Arma 3
OPCOM - Operations Command
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Update: 25 Feb, 2022 @ 6:26am

obsolete

Update: 20 Feb, 2022 @ 3:30am

GLOBAL OPS UPDATE - HOTFIX 3
Version: 0.1.0.220220.1

MISC
FIXED: no respawn position was found when player got killed over water
FIXED: wrong warning showed up when starting global ops in 3DEN editor
FIXED: player can now also start scenario in a vehicle
FIXED: after importing data, wrong factions got transfered to global ops missions
TWEAKED: position finding that should make everything more stable
TWEAKED: if respawn enabled, it will now trigger if player is in a vehicle that gets destroyed
TWEAKED: on respawn because of vehicle damage, the squad get positioned at respawn position
TWEAKED: you can now deselect an objective location in mission setup
TWEAKED: disabled side radio on respawn and revive
TWEAKED: expanded radius for finding heli LZ on map click from 50 to 125 meters
ADDED: slider for wind factor in environment settings (world >> environment)

Update: 18 Feb, 2022 @ 3:26pm

GLOBAL OPS UPDATE - HOTFIX 2
Version: 0.1.0.220218.1

MISC
FIXED: wrong faction was changed in faction setup, when going directly to next faction without clicking done button
FIXED: esc key didn't cancel but confirmed notification messages
FIXED: respositioning at player HQ on liberation start was causing an error
ADDED: notification, if heli couldn't find appropriate LZ at wanted position
ADDED: notification, if clearing data got canceled

Update: 17 Feb, 2022 @ 2:14pm

GLOBAL OPS UPDATE - HOTFIX 1
Version: 0.1.0.220217.2

MISSIONS - GLOBAL OPS
FIXED: versioning error prevented OPCOM from opening in global ops
FIXED: naming of capture the flag objective was wrong (icon still wrong)
FIXED: hopefully bay areas don't get selected as mission locations anymore

Update: 17 Feb, 2022 @ 1:01am

GLOBAL OPS UPDATE
Version: 0.1.0.220217.1

INFORMATION
GLOBAL OPS FEATURE:
  • Set up to three different objectives.
  • Insert on foot, with a heli or para drop into the action.
  • Easy Access from Homebase on Stratis in Singleplayer Scenarios.
  • Deploy from your current scenario to Global Ops missions on any other map.
  • Your entire setup carries over to the Global Ops mission.
  • The Global Ops mission ends, after all objectives are done.

Three new objectives are available for combat patrol missions on the local map, as well as for Global Ops. 'Sector Attack', 'Sector Control' and 'Rescue Prisoners'. Expect more missions incoming, soon!

OTHER KEY FEATURES
  • OPCOM should now work on more maps, as long as they have at least three locations.
  • OPCOM should now work with more factions.
  • You can now add and delete single units from your squad.
  • Access to full arsenal, including all ACE items.
  • Import and export your OPCOM loadouts to BIS and ACE arsenals.
  • Add vehicles from all factions of your side to your current faction.
  • Change your operator type in the commander settings of your faction.
  • Randomized weather.
  • OPCOM should now work on other screens than 16:9 (at least tested with 4:3, 16:10 and 21:9)
  • Your squad now heals themselves or each other when wounded or down.
  • Disable OPCOM respawn and revive system entirely.
  • Script and performance optimization.

FULL PATCH NOTES
MISSIONS - FUNCTIONALITY/USABILITY
ADDED: Global Ops (objectives >> Global Ops)
ADDED: Global Ops Homebase on Stratis in Singleplayer Scenarios
ADDED: ground, heli, and para drop insertion
ADDED: option for mission failure by too many KIA
ADDED: option for enemy vehicle usage
ADDED: option for enemy reinforcements
ADDED: objective 'rescue prisoners' (available in Global Ops and Combat Patrol Missions)
ADDED: objective 'attack sector' (available in Global Ops and Combat Patrol Missions)
ADDED: objective 'capture the flag' (available in Global Ops and Combat Patrol Missions)
FIXED: combat patrol missions and liberation missions should not conflict with each other anymore
TWEAKED: slightly reduced time until barrels explode after it is on fire
TWEAKED: positioning of comms node
TWEAKED: on mission cancel in OPCOM, all mission related objects and groups get deleted immediately
TWEAKED: added cutscene to liberation ending
TWEAKED: optimized mission scripts and handling
TWEAKED: optimized liberation scripts and handling
TWEAKED: when starting new missions, the old missions don't get deleted in tasks list anymore
TWEAKED: the squad units don't have to be as close as the player to exfil position to succeed

SYSTEMS - RESPAWN, REVIVE & MEDICAL
ADDED: respawn system can now be disabled entirely (settings >> gameplay >> respawn & revive system)
ADDED: revive can now be enabled for your squad
ADDED: option to auto heal or respawn dead squad units after mission, player respawn or after they bleeded out
FIXED: respawn should now always trigger on death from explosions
TWEAKED: damage treshold for respawn is now at 0.99, to give other revive mods a chance to kick in, trying to prevent that player gets always respawned by OPCOM
TWEAKED: squad units treat themselves when they are not suppressed

