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SURROUNDED, COMBATANTS, AREAS-OF-OPERATION, and REINFORCEMENTS by R. Von Quest VERSION: v0.4.5 Beta UPDATED: 09 March 2019 DONATE: Support Project // INTRODUCTION: Enemy Spawner and Occupation System! This is the Stand-Alone Module system of my DARK Project from SpookWarCom. Fully customizable, and intensely dynamic game-play for any and ALL ArmA Maps. Even NEW Maps!! Create anything from quiet "Behind-Enemy-Lines" Black-Op Missions, or Defending a NATO Base. Maybe some Terrorists and War Lord controlled 3rd-World territory, or perhaps a full-blown chaotic War-Zone where you are fighting for the freedom of an occupied sovereign country. The choice is yours. The heart of the System is the Areas-of-Operation. You can select 'Known' Intel, or probable 'Unknown' Intel. Select the EXACT number of AOs or select RANDOM for each group. Mix-n-Match the Modules and Options as you wish for a gazillion of variations. Easy to use. Very very noob friendly! "Behind Enemy Lines" // FEATURES: Ease of Use! Noob & FPS Friendly! Works on ALL Maps & even NEW Maps Supports all styles of Gameplay Create 1 AO or an entire WarZone Spawns BLUFOR, OPFOR, INDEP Spawns both Land and Water Units De-spawns Units over 3km away Infantry, Armor, Vehicles, Boats, etc "Bad Guys", MERCs, etc (non-military) Reinforcements: ParaTroops, Arty, etc Flies Buzzing on Dead Bodies Random "Items" for looting/immersion Areas-of-Operation for Hot/Cold spots Intel for AOs with Static/Probable % Color Selection for EACH AO Type Enemy Intel Force Multiplier in AOs And much more coming SOON!... // NOTES: Module #1 -- SURROUNDED This Module Spawns Units all around the Player, at all times, at all locations in a continuing loop. You will be surrounded by these Units anywhere. They spawn around you at all times. Recommend to be the ACTIVE Force (attacking, invading, liberating, etc). If not needed, just set all options to Off or 0% probability. Module #2 -- COMBATANTS This Module Spawns Units that are "Armed Civillian" Units. These are the Non-Military Units (Terrorists, Freedom Fighters, Civilians, War Lords, Rebels, Resistance Fighters, Gangs, Black-Ops, Locals, MERCs, etc). They Spawn all around the Player, at all times, at all locations. They spawn as single units, or as loose groups that have a higher probability to seek out Buildings and interior locations. Module #3 -- AREAS-OF-OPERATION This Module sets "AOs" randomly around Map. These Units ONLY Spawn when you are near these Areas. This will create Hot & Cold areas scattered around the entire Map for a more organic and realistic experience. Usually intended to be the PASSIVE Force (occupying, annexed, home force, etc). Set as STATIC Intel (100%) or DYNAMIC (Unknown 0%-100%) Intel. NOTES / INFO: Module #4 -- REINFORCEMENTS This Module adds Enemy Reinforcements to the Map. When the enemy feels threatened, or overun, they can call for help. You can set the probability of how likely they will make that radio call. Reinforcements can be in the form of QRF Heli Teams, Paratroops, Artillery, and Mortars. Make sure you always set this to the ENEMY. // KEYBINDING: Shift + A // REQUIRED: 1. CBA A3 - Community Based Addons A3 // DONATE: DOWNLOAD =VQI= SCAR ENEMY SPAWN SYSTEM Von Quest Industries // LICENSE: // USAGE: // CREDIT & THANKS: *n/a
FICTIONAL UNEXPLODED ORDNANCE, SYSTEMS, and E.O.D EQUIPMENT by R. Von Quest VERSION: v0.2.3 Beta UPDATED: 19 January 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: DOWNLOAD =VQI= FUSE Explosives & EOD Project Von Quest Industries // LICENSE: // CREDIT & THANKS: -Attach Explosives -- Stealthstick/Zooloo