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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
Hi all, I'm usually just a lurker here, but I thought I'd release my dynamic spawning system seeing as I've finally got it to the point where I'm happy to hand it out to people. So, without further ado: What is it? The Dynamic Spawner is a system that dynamically spawns units with custom loadouts, faces, voices, etc. This can add variety to your missions by giving you the ability to create factions that normally don't exist in the game - WITHOUT needing extra mods (other than gear/weapons if you want modded ones). Handy for public servers that want to avoid using mods, or for groups who want to have special factions for their scenarios without needing entire mods for new factions. How do I use it? 1. Unzip the files into your mission file, and add the following to your init.sqf: 0 = execVM "SyDynSpawn\DynamicSpawnerInit.sqf"; 2. Place down units in your mission (disable their simulation/model/etc) and give them the custom loadout you want. 3. Give the leaders of the groups relevant names. 4. Insert the names of the group leaders, and classnames of vehicles into the factions.sqf (check attached readme for details on how to do that) 5. Place down Game Logics where you want to spawn units and follow instructions in the readme file to set them up to spawn how you want. Example Mission here: https://www.mediafire.com/file/f3749dpf4uu81ld/Dynspawn_Example.Stratis.zip What does it not do yet? I've added base elements for CAS and Helicopter reinforcements, but haven't implemented a spawner for them yet. This will be added in future. Where do I get it? Here: http://www.mediafire.com/file/nb01br9o3pu9p3v/SyDynSpawn.zip Anyways, let me know if you find bugs or have questions/suggestions for future features.