Arma 3
C.O.R.E -- Start & Player Options
502 Comments
Kayien 6 Apr @ 11:32am 
Thank you for continuing to work on this POTENTIAL project! It has so much potential it's crazy! If you need help, do not hesitate to comment to support you in whatever way is necessary. Thanks again! I still don't know how to use the EoD module and I think it is the part that needs a little love, but without pressure, continue contributing to this work, everyone in the community appreciates it a lot.
R. Von Quest  [author] 4 Apr @ 1:50pm 
UPDATE - added a MP version of the Damage EFX option. The current version only works in Single Player. Select the setting in the Module. The New Multiplayer version is slightly different and works in both SP and MP.
R. Von Quest  [author] 13 Mar @ 9:35pm 
UPDATE - fixed spelling of Repel to Rappel, for rappelling out of the MH-9 Littlebird.
R. Von Quest  [author] 6 Mar @ 3:17pm 
UPDATED - the Tutorial Download to reflect the current state of this project.
R. Von Quest  [author] 19 Jan @ 9:11pm 
Thanks!
Yup, yup... Don't work much on it anymore. Mostly teaks and polish. I have several more updates, just haven't had the time to pack and upload the latest batch. If anyone has any requests or bugs noticed, let me know.
Kayien 19 Jan @ 9:06am 
Hi Mr Von hope all is well. i really wich you are continues working in this project! a lot potencial!
R. Von Quest  [author] 8 Nov, 2024 @ 10:09pm 
Yup, they work with all addons. Just Copy/Paste the classnames from any mod. These projects are meant to be flexible. Just plug in your own factions, and settings.
CorporateEddy17 8 Nov, 2024 @ 3:05pm 
Hello, kind if late question but can I use your modules with different faction mods?
R. Von Quest  [author] 31 Oct, 2024 @ 12:26am 
UPDATE - re-packed, and re-signed to fix dedicated server signature issue.
R. Von Quest  [author] 24 Oct, 2024 @ 12:08pm 
UPDATE - all projects should be upgraded for all screen resolutions. Did not test for 4k or higher (not recommended). Fixed a few minor typos, etc. Let me know if you are having any issues with any other projects.
R. Von Quest  [author] 21 Oct, 2024 @ 3:01am 
UPDATE - I will be upgrading to work on 2560x1440 resolutions in the next few weeks or so for all projects. The Menu should still work, but other projects are all broken if not using 1920x1080.

@ana_alalawi
Options >> Controls >> Configure Addons
Janus05 5 Oct, 2024 @ 4:07am 
How to change keys, i dont want shift + d to be the keybind
Blacklisted_Gaming 26 Sep, 2024 @ 9:06pm 
it's definitely the map. I tried every heli to even vanilla ones and still get the same result. And it doesn't do this on any other map. Bummer because this is a cool map to use, but the map itself gives everything too many issues. Even with SCAR, the enemy AO spawns them all in a cluster and they never move. Just sit bunched up in a massive group. This map is the only one that does it
R. Von Quest  [author] 26 Sep, 2024 @ 2:15pm 
Its a bad map and/or the heli is bad. Conflict/issue/config. We have the same issue once in a blue moon. Its a goofy map issue and/or the addon heli has a bad config. Its rare but it happens.
Blacklisted_Gaming 23 Sep, 2024 @ 11:41pm 
i'm running into an issue with the heli infil on chernarus redux. Whenever i board the bird, the infil goes fine while the bird is over the water. However once it's over land the bird infinitely ascends. Even having the infil point over land, as soon as i board the bird it infinitely ascends. Could this be the map? I didn't have this issue on the other map i'm using this on
Schizo 9 Sep, 2024 @ 9:15am 
Hell yea, thanks man
R. Von Quest  [author] 8 Sep, 2024 @ 2:04pm 
Its all Modules. You set all your settings through them at the Mission/Map level. Just turn on/off want you want or don't want. Its extremely customizable.
Schizo 8 Sep, 2024 @ 11:57am 
How customizable is the mod? i would like to use some of the stuff for my unit but dont want too much of the hyper realism
R. Von Quest  [author] 8 Sep, 2024 @ 9:56am 
Yeah, there were several TOCs at one point, but removed. It was in the very early years of ArmA 3. It used to spawn in TOCs, interior objects, teleport players into them, NPCs, and set all the custom screens, menus, sound efx, etc.

