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Found 7 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 for ADDON #2 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. ADDON #2 (WIP, ~30% Complete); ETA: early November 3. ADDON #3 (WIP, ~60% Complete); ETA: ? 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: v1.1.4-Beta (10/5/2019) 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: Notes (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: GitHub Dropbox Google Drive Armaholic Installation: 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 donate on PayPal, or even better, become a Patron! Requirements: Community Base Addons (CBA)
  2. 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:
  3. 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
  4. 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.­čśŐ
  5. 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
  6. 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?
  7. 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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