independent (green), but written/setup for Blufor (blue)?
  9. 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.
  10. 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!!!
  11. 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
  12. I believe you can use the Config Viewer (guessing cfgWeapons) to dig around.
  13. 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)
  14. 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.
  15. 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
  16. Von Quest


  17. Von Quest

    Move in slow motion

  18. Von Quest

    HELP NEEDED - Autorun for server

    I don't do any server stuff, but maybe try changing init.sqf to : initPlayerServer.sqf
  19. Z E R O D A R K Z E R O by Richard Von Quest VERSION: v0.6.5 Beta UPDATED: 17 APR 2021 DONATE: Support Project // INTRODUCTION : This is a mega-pack of various projects for Black-Ops, Spec-Ops, You-Were-Never-Here Ops... A Full Package of everything you need for a Map Population System, Mission Generator, Infil and Exfil Options, and everything between. ArmA Dark-Ops Systems, Units, Modules, Scripts, Equipment, etc. SpookWarCom has been changed to Zero Dark Zero, which is the larger umbrella name for this collection. Zero Dark Zero, has now been broken down into numerous sub-projects on Steam. Subscribe there to get the most current releases. Zero Dark Zero is the mega-project of currently 11 addons/mods, SpookWarCom is the GameMode we play on the weekends. // GAMEMODE : SpookWarCom (Spooks + SPECWARCOM). Its also a GameMode! You start each game in an Ops Center, where you must decipher the SITREP, and decide HOW to conduct your Mission, working towards the larger goal of winning the Map. SpookWarCom was designed to be an complex game-mode, that stages NATO vs CSAT in a global chess game of geopolitical combat. Players must navigate through a labyrinth of dynamic scenarios and missions that have direct cause-and-effect consequences from the Battlefield all the way up to the Global Theatre. As an Operative, you have been activated by JSOC to conduct Special Reconnaissance, Direct Action, Intelligence, and Unconventional Warfare. You will analyze all Intelligence available, review the assigned Mission, then manage both your Infil and Exfil. After each game, you will adjust the "Game Board" and Modules, to reflect the previous game until you win or lose that Map. The games are random and dynamic. The Battle for a single map can last up to 6 months. 1-6 Maps per Front. Whoever wins the Front, frees or captures that Country. // THE PROJECT : This is both a GameMode, and a large collection of project Addons. Obviously most people will just play as they want, but if you want to follow along and play in an Open-World Black-Ops Sandbox, you can follow this thread and/or subscribe to the Steam Workshop. Use as many, or as few addons as you wish. I offer both stand-alone Downloads, and the full collection if you Subscribe on Steam. // ADDONS / MODULES : FROGS, LEAP, SCAR, FUSE, SCOUT, CORE, SOCOM Check each page for more information and specific details. "Tip of The Spear, You Were Never Here" // FEATURES : TBA // DOCUMENTATION : (See Example Below) // NOTES : Walkthrough & Example Setup Mission: Altis, Greece Quick & Dirty Notes --- Read Briefings // KEYBINDING : SHIFT + D // REQUIRED : 1. CBA A3 - Community Based Addons A3 2. Eden Objects - TOC2 - Advanced Ops Center (optional) 3. RHS and CUP - Units, Gear, Maps, etc. (recommended) // DONATE : Von Quest Industries // LICENSE :
  20. 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)
  21. Von Quest


    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.
  22. 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
  23. UPDATE : Added Images and Info to the Steam Page for DISARMING the L1 Series.
  24. 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
  25. 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"];