2fast
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The Super Soldier Mode – Ultimate Cheat Module for Single Player
2fast posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
The Super Soldier Mode – Ultimate Cheat Module for Single Player @YQ_MOD <Motivation> I have been playing Arma since the OFP days and I was never really good at it, probably due to lack of commitment and multiplayer experience. I really liked the realistic aspect of Arma, compare to other mainstream games like COD and BF. But at the same time, sometimes the realism leaves me frustrated. Things like fatigue, injury. Most of you probably think that the realism is part of the fun, but for me, I am just looking for a quick 1 hour fun mission most of the times without feeling the need to restart every time I am shot in the leg and unable to run and hence failing the mission. Therefore, I decided to get into scripting to enable certain cheats for myself that makes the game easier for me (arcade-ish you may argue), yet retain other aspects of Arma that I really enjoy. <Description> This mod is not packed into PBO nor signed. There are 2 reasons. Firstly this is sole designed for SP experience. All code are not optimized for multiplayer. Secondly, as the development is ongoing, I am able to edit scripts on the fly without even exiting the game. This mod was developed for Arma 2 as a custom mission, then expanded as addon for Arma 3. I have worked on this project on and off for probably 2 years. <Installation> DO NOT RENAME THE FOLDER. OTHERWISE IT WON’T WORK. Since it is not packed in anyway, the folder names has to be strictly the same as they are hardcoded in the scripts. Just load this like any other addon. No dependency on any addons. <Usage> The GUI for this addon is only optimized for 1080P resolution and Small GUI size. All other configurations are not optimized. This is because this mod is designed for personal usage initially and not intended for release. There is currently no plan to optimize for other GUI config yet as my dialog skill is not good enough. You can however tweak it as you wish if you have the knowledge. Do share your modification with others if you get it working. =) To enable Super Soldier Mod (YQ_MOD), press ESC during any single player mode or editor mode, there should be a button called YQ_MOD just above the pause menu. Clicking on the button will enable the mod for you. If the button is not showing up, check out reply #17 by asuseroako. Let me know if it is still not working. <Hotkey Menus/functions> INFORMATION NOT COMPLETE DUE TO SIMPLY TOO MANY FUNCTIONALITIES. I WILL UPDATE WHEN I FIND MORE TIME There are many other functions that are not documented here, because this mod has accumulated too many things since the start. I will do what I can but you can just play around with all menus and buttons. I am sure you can figure it out. The followings are the main functions of this mod. They are triggered via hotkey combinations. By WIN, it refers to WIN LEFT key on your keyboard. All number keys are referring to the main keyboard number and not Number Pad keys. Super Soldier Main Menu (WIN + 1) • Range Finder (only in scope view. Shows target distance, cursor distance, target classname, wind direction left/right -/+) • Auto regen health (COD style) • Fatigue off (it is a must if you want to carry 5 rifles in the backpack and Run'n Gun =P) • Kill Ticker • HUD • Mini Map • Supply air drop, vehicle air drop • Heli insertion (click on maps to give waypoints, use Shift+Click to end. The first point is pickup location and last point is unload position. Flight plan can be updated in flight. Want a extraction heli waiting for you right after an assassination? No problem!) • Stealth indicator (use marker to show the area where enemy THINKS you are located, fun to be a stealthy sniper) • Scan for enemy intel (something likes unit tracker, updated every few mins. Also includes a 100M radius proximity sensor that tracks all units at real time. -->> I suck at CQB) • Mark enemy position with the intel from your squad (Orange marker shows the position of enemy that are spotted by your squad) • Climb roof (perfect for urban snipers. I wrote a custom script to determine the actual height of a building in order to place unit on top of it, so far works great!) • Accelerate/skip time • UAV for scanning surroundings for enemy (spawn a UAV for scouting purposes) • Savegame (will overwrite auto savegame in missions) Weapon Mod Menu (WIN + 2) • directly attach any attachment without need to carry any (support ASDG Rail attachment. Spent couple of hours learning from VAS to read all compatible ASDG items, today ASDG updated with a built in function....Anyway Thanks VAS!) • Switch main weapon with ones in backpack • Force pack a weapon (snipers,long rifles etc) into backpack • Repack magazines • Preview of attachment pictures Target Menu (WIN + 3) • Repair target (unit or vehicles, but cannot revive) • Flip vehicles Squad Menu (WIN + 4) • Call in reinforcement (4 man squad) • Squad movement (issue waypoints individually or as a small group) • Switch Leader • Squad self heal • Dismiss member • Squad member list support multiple selection. If you dont select any, it is considered as selecting all Focus (Shift Left when in scope view) • Slows down time for you to aim properly at ironsight/scope view. • Allows easier weapon sway management • Good for snipers or in 1 vs Many situations Toggle Weapon Sights (Tab) • Toggles between the last 2 optics you have used on your weapon • Works on primary weapons only • Quick change of optics saves you the trouble of going into inventory and drag attachment to the correct slot. Good for situation where you have to switch from a long range scope to CQB sights Set Weapon (WIN + Space) • Simulate the effect of bipod (less recoil), but has no restriction at all, means you can be in any posture anywhere • However, you are limited to about 60 degrees angle and 1 meter of movement before having to set weapon again Quick Switch Weapon (Shift + 1/Shift + 2) ---- WIP, potentially buggy • Allows to quickly swap weapons on your hand with the next one in your backpack • Scripts remembers the attachments you have used on the weapon so when you swap it back, the attachment will stay • Could be used in CQB where you need to switch from Sniper rifle to Sub Machine Guns <Other Functions> HUD • Gives you overall information on the map, including mini map, health, kill ticker, enemy in range, enemy detection etc • Use WIN + Up/WIN + Down to zoom in and out on mini map Weapon Selection Menu • This menu will be available as an action on player within the first minute upon activating this mod. This allows the possibility of fully customize your initial loadout before commencing your mission. A mission can often feel drastically different when playing with different kind of weapons • A quick way to load up your unit to how you want, without needing to dig through ammo box • Preset available. Can be configured in data\weapon\preset\ Outfit Selection Menu • Same as weapon menu, this is available as an action within the first minute upon activation. Allows you to customize your outfit. Do checkout the custom vest and backpack I made for almost unlimited storage • Select your outfit with a external camera so that you know how you look like Config Modifications • Minimize all weapon sway • Custom GM6 with straight (unrealistic) ballistics and AT like power. (I know, i am lazy to switch to AT/AA weapons), typically take 1 shot to the engine to take out a unarmored vehicle, and less than 10 for a armored vehicle. High Explosive round also available for EXPLOSIONS. Perfect for shooting out helicopters from the sky. • Custom EBR with straight ballistics and huge calibre that pierce through anything. Perfect for sniping out drivers and gunners inside a armored vehicle. Only 3 round per magazine to limit its usage (i have some conscience after all) • Custom vest and backpack with HUGE volume. Store launchers rifles ammo and everything! • Custom laser designator with zoom x1-x60 and TWS. Allows for easy scanning of surroundings with large FOV Kill Trigger • If you kill any AI, a notification will pop up like BF style • Headshot message will be indicated if you made a headshot <Libraries> Probably the proudest part of this mod. I have tried to organized all the frequently used functions into data\fnc folder for you, so that you can simply call these functions within this mod as long as it is initialized. Just to highlight a few below • Dynamically read config entries for weapons, units, vehicless and pretty much everything you need in addon or missions • Spawning pretty much anything you want with a simple statement. • Generate positions base on parameters. Generate waypoints. Etc. There are many other scripts that I put in other folders under data\. Not as frequently used, hence not in the data\ fnc libraries, but you might find it useful. I think the library is good for dynamically creating missions as well. I have made a personal dynamic mission without actually placing anything on the editor but running all from scripts. But this is for later. <Issues> Might have some issues during save/load for some missions, so best not to die, which is the purpose of this mod. Some functions are WIP so might be broken as expected. Does not show up on some people's UI at Esc Menu. My setting is set at 1080p, Wide 16:9 ratio and small interface size. Still investigating. If the button does not show up, try enable it via other script in editor, try this nul = [] execVM "\@YQ_MOD\data\scriptInit.sqf"; Alternative tweaks to Activation button Go to data\dialog\superSoldier, change the definition of position (x and y) below. Maybe it is out of range of your display area. <Terms> You are free to use or modify the content of this mods for your own use. However you are always welcome to share it here first for us to see. I will also integrate it if it fits into my vision of this mod. <Credits> I have to thank pretty