Arma 3
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S.O.C.O.M -- Mission Generator
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
785.787 KB
25 Dec, 2020 @ 6:25am
13 Mar @ 8:03pm
39 Change Notes ( view )

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S.O.C.O.M -- Mission Generator

Description
S.O.C.O.M - SIGINT, Objectives, Covert Operations & Missions

// TUTORIAL :
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1705508237/5506189390969927678/


// INTRODUCTION :
Zero Dark Zero is the Mega-Pack of my ArmA: Systems, Units, Modules, Scripts, Equipment, etc. The full pack consists of CORE, SCAR, LEAP, FROGS, etc., now each with its own Workshop Page. Modules are found in "Systems" in the Eden Editor. This is S.O.C.O.M ONLY.

1. Open Editor, Place Modules
2. Double-Click to Open
3. Hover Over for Tool-Tip Info
4. Set YOUR SETTINGS & CLASSNAMES
5. addAction Menu Code for any Object :

this addAction ['SOCOM - ACTIVATE MISSION',{execVM 'zdz_socom\System\MISSION\mission_activate.sqf'}];

WORK-IN-PROGRESS. This is a HUGE Project of numerous things we use for our weekend games, released to the public. DOCUMENTATION, UPDATE NOTES, ETC., WILL BE LIMITED.


// ADDON FILES :
zdz_socom.pbo


// FORUMS :
Support & Discussion - Forums HERE[forums.bohemia.net]

[www.paypal.me]


// NOTES :
Documentation, Compositions, Notes, etc. can be found in the download folders and/or the BIS Forums. Its currently very lacking and several features are not available to the general public. If you have any issues, bugs, requests, or comments, please use the official BIS ArmA 3 Forums.

This project is quite large and there are numerous hidden gems and other obscured or nebulous features. Some things are also experimental. The best things are on the horizon, and full documentation will likely be reserved closer to a more polished finished version.

Feel free to REMOVE any .pbo files from the package if you are having issues, or they are overriding some default game settings you still want to use.

Arma Public License – No Derivatives




"Explosive Alarm Clock. Guaranteed to never wake up anyone who uses it."
– Q (James Bond, License to Kill)
266 Comments
R. Von Quest  [author] 16 Jul @ 7:09pm 
Point your Weapon/Eyes at any object, then run this script :

_obj = typeOf cursorObject;
hint str _obj;

copyToClipboard str _obj;


Then you can PASTE that classname with CTRL+V
Nomad 16 Jul @ 2:33pm 
how can i find classname of building if it in map and dont show?
Nomad 16 Jul @ 2:31pm 
wow, what price will be for addon - bot or tablet where i can activate random mission? im novice and try it, but cannot
R. Von Quest  [author] 16 Jul @ 12:48pm 
You enter in all details, classnames, etc. into the Module. So it works with ALL ADDONS.
Nomad 15 Jul @ 11:51pm 
is it possible to work with mod units vehicle and etc?
R. Von Quest  [author] 8 May @ 12:43pm 
Yes. Look at the Comments here on page 2. I listed the file-paths for each mission.
天使 1 May @ 3:15pm 
One question: Is there a way to make it possible to choose which mission the group wants to complete? Like Opex does, for example.
msifland 26 Apr @ 6:31am 
@R. Von Quest. Thank you for all your hard work on this mod. All your work allow me to convert this into a campaign scenario. I used your code for the base, a little bit of SOCOM, OPCOM, AND TRGM2. It is now the perfect scenario and mission for me. Thnaks so much.
msifland 1 Apr @ 8:09am 
@R. Von Quest. Thank you for responding. I figured that out eventually, lol. I just re-wrote the code to use random, already placed buildings in the map.
R. Von Quest  [author] 28 Mar @ 2:42pm 
You need to enter the Classname of the Building you want to use. You either misspelled it, or it doesn't exist on the map.