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Found 2 results

  1. All-In-One AI Command Menu A "WW AI Menu" Patch By Leopard20 & WindWalking 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:
  2. hello all, LORD FRITHS CHOPPER SUPPORT SCRIPT: OVERVIEW: been trying to teach myself a bit of scripting and sate my obsession with being ferried around the map in an AI chopper. This script is adapted/took inspiration from 'kibot's' awesome DUWS and still contains some large snippets of his code (on share alike licence). "rabid Chaffinch" is a support chopper called from the communications menu (0-8-1). the aim is to allow one in-game chopper to provide as much support (transport, supplies, etc) to player unit as possible, and to add a bit of character/detail to the whole process. DOWNLOAD: dropbox: latest release 1.1 basic release (old) INSTALL: script packaged in a scenario file. unzip and place into your "documents/arma3/userProfile/missions" folder USAGE: to use this support menu: 0-8-1 brings up support menu. select 1-1 ("transport" - "chopper transport") click on map as instructed to set extract and insert points if you are at base close to chopper you will only need insert point, chopper will wait for you to board and move out if you are out on mission chopper will fly to designated extraction point, land and wait for player group to board once on board chopper will fly to insert point and land, kicking all player group out of chopper, then (if out in mission) will return to base and refuel. near langing/takeoff you can call a script reset in case anything gets stuck while in transit you can redirect chopper to new insert point using "landhere" addaction. to add/create a mission using this script: copy/merge init.sqf and description.ext to mission folder place a helo called "helitaxi", any helo can be used but MH9 animations supported place a helipad at your desired base location and name "helipad0" taxi callsign can be edited in init.sqf funds costing can be disabled byt setting cost = false; in init.sqf in init.sqf or initPlayerLocal.sqf in description.ext: "support\suptFunc.sqf" the helitaxi script itself "support\taxi\helotaxi.sqf": the "landhere" action "support\taxi\LandHere.sqf": resetCommsMenu.sqf KNOWN ISSUES: not tested in MP at all. i have no idea how chat/tasks/functions will be passed between server/client. again feedback appreciated. very occasionally chopper will not take off, still not managed to replicate this precisely so feedback appreciated my military radio protocal/terminology is... a little amatuer, input appreciated :D no chopper respawn, once its dead its gone! TO DO: add functions for created submenu items (currently most menu options are just placeholder hints) start porting mission for MP add support for factions/different chopper animationSource LICENCE: "You can remix, tweak, and build upon my work non-commercially, as long as you credit me and license your creations under these same identical terms." CREDITS: kibot for original support scripts which have guided and inspired this one, still contains many snippets from his DUWS mission. The .sqf gurus of BIforums. PWNR: Adam mission editor, awesome tool and also comes with good helitaxi (learnt about "onSingleMapClick" from that) Lordfrith CHANGELOG: 1.1 update added submenu's added init option to change chopper name added chopper config functions added reset support item added support for funds. set cost = false; to disable reworked "LF_fnc_inVehChck" so it checks if whole player group is in vehicle reworked script flow so script can close if chopper is killed/gets stuck reworked dialogue with capitals and punctuation like i went to school. removed debug hints tried to tidy up the script a little did a bunch of other stuff i forgot as i was drunk. hopefully didn't break anything as i was drunk 1.0 initial release enjoy :D
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