SYSTEMS - ENVIRONMENT
ADDED: force weather change (world >> environment)
ADDED: randomized weather (world >> environment)
ADDED: settings for daytime (world >> environment)

COMPATIBILITY - ACE
ADDED: loadout import and export to ACE Arsenal
ADDED: ACE items are now available in the loadout and inventory menu
ADDED: check if ACE rally point system (respawn) is used and you enable OPCOM respawn, you'll be asked if OPCOM respawn should be disabled
ADDED: check if ACE medical AI system (revive) is used and you enable OPCOM revive, you'll be asked if OPCOM revive should be disabled
ADDED: check if you've made changes to respawn or revive in ACE, and respawn and revive is enabled in OPCOM, you'll get a message about the conflict on next OPCOM menu exit

COMPATIBILITY - AIO (All-In-One Command Menu)
ADDED: check if AIO medical AI system (revive) is used and you enable OPCOM revive, you'll be asked if OPCOM revive should be disabled
ADDED: check if you've made changes to respawn or revive in AIO, and respawn and revive is enabled in OPCOM, you'll get a message about the conflict on next OPCOM menu exit

COMPATIBILITY - MISC
ADDED: loadout import and export to BIS Arsenal
ADDED: check if map has not at least three locations, player gets warned and OPCOM initialization will be aborted
TWEAKED: reading map data, resulting in more compatible maps like pecher and cold war rearmed maps (NOTE: maps need locations to function!)
TWEAKED: reading faction data, resulting in more compatible factions, like 3CB Factions
TWEAKED: OPCOM should now work on other aspect ratios than 16:9

MENU - FUNCTIONALITY/USABILITY
ADDED: feature to add and remove single units from your squad
ADDED: option to disable OPCOM respawn system (settings >> player >> respawn & revive system)
ADDED: option to change accuracy independet from other skills (settings >> ai setup)
ADDED: button to enable support type in it's vehicle pool settings
ADDED: it is now possible to add vehicle from side to faction (factions >> faction setup >> vehicle pool)
ADDED: when changing commander type in player faction, a randomized loadout for the class will apply to the operator
FIXED: endless loading screen when map is not compatible
FIXED: sliders now use the whole width (dot stopped before reaching end of line)
FIXED: squad info was shown in front of map when full map is active in dashboard and going back to dashbboard
FIXED: operator was shown behind map when full map was active in dashboard and going back to dashbboard
FIXED: operator was shown behind map when full map was active in dashboard and going back to dashbboard
FIXED: operator was hidden when full map was active in dashboard and going to operator tab
TWEAKED: now there is "tiny", "small", "medium", "large", and "x-large" for listbox text size available (settings >> menu >> menu appearance)
TWEAKED: different listbox types now have the same text size
TWEAKED: menu reboot handling on data import
TWEAKED: reorganized gameplay and player settings
TWEAKED: moved respawn and revive system to player settings (settings >> player >> respawn & revive system)
TWEAKED: on slider dots, the unit, e.g. % or minutes, is now shown with the value
TWEAKED: reorganized settings tab
TWEAKED: moved weapon handling from player settings to gameplay settings
TWEAKED: moved player fitness from player settings to gameplay settings
TWEAKED: moved invincible squad setting from ai-setup to gameplay settings
TWEAKED: reorganized gameplay settings (respawn and revive, health and medical, player and squad fitness, weapon handling, misc. settings)
TWEAKED: moved environment settings from gameplay to world >> environment
TWEAKED: modified BIS notifications script for better position in men

Update: 4 Dec, 2021 @ 7:55am

DATA-HANDLING-UPDATE
Version: 0.0.211204.3

INFORMATION
You can now...
...import and export following settings through different OPCOM scenarios:
  • AI Setup
  • Gameplay
  • Player
  • Menu
  • World Traffic & Patrol Settings
  • Saved Inventory
  • Faction Data (including operator, support and squad for each faction)

...enable a permanent parachute option (settings >> gameplay >> misc.):
  • when you exit an aircraft, your squad will follow
  • once you are in freefall, you'll have the option to open the parachute
  • your squad pulls parachute when you do or
  • your squad pulls parachute automatically at a height of 100-75 meters

...set up a custom keybind to open OPCOM:
  • go to Arma settings
  • select 'Controls'
  • in the drop-down list at the top should be a mod section with 'Ai-Mods' entry at the very bottom of the list
  • set your keybind to launch OPCOM

The new features should work, but they are experimental and work in progress. Don't use, if you experience game breaking issues.

Performance:
  • faction data collection on first boot of OPCOM should be faster now, especially with lots of factions loaded
  • possible gameplay performance boost, due to script optimization and bug fixes

PLEASE NOTE: I cannot guarantee, that your exported data can be still used after the next update! Until full release it's recommended to start a new game after OPCOM got an update.

