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Found 11 results

  1. All-in-One Single-Player Project by Leopard20 Short description: All-in-one Single-Player project is (at this time, will be) a collection of 3 separate addons that work in tandem to create the ultimate single-player experience. _____________________________________________________________________________________________ Long description: Hello guys. I'm sure everyone agrees that the current state of ARMA single-player is not really playable (unless you're alone!). The AI are always a burden and hard to manage. Well, in this project, my goal is to change that. Check out the latest development videos on Superior Intelligence (aka Super AI) in the next post! This project will consist of 3 addons: 1. All-in-one Command Menu (Deluxe ver.): The improved and enhanced version of my old , dusty mod, All-in-one Command Menu which itself was basically an improved version of WW AI Menu by Windwalking. 2. Superior Intelligence (WIP) 3. ADDON #3 (WIP) The other two addons are not "command menus" but something entirely different and crucial to the single-player game, and interaction with them will primarily be through All-in-one Command Menu. I will update this thread about the latest development status. Stay tuned! All-in-One Command Menu (Deluxe Version) Current version: v1.5.0 (Jul. 12, 2023) Some of you may have used, seen, or at least heard of my All-in-one Command Menu mod, which added many new capabilities to the vanilla AI. When I started working on that mod, I was completely inexperienced in scripting, and the mod, despite its great feature roster, became a poorly optimized and buggy mess over time. So I decided to rewrite the mod from the scratch; updated the visuals, rewrote most features and added many new stuff. Without further ado, let's jump into the feature list! Release Trailer: Additional Screenshots: Feature Overview: What's new since All-in-one Command Menu classic: This is a complete rewrite of the classic mod, so obviously there's so many changes. Here is some of the most important ones: Manual (MUST READ): Some of this stuff might be a little hard to grasp at first (but once you learn them you realize how easy and intuitive they were!). I'm very busy right now so I'll add a video tutorial later. For now, try to make do with these! Download: Steam Workshop GitHub Dropbox (Outdated) Google Drive (Outdated) Armaholic Installation (non-Steam): Note: The name of the mod folder has changed! Please delete the old "@AIO_AIMENU" folder if you have the classic version. F.A.Q: Donation and Support: If you like my mod and would like to support it, or you just want to buy me a drink, etc., you can become a Patron! Requirements: Community Base Addons (CBA)
  2. Hi there, Vehicles Overhauling (VO) is a system of repairing, refueling, and rearming vehicles by proximity and with any asset of your choice. Also, the services are divided by doctrine: Ground, Air, and Nautical. Each doctrine and even service is easily turned Off or On, according to the editor's needs. If needed, the editor can allow repairing just for ground vehicles while unavailable for air ones, for example. Triggering or code via Eden Editor is needless. VO is configured through only one file, prioritizing implementation simplicity and quick change management that the mission editor might want. How to install / Documentation: https://github.com/aldolammel/Arma-3-Vehicles-Overhauling-Script/blob/main/vehicles-overhauling.VR/vehiclesOverhauling/_VO_Script_Documentation.pdf What to expect from VO script: Define what vehicle type have automatically access to ground, air or nautical services (rearm, repair, refuel); Define what service each station (asset) will provide: repair, refuel or rearm or all of them (full service); Every object/asset on Eden Editor can be traceable as station automatically, it's up to the mission-editor; Once defined which assets are stations, on Eden you just drag and drop the asset and the script will track them; All repair, refuel, and rearm Arma 3 and its DLCs assets are already tracked; All repair, refuel, and rearm RHS and CUP assets are already tracked; 100% compatible with CBA+ACE. No code or triggers is needed on Eden Editor; Just one file to set your mission needs easily: fn_VO_parameters.sqf; Script working as gold on hosted