much all mod/script makers out there. All my scripting knowledge come from you guys. So please forgive me for not making a specific list. If you see your code being used in my mod, please don’t be offended, you just helped me solve a problem that puzzled me for days or even weeks =) Of course special mention goes to BIS for such a wonderful game with limitless possibilities. <Change Log> v1.01 +fix: uploaded correct version as v1.0 was outdated v1.03 +added: ability to target self or own veh +added: unstuck animation using target menu and get up (for player only) +added: revive self after time delay +added: add rating manipulation to prevent being renegade (at revive) +added: new inteligence system(removed proximity sensor) +added: UAV surveilance system +fix: rework intel and proximity sensor +added: revive teammate in target menu +modified: auto unpack container +added: death marker of reinforcement group member for better location after death for revive +added: revive action on group members (no need to use target menu) +fix: addweapon works only when load is less than 1 +added: add 3d icon to spotted enemy <Download> www.filedropper.com v1.03 armaholic Thanks foxhound! <HELP NEEDED> I will need help from people to setup a user config to allow user to define their own hotkey. Also people who are experienced in making the UI compatible with different resolution and UI size. Tester also needed if you want to get the latest version and test out for bugs for me <Screenshots> Activation Button Super Soldier Main Menu Weapon Mod Menu Target Menu Squad Menu HUD and MiniMap Range Finder in Scope View Squad Command with waypoints Weapon Menu Outfit Menu -
The Super Soldier Mode – Ultimate Cheat Module for Single Player
2fast replied to 2fast's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No worries. Thanks for letting me know. Trying to fix the new config error since APEX update. What a headache @_@ -
Config cfgWeapons error since APEX 1.62 update
2fast posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
This config was first developed for my own mod and has been working as intended before the APEX update. I have seen quite a number of threads talking about the change but I still cannot figure out how to fix my code for the past 3 days. I keep getting the "error creating class XXXXX scope = private" and "no config entry ...." errors in my rpt. class V_PlateCarrier2_rgr{ class VestItem; }; class V_PlateCarrier2_rgr_custom : V_PlateCarrier2_rgr{ class ItemInfo : VestItem{ containerclass = "Supply3000"; //defined in cfgVehicles mass = 1; //armor = "5*0.6"; //?? //passthrough = 0.75; //?? }; }; class srifle_EBR_SOS_F{ class WeaponSlotsInfo; class Single; } class Custom_srifle_EBR_SOS_F : srifle_EBR_SOS_F { magazines[] = {"Custom_762x51_Mag"}; displayName = "EBR Custom Rifle"; class Single : Single{ dispersion = 0.00001; }; class WeaponSlotsInfo : WeaponSlotsInfo{ mass = 1; }; }; class srifle_GM6_SOS_F{ class WeaponSlotsInfo; class Single; } class Custom_srifle_GM6_SOS_F : srifle_GM6_SOS_F { magazines[] = {"Custom_127x108_AP_Mag","Custom_HE_Shell"}; displayName = "GM6 Anti-Armor Custom Rifle"; class Single : Single{ dispersion = 0.00001; }; class WeaponSlotsInfo : WeaponSlotsInfo{ mass = 1; }; }; class LaserDesignator{ class WeaponSlotsInfo; } class Custom_LaserDesignator : LaserDesignator { displayName = "Custom LaserDesignator"; //visionMode[] = {"Normal","NVG","Ti"}; thermalmode[] = {0}; opticsZoomInit = 1; //0.1242 opticsZoomMax = 1; //0.1242 opticsZoomMin = 0.0125; //0.0125 class WeaponSlotsInfo : WeaponSlotsInfo{ mass = 1; }; }; class NVGoggles{ class WeaponSlotsInfo; } class Custom_NVGoggles : NVGoggles { displayName = "Custom NVGoggles"; //model = "\<addon>\tvg_proxy"; //visionMode[] = {"Ti"}; //thermalMode[] = {0}; modelOptics = ""; //full screen NVG //opticsPPEffects[] = {}; //simulation = "TIGoggles"; class WeaponSlotsInfo : WeaponSlotsInfo{ mass = 1; }; }; }; I have problem with all the custom weapons except the laser designator and NVGoggles. I am guess I am not following the inheritance rule correctly, but I cannot figure out how I can fix it. Can someone kindly enlighten me please. -
Latest A3 Update Causing Tons of Errors on my Mod
2fast replied to Rabid Squirrel's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks for providing a solution. Can you elaborate on the second part of the fix? I have some modded weapon cfg definitions in my custom mod as well. Your part 1 itemInfo fix was working for me, but for part 2, when I moved the "class WeaponSlotsInfo" into the class definition itself like you did, Arma would throw error saying WeaponSlotsInfo already defined and would not load for me. Can you please explain a little bit more? Thanks! =) class WeaponSlotsInfo; class Custom_srifle_EBR_SOS_F : srifle_EBR_SOS_F { magazines[] = {"Custom_762x51_Mag"}; displayName = "EBR Custom Rifle"; class Single : Single{ dispersion = 0.00001; }; class WeaponSlotsInfo : WeaponSlotsInfo{ mass = 1; }; }; change to class Custom_srifle_EBR_SOS_F : srifle_EBR_SOS_F { class WeaponSlotsInfo; magazines[] = {"Custom_762x51_Mag"}; displayName = "EBR Custom Rifle"; class Single : Single{ dispersion = 0.00001; }; class WeaponSlotsInfo : WeaponSlotsInfo{ mass = 1; }; }; EDIT: Never mind, managed to fix it. For those who are interested, the correct definition should be below class srifle_EBR_SOS_F{ class WeaponSlotsInfo; //this should be declared inside weapon class (previously was outside weapon class) class Single; //same for this one } class Custom_srifle_EBR_SOS_F : srifle_EBR_SOS_F { magazines[] = {"Custom_762x51_Mag"}; displayName = "EBR Custom Rifle"; class Single : Single{ dispersion = 0.00001; }; class WeaponSlotsInfo : WeaponSlotsInfo{ mass = 1; }; }; EDIT2: Config is still not working, anyone can help to shed some lights? -
Had this issue few times about 2 weeks back. Have not really played since. It occurs mostly when I quit and then try to start again. A few tries normally get me back in the game but it is very frustrating to use, since I was testing config changes for my mod that time. Glad to know it is not an isolated issue. I am using dev branch on GTX680
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This is awesome. Thanks man! Just curious how did you find out about this variable? I would never have thought where to look at all...
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Is there a script command that can disable the new fatigue system so that unit carrying load heavier than 1 would be able to run instead of being forced to walk only? I have tried enableFatigue and enableStamina both works only for when unit load is less than 1. This is for my own personal SP cheat module if you want to know why =)
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Normal radio would work if without any mods. You can try go into editor and place a radio trigger on the map and preview the mission. Instant crash when you press any number keys or F1~F12 keys. Seems like trigger related functions are the cause of it.
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Yes yes yes... not just radio, but F1-F12. I thought it was my Mod that is crashing, took me the whole afternoon to troubleshoot, should have checked this thread sooner. Hope it is fixed soon. Peace out!
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The Super Soldier Mode – Ultimate Cheat Module for Single Player
2fast replied to 2fast's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nvm. Seems dev branch is crashing whenever radio trigger is involved. -
The Super Soldier Mode – Ultimate Cheat Module for Single Player
2fast replied to 2fast's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Did you activate it from the Esc menu first by pressing the button? Also did you enable the file patch option at the launcher like damaj0r mentioned? -
The Super Soldier Mode – Ultimate Cheat Module for Single Player
2fast replied to 2fast's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks man! I was just going to ask around about this and your reply is right at the end. Thanks a million! I am back to Arma now after getting married. Hope to catch up with the latest development and develop something more fun! -
The Super Soldier Mode – Ultimate Cheat Module for Single Player
2fast replied to 2fast's topic in ARMA 3 - ADDONS & MODS: COMPLETE
All the UIs can be dragged and repositioned. My MOD is configured to suit 1080p resolution with small UI. I have not gotten around to tweak it to adapt to any other settings. =.=ll The outfit menu is only available with gear menu at the start of the activation and will be available through action menu for 1 min, after that it will disappear. You can get to those by requesting a supply drop or vehicle drop, then you will find those options available in action menu when u go near the weapon crate or vehicles you requested ---------- Post added at 05:54 ---------- Previous post was at 05:53 ---------- exactly. if you can hav any weapon or outfit at any time, that will be too much cheating. although u can change attachments all the time =P -
The Super Soldier Mode – Ultimate Cheat Module for Single Player
2fast replied to 2fast's topic in ARMA 3 - ADDONS & MODS: COMPLETE
In data\hotkey\fnc_hotkey.sqf, comment out the case at line 26 like below. This will disable tab hotkey function for you. switch (_key) do { case 219: {}; //WIN Left case 42: {}; //Shift Left case 2: {}; //1 case 3: {}; //2 case 4: {}; //3 case 5: {}; //4 //case 78: {}; //NUM+ //case 74: {}; //NUM- case 201: {}; //PageUp case 209: {}; //PageDown case 57: {}; //Space //case 15: {}; //Tab case 200: {}; //Up case 208: {}; //Down case 203: {}; //Left case 205: {}; //Right default {_ignoreKey = true;}; }; ---------- Post added at 14:26 ---------- Previous post was at 14:25 ---------- hmm stripping all other functions right now is kinda troublesome. you can try disable all other functions at startup to leave only bullet time =P -
The Super Soldier Mode – Ultimate Cheat Module for Single Player