FULL PATCH NOTES
MENU - FUNCTIONALITY/USABILITY
ADDED: data center in settings for import and export
ADDED: option to import saved data on OPCOM boot
ADDED: welcome message when OPCOM is launched for the first time
ADDED: info about update when player loads OPCOM in a game with an older version of OPCOM
ADDED: info about update when player loads a game with an older version of OPCOM (will apply on future updates)
ADDED: info about update features when OPCOM is launched after an update (will only show up once)
FIXED: error in inventory management
FIXED: menu was not reacting as intented when mission was active, and player tried to make changes to a faction
FIXED: buttons for vehicle types in faction setup are now complete and directing to the correct vehicle type
FIXED: adding ground vehicles to support vehicle drop, enabled them for air traffic
FIXED: drones were available for ground transport
TWEAKED: faction initialization should now process faster on first OPCOM boot (especially with lots of mods loaded)
TWEAKED: menu is now slightly blacked out, when a message box appears
TWEAKED: OPCOM now starts automatically when starting a new mission

MISC - FUNCTIONALITY/STABILITY
REMOVED: CBA requirement and CBA keybind
ADDED: custom keybind in arma settings to launch OPCOM (there's now a mod section in the control settings dropdown list)
ADDED: western sahara DLC default enemy faction selection on Sefrou Ramal map
ADDED: automatic parachute option in SETTINGS >> GAMEPLAY >> MISC.
FIXED: players HQ garrison units didn't switch when selecting a new factions
FIXED: error with resetting players gps item after drone use
FIXED: drone bar was still visible when loading a save were no drone was enabled
FIXED: stamina, recoil and weapon sways wasn't applied to new operator when player changed his faction
FIXED: sometimes squad and vehicle got deleted when using a support drop vehicle
FIXED: support didn't apply on menu exit after player faction changed
FIXED: player squad didn't apply on menu exit after player faction changed
FIXED: error with smokeshell on transport support
FIXED: comms node now also finishes if destroyed by an explosive
TWEAKED: fatigue regeneration handling had impact on performance

Update: 21 Nov, 2021 @ 11:13am

AI-SETTINGS-UPDATE-HOTFIX
Version: 0.0.211121.2

FULL PATCH NOTES
MENU - FUNCTIONALITY/USABILITY
FIXED: it was possible to set all infantry groups inactive, but at least one active group is needed per faction
FIXED: opened listbox from faction setup didn't close when changing between factions or switching to another menu tab

MISC - FUNCTIONALITY/STABILITY
FIXED: mission enemy didn't match the selected enemy in mission settings

Update: 21 Nov, 2021 @ 6:37am

AI-SETTINGS-UPDATE
Version: 0.0.211121.1

INFORMATION
This is a small update to fix some annoying bugs and problems. For usability, I've tweaked the faction settings to make it more intentional on how to change commander, infantry, vehicles etc.

I've also started reworking the AI settings. They now have their own category in the settings. You can set skills per faction and for your squad. If you use other mods that set skills, or if you want to keep everything from your Arma profile settings, skills can now be disabled and they are disabled by default. You can also make your squad invulnerable, if you don't want them to die.

Sorry for not having more at the moment, but this week I've had a few issues and found out, that I'll need a small surgery, next week. Nothing concerning, but painful, which holds me back from scripting.

In the second half of December I should be back in the saddle and be able to script and deliver more. Meanwhile I do what I can. :)

**CREATING A NEW GAME IS RECOMMENDED!**
I cannot guarantee, that this update will work with saves including the previous version of this mod.

FULL PATCH NOTES
MENU - FUNCTIONALITY/USABILITY
ADDED: you can now change faction names in faction setup
ADDED: option in settings >> menu to enable/disable tooltips in listboxes
FIXED: a scrollbar was shown on the checkboxes for enemy selection in missions
FIXED: a scrollbar was shown on the checkboxes for combat mode in support settings
FIXED: infinite loading screen when player has chosen a civilian unit (player has to be EAST, WEST or INDEPENDENT)
TWEAKED: removed faction army listbox in faction settings and added buttons instead to change faction content (commander, groups, vehicle pool)
TWEAKED: moved AI settings to it's own section: settings >> ai setup

MISC - FUNCTIONALITY/STABILITY
FIXED: progress bars for bleedout and remaining units (liberation) were still shown after loading from a save
FIXED: problem with not properly named global variables that could conflict with other mods
ADDED: garbage and wreck deletion (currently hard coded, settings will follow)
TWEAKED: diver infantry groups are now by default inactive (can be activated in faction setup >> infantry)

SYSTEMS - AI SKILL
TWEAKED: skill and modifier can now be set per faction
ADDED: option to set skill for squad
ADDED: option to make squad invulnerable
IMPORTANT: skill is only applied at new units. settings don't affect already spawned units!

SYSTEMS - SUPPORT
FIXED: map selection should no longer appear when switching seats on transport vehicle
FIXED: ground support did not drive to destination
FIXED: player squad could get stuck on ground transport vehicle
TWEAKED: added tracked vehicles (tanks) to ground transport

Update: 11 Nov, 2021 @ 8:06am