and dedicated servers; Demo: Main file > fn_VO_parameters.sqf: Dependencies: None! Download: From Github: https://github.com/aldolammel/Arma-3-Vehicles-Overhauling-Script From Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2758919670 Missions running it: Tanks & Helicopters (Light) Tanks & Helicopters Livonia Tanks Theater TvT Bradley Furious - - - - - - - - - - - Changelog: 2022-Oct-07, v2.2: news, fixes and notes here. Known issues: Critical > Dedicated Server > If two or more players are in the same armed vehicle, the vehicle will rearm two or more times after spend some ammo ------ (WIP) Critical > RHS on > Air Doctrine > RHS airplanes are NOT rearming properly. ------ (WIP) Important > ACE on > Repairing > if the vehicle got damage only in wheels/tracks, guns and/or turret, the repairing doesn't run; Minor > ACE on > Refueling > I'm trying to hide the pump hose; Minor > ACE on > Repairing > If the vehicle starts to cook-off with a repair station close, the vehicle gets repaired, but still cooking. Cheers, thy
  3. Hello all, Here is a little script enabling AIs for rearming when out of ammo. If I'm right, the vanilla behavior is: - AI leaders sometimes order their AI subordinates for rearming at crates (probably only simple crates/vehicles with accurate magazines). Anyway they don't succeed in that (or barely). What I experienced is AIs running after vehicles, AIs stuck, AIs disobeying... If you have better experience on that, please share. - as playing leader of AIs, you can order your units to rearm at... known abandoned weapons, crates,... no matter if you don't know where they are and how far. The list can be looooong (as a day without bread) , and the, totally useless. you can see you AI crossing the map without few chance for actually rearming. Well, I'm trying here another approach, in this way: - first of all, I limit the script to AIs with played leader. (Just avoiding too many codes on server, but feel free to test what ever units you want); - only AI units owning a primary weapon are concerned: No player, no tourist; - When the AI has less than 10 remaining shots in its primary weapon, if magazines or weapons can be picked, within 100 m of the unit (anytime), the AI will move and pick them up. The possibilities and priorities are: - Any object stated as Arsenal (virtual crates/ vehicles with arsenal code...), is scouted as priority 1. That means the AI will reload at this object, with compatible mags, no matter the content of the arsenal crate/vehicle. At this time, and possibly for ever, I don't make any filter about possible limitation on arsenal. That means any enemy (concerned AI) can rearm at any arsenal. - The priority 2 is crates/vehicles fitted with compatible mags. The rearm action on a crate can empty it. This action is the standard behavior of Arma's engine. If you want more, see module! Anyway, the mags can be inside uniforms, vests, backpacks inside the crate or the vehicle. Not so bad. - the priority 3 is friendly fallen corpses... There is neither arsenal, nor crate but some fellows are lying on ground with compatible mags. That's the last chance for AI to keep their actual primary weapon; - the last priority (4) is any weapon found on ground, inside crate or vehicle. This weapon is different from the original. If several choices, the AI will pick one at random... At this time, I don' have filter for all possible cases and skills of AIs... It's just out of my scope. anyway this weapon can be inside a backpack, inside a crate... I added a mandatory mag for this weapon as I don't want the AIs out of ammo, then picking a weapon, out of ammo then... in a boring cycle. Furthermore, at this time, the abandoned weapon is deleted. Note 1: Vehicles are considered as crates if engine off! Note 2: You can stop an AI (stop order), so he will not continue his search for mags or weapons (but he will not fight without ammo). Of course, as I'm scripting also for my mod: MGI Advanced Modules, I added a Rearm Module enabling more possibilities: - You can easily choose different units (to be upgraded perhaps); - When your AI rearms, the secondary weapon (if any) is refilled in tube (so 1 shot). The AI receives up to 3 first aid kit and hand grenades or smokes. The AI grabs also up to 6 grenades for GL if any. - the rearm and switchweapon vanilla actions are replaced by animations (same ones) and custom scripts avoiding vanilla inventory (too many mags, no grenades, poor fak) Known limitations: - the hand guns are not treated at all; - the GL and launchers are treated in module, but only in case of low primary weapon ammo which stays the triggering factor; Compatible for MP (the treated units are local on each PC/Server), compatible with mods. Depending on mods, you can experience some little difference: - compatibles mags means... compatible mags and some vanilla mags can be used instead of specific ones, for arsenal. I'm not responsible of these choices. - on the other hand, there are several "FirstAidKit" along with mods. Some of them keep the class name and modify the aspect, some of them modify the whole stuff (for nuts,imho). Your AI can receive firstAidKit instead of "blabla_holyKitofTheGreatesModEverWritten" . They will not make difference, and you'll see that if you pick items on dead AI fellow. Have fun! Version: 28 / 07/ 21 in init.sqf
  4. Hi, there. I am trying to make two "factories" in my mission - one producing fuel and the other vehicle ammo points. Both factories should produce a box filled with fuel and "ammo points" respectively. The fuel and ammo points use ACE3 framework. For the fuel factory I made these script and it works perfectly (executed via initServer) : while {true} do { sleep 1800; _fuel = "CargoNet_01_barrels_F" createVehicle [4694.33,9483.27,0]; [_fuel, 1000] call ace_refuel_fnc_makeSource; _marker = createMarker ["Fuel Produced!", [4697.51,9475.91,0]]; _marker setMarkerType "loc_Truck"; sleep 300; deleteMarker "Fuel Produced!" }; Every half hour it produces one barrel with 1000 fuel (ACE). I tried to make the same thing with ammo points for vehicle rearming but no success. I am trying to implement ACE3 Rearm framework code (taken from https://ace3.acemod.org/wiki/framework/rearm-framework.html) : while {true} do { sleep 600; _ammobox = "CargoNet_01_box_F" createVehicle [5058.03,6888.37,0]; _ammobox = setVariable ["ace_rearm_isSupplyVehicle",true]; [_ammobox, 1200] call ace_rearm_fnc_setSupplyCount; _marker = createMarker ["Ammo Produced!", [5056.13,6886.58,0]]; _marker setMarkerType "loc_Truck"; sleep 300; deleteMarker "Ammo Produced!" }; But it doesn't spawn anything, it doesn't show any error and I have no clue why isn't working. Big thanks to everyone who wants to help a big script nOOb like myself.
  5. Hi fellow warlords 🙂 The game keeps crashing when I rearm my Blackfoot immediately at a "Vehicle Ammo [NATO]" just called in by myself right beforehand by selecting "request" "air drop" "your location" . Basically the game just freeze and enters a nonresponsive state. Any way of fixing this? I play Arma 3 in vanilla mode. It happens on the standard maps. I have not checked if it happens on other maps as well. Thanks in advance for looking into it. Regards, insop
  6. All-In-One AI Command Menu A "WW AI Menu" Patch By Leopard20 & WindWalking This thread is no longer updated! For the latest release, check here Hello everyone. As you know, the WW AI Menu was one of the first and best AI mods released in the early days of ARMA 3 release. It addressed a lot of issues and shortcomings with the vanilla ARMA commanding system, and packed a lot of handy features including: - Infantry commands such as healing, garrisoning & clearing building, rearming, .... - Vehicle commands such as engine on and off, horn and eject with parachute. - Waypoint system with the ability to assign multiple waypoints to your squad members. - Weapon accessories (silencers, flashlights, ...) - Unsticking units. and .... Read more about the mod: https://forums.bistudio.com/forums/topic/153621-ww-aimenu-complimentary-commands/ Unfortunately, when Windwalking left the community some of the features ended up broken, and due to the community rule forbidding people from taking over and/or changing an author's work without their permission, nobody has stepped up to bring this mod back to life. Until now. I decided to bring this mod back to life in a way that respects the community rule and the author's work. Namely, "patching" the original mod by adding features and fixing broken ones. As a result, you will need the original mod installed for my mod to work. You can activate the menu by pressing Y .If you use the "Y" key for Zeus or anything else you can either change