2fast replied to 2fast's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Awesome, enjoy! =) -
The Super Soldier Mode – Ultimate Cheat Module for Single Player
2fast replied to 2fast's topic in ARMA 3 - ADDONS & MODS: COMPLETE
you have to place the folder in ARMA 3 root directory. As this is a unpacked mod, all scripts are used with a relative path to the ARMA 3 root folder, so changing name or location of the folder will not make the MOD work. ---------- Post added at 17:37 ---------- Previous post was at 17:35 ---------- Hey man, love you weapons MOD! =) -
The Super Soldier Mode – Ultimate Cheat Module for Single Player
2fast replied to 2fast's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Updated on the first post v1.03 +added: ability to target self or own veh +added: unstuck animation using target menu and get up (for player only) +added: revive self after time delay +added: add rating manipulation to prevent being renegade (at revive) +added: new inteligence system(removed proximity sensor) +added: UAV surveilance system +fix: rework intel and proximity sensor +added: revive teammate in target menu +modified: auto unpack container +added: death marker of reinforcement group member for better location after death for revive +added: revive action on group members (no need to use target menu) +fix: addweapon works only when load is less than 1 +added: add 3d icon to spotted enemy <HELP NEEDED> I will need help from people to setup a user config to allow user to define their own hotkey. Also people who are experienced in making the UI compatible with different resolution and UI size. Tester also needed if you want to get the latest version and test out for bugs for me -
thanks! =)
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The Super Soldier Mode – Ultimate Cheat Module for Single Player
2fast replied to 2fast's topic in ARMA 3 - ADDONS & MODS: COMPLETE
you have to edit the script fnc_hotkey under hotkey folder to change the key binding. This of course requires you to understand the script. =) ---------- Post added at 14:49 ---------- Previous post was at 14:47 ---------- i purposely did not put outfit and gear mod in the main supersoldier menu as i do not want players to change gear on-the-fly, at least call up a support drop and wait for the weaponbox. adds a little bit of realism. that is the balance i am trying to achieve with my mod. not too sim, not too arcade =) -
Hi, on the dev branch that has just been updated, the command getPosATL is broken and returns y and z coordinates as 0 no matter what. this breaks quite a lot of things in missions and mods as it is a fairly common command to use. quick fix needed :p
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bug report: i can confirm that getPosATL does not return correct value. the y and z coordinates are returned as zeros. tested 5 min ago. breaks quite a lot of stuff as it is a common command.....
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The Super Soldier Mode – Ultimate Cheat Module for Single Player
2fast replied to 2fast's topic in ARMA 3 - ADDONS & MODS: COMPLETE
*scratches head* not sure what went wrong there... but thanks for the report! -
The Super Soldier Mode – Ultimate Cheat Module for Single Player
2fast replied to 2fast's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes, the function has initialization issue after respawn. You could try go into Esc menu to disable it the mod (click YQ_MOD again) and go back game for a few second (giving time for scripts to deinitialize). After that you can enable the mod again via Esc menu and most of the time it should be re-initialized. I have also already implemented my own revive system now, so it somehow goes around any respawn system. But I am pretty sure it could introduce some other problem as well because it is done using "handleDamage" eventhandler that many missions that implemented respawn system also uses. -
The Super Soldier Mode – Ultimate Cheat Module for Single Player
2fast replied to 2fast's topic in ARMA 3 - ADDONS & MODS: COMPLETE
cool, just making sure you didnt miss out on some of the goodies included in my mod. =P -
The Super Soldier Mode – Ultimate Cheat Module for Single Player
2fast replied to 2fast's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Haha I have tried it, but my computer struggles with framerates (i5 4670 + GTX 680). That is why I play my own dynamic mission most of the time, task based instead of action based. Never more than 30 AI in the map at the same time. I once heard from someone that the art that should be mastered for any arma mission is to use the least amount of AI to create as much of a battlefield atmosphere as possible (unless AI cpu usage is drastically improved). Couldn't agree more. Btw, just in case you want to try stealth approach to take down vehicles, get EBR custom rifle to snipe out driver and gunner of any armored vehicle at distance is pretty fun too. That thing has custom ammo that penetrate just about anything, with silencer =P