the keybinding for those features (I personally use "Ctrl+Y" for Zeus) or change the keybinding for the menu by navigating to: "OPTIONS > CONTROLS > CONFIGURE ADDONS > (dropdown menu) All-In-One Command Menu". I've also included a userconfig file where you can add support for your mods (if they are not supported already). Currently you can add support for: Resupply vehicles, AT soldiers (used in the rearming script) and the Handgun suppressors. Note that you might need to enable "file patching" for the config file to work (either add the -filepatching commandline or enable it in the launcher parameters). This mod is compatible with other commanding mods (such as C2). Although I don't recommend using both for issuing the same command at the same time (e.g when you use C2 to order your units to mount a vehicle, don't use the same command in this mod, as it may cause conflicts and unforeseen consequences) I also recommend this mod as it makes issuing regular and frequent commands a lot easier: (you may need to change the default keys used by the mod, keys 1, 2, 3 , 4, as these keys are used for switching weapons) Advanced Command System (ACS) All features were tested using the vanilla ARMA vehicles/weapons (including all DLCs up to the time of release), and work as intended. However some features (the most important of which being weapon accessories) may not work in other mods (such as RHS or CUP). Edit: As of version 0.50 Beta most features should work with other mods without issues. If they don't please post your feedback in this thread. Here's a quick overview of what is changed: Unchanged: Fixed/Modified/Removed: Added: Screenshots: Notes: Special thanks to: - @Windwalking for his awesome mod. - @Muzzleflash for helping me with showing objects on the map and also teaching me a lot about scripting. He's one of the best guys on this forum. - @mad_cheese for allowing me to use the "Bounding Box" function used in his legendary mod, C2. - and everyone else who kindly answered all my questions on the forum. Disclaimer: I can't guarantee this mod is completely harmless. Please back up your ARMA 3 directory located in the "Documents" folder (C:\Users\YOUR_PC_NAME\Documents\) prior to using this mod (especially the file *.vars.Arma3Profile and the "saved" folder because they are the only files that may be affected). Multiplayer support is in alpha state and not fully tested yet. Dear Moderators, The current release still uses the scripts from the original version. Also, to avoid some conflicts, I had to rename the global variables. If you think this mod is still not in compliance with forum rules please let me know to come up with a solution (you can PM me or post it here). By installing this patch, the original mod will be disabled (If you want me to leave it enabled please leave a feedback and I'll re-enable it). Download Link (Current Version: v1.2.1): GitHub (always up-to-date) DropBox Armaholic (updates with a slight delay) How to Install: Future Plans: Changelog: Requirements: CBA: http://www.armaholic.com/page.php?id=18767 WW AI Menu by Windwalking: http://www.armaholic.com/page.php?id=22380 Since v1.0.0, WW AI Menu mod is not required anymore. It's because some users reported they had trouble setting up WW AI Menu (mostly because of FilePatching used in WW AI Menu, which complicated things), so I decided not to make it necessary to have this mod. A couple of such reports:
  7. You know the vehicles I'm talking about - the HEMTT ammo / fuel / repair truck, the Huron containers, Taru pods, Zamaks, etc... you drive up to it and it just automatically repairs / refuels or rearms you, as is the case. I've searched high and low through the functions and config files, and I can't find the scripting that is making this effect happen. Does anyone know what it is, or where it can be found? Please don't answer with references to your own or other's Rearm / Refuel / Repair scripts, I have a ton of those but that's not what I'm asking - thank you! Why am I looking for this, specifically? 1. Vehicle rearming, with turrets and especially with dynamic loadouts, is especially problematic. I challenge you to reload 13 out of 19 rockets, exactly, on a rocket pod that's not on the vanilla configuration of a dynamic loadout aircraft. The vehicle rearm script on the Huron pod just works, it an cosmetically appealing way: the numbers just increase while you're next to the rearming source, until you're fully reloaded, and it doesn't seem to care whether it's a vanilla loadout or a dynamic one, whether the turret is local or not, etc. 2. There's no way to adjust the "flow rate" of vehicle rearming, repairs, or refueling. 3. The effect itself is capricious. Sometimes it works as intended (drive up to the box/ car/ whatever) and the vehicle resupplies as intended. Sometimes it doesn't, but it provides you with an action (complete with a lovely icon) to perform it. And sometimes it doesn't work at all. Thank you in advance! Ryko
  8. Hey, I'm relatively new to Arma and I want the rearm function where it gives you X items and ammunition. Once you enter a trigger, the script goes off and you get them. I want it to be like in The East Wind campaign where it shows you what you got. Any help is appreciated.😊
  9. So first off, i'm completly new to scripting. never really done it so i don't understand it. Now, i have a helipad that i want to add a script to it's "init" line so that when a chopper lands on it, it can refuel, rearm and repair it, if needed with actions for all three. Please i'm looking all over and cant understand alot of what i'm reading so i needed some direct help
  10. I have a trigger that had this on activation: {[_x] execVM "rearm.sqf"} foreach thislist; // Written by Weasel [PXS] - andy@andymoore.ca // This script rearms, refuels, and repairs vehicles. // Vehicles must be less than height 2 (typically landed, if air vehicles) and must remain in the // trigger area for 3 seconds. It then drains all fuel, repairs, rearms, and refuels. // // Setup a trigger area to activate this (F3 in map editor) with the following settings: // // Trigger REPEATEDLY, BLUFOR, PRESENT // Name: Rearmlist // Condition: this; // Activation: {[_x] execVM "rearm.sqf"} foreach thislist; // // Warning: If this trigger area overlaps another trigger area (such as ammo-transport Scripts), sometimes // things don't work as planned. Keep this seperate if you can. _unit = _this select 0; // Don't start the script until the unit is below a height of 2, and make sure they hold that // height for at least 3 seconds. WaitUntil{(getPos _unit select 2)<2}; sleep 3; if((getPos _unit select 2)>2) exitWith{}; WaitUntil{speed _unit < 2}; sleep 3; if(speed _unit > 5) exitWith{}; // Make sure unit is inside one of these lists (trigger areas) if( not (_unit in list rearmlist1)) exitWith{}; _unit setFuel 0; _unit VehicleChat "Repairing..."; sleep 2; _unit setDammage 0; _unit VehicleChat "Rearming..."; sleep 2; _unit setVehicleAmmo 1; _unit VehicleChat "Refueling..."; sleep 2; _unit setFuel 1; _unit VehicleChat "Finished."; if(true) exitWith{}; It works in SP but not on my dedicated server. What can i do?
  11. Hi all, I am a Linux user who is new to the ARMA franchise. I have been having a crack at putting together a simple, vanilla mission whilst waiting for the game to be updated from version 1.42 to 1.54 and am wondering if someone could help me sort out a few issues I have encountered during testing. 1. I found that 2 missiles from a chopper will take down a Military Cargo Tower. I can't have that and am wondering if there is a script to make a building indestructible? 2. Is it possible to restrict the use of artillery, so the Scorcher, Sandstorm and mortars are not available? 3. AA units that I have placed on the side of a mountain do not change weapon and fire when an enemy chopper flies past. Is there a script that forces them to use the AA missile launcher as their primary weapon AND actually fire it when an enemy air unit flies into range? 4. I have a speedboat on patrol and would like it to refuel/re-arm when the patrol is complete. I am having difficulty in getting the boat to manouver alongside the pier where I have a Taru fuel pod and 2 boxes of vehicle ammo stationed using the "move" waypoint. ( I could probably get it so that it works with more tweaking and previewing but am hoping that there is an easier way or some kind of "refuel" option). 5. Finally, could someone please tell me if the mission I am creating using version 1.42 is going to transfer successfully to version 1.54 when my version of the game is updated? Thanks for any assistance that can be provided.
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