Then as the Eden Editor got more advanced, expanded, and now can use easy save/place compositions, they were moved into our gamemode (unreleased) project folders. It was way easier to manage them externally/manually, than to keep packing them inside CORE as they could often change between games.
Blacklisted_Gaming 6 Sep, 2024 @ 10:28pm 
hey @R. Von Quest i had a question. I noticed that there is a TOC 2 advanced start point. Says it's a warehouse. Was that not finished and added or am i looking in the wrong place? I can't seem to find it anywhere and it throws script errors when i try to start up at it
Blacklisted_Gaming 19 Aug, 2024 @ 1:59pm 
awesome, i'll keep that noted and let you know if i run into any issues
R. Von Quest  [author] 19 Aug, 2024 @ 10:09am 
Fixed. Also updated all ACK, RADAR, and SAM sections for User Range Settings. I'll probably upload tomorrow. NOTE: it'll sorta break all current ACKs as I had to change the range from meters (M) to kilometers (KM).

To set the range setting, it will be -1 for current default (weighted random). Or any positive number to lock it at that range. Or a negative number for random UPTO that number (equal random).
Blacklisted_Gaming 17 Aug, 2024 @ 10:11pm 
i think it may be tied to spooks. Only reason i say that is i was running some tests and realized i couldnt use the terminal because the spooks folder wasn't there. Once i added it, i get that supplysites error
R. Von Quest  [author] 17 Aug, 2024 @ 9:39pm 
Good catch. I'll fix and update later this week.
Blacklisted_Gaming 17 Aug, 2024 @ 5:44pm 
awesome! appreciate it man. I've been playing around with all of this for the passed week tweaking things to fit a specific scenario. Had a hard time figuring this out lol. Also i was running into an error with the scar AO, specifically saying that the path for AO\VEH_1\SupplySites\supplies.sqf didn't exist. Idk why it started doing that, mainly because the supplies.sqf is in a folder called SupplyLines, but the editor was looking for SupplySites folder for some reason
R. Von Quest  [author] 17 Aug, 2024 @ 2:39pm 
File Path :
zdz_scar\System\DEFENSE\Anti-Air\RAD1\radar_1.sqf

Lines :
#56 - #65

Not in configs, but the sqf files. This is for RADAR 1. You'd have to change all the ones you want to change. There are 5 each for each ACK, RADAR, and SAMs. Then repack the addon. I'll have to do an upgrade to make it a User Option Setting in the Module.
Blacklisted_Gaming 13 Aug, 2024 @ 7:31pm 
hey @R. Von Quest i had a question with working with the SCAR module. The map i'm adding this too isn't as big as altis. I'm having a hard time figuring out where to reduce the radius of the SAM sites and the radars. They tend to cover the entirety of the map including the starting point where the TOC is. Where in the configs can i find this setting? All i see is the accuracy and the amount of them but nothing about their range
Kayien 11 Aug, 2024 @ 11:59am 
How can make a video in youtube to see. how make this work propely?
Blacklisted_Gaming 8 Aug, 2024 @ 10:39am 
i honestly think it would be worth it. I've just gotten back into arma after a few years and love seeing this kind of stuff. But i get it, there's a lot of work put into these and it can be discouraging when it doesn't get the traction you'd hope it gets. A lot of details were put into this that me and the people i play with appreciate. Even the little details like getting a JMPI before jumping, the setting up equipment for infil, all of that.
R. Von Quest  [author] 7 Aug, 2024 @ 6:45pm 
I thought about. I may still do it some slow rainy day... When I uploaded these projects, they never got advertised on Steam, so I got screwed out of all the front page publicity. It was a single big project in the very early days, then I broke it up into smaller ones. I'm mostly done working on ArmA for now.
Blacklisted_Gaming 7 Aug, 2024 @ 3:21pm 
I gotta say, this tutorial scenario that you made is awesome. It has the best HALO mechanics of any mod i've found. The random mission generator makes each run very different. I'm curious though on why you didn't publish the tutorial to your steam workshop also? I get the dropbox option so that people can run it within the editor. But why not also put on the workshop for those wanting to try the tutorial first before building/editing?
R. Von Quest  [author] 7 Aug, 2024 @ 2:02pm 
LOL. Cool beans, Yup, its okay. It throws many others off as well as they don't know where to find it either. You used to have to be *in* a map to do it. Now you can also do it from the Main Launcher Screen as well.

Options >> Controls >> Configure Addons >> Addon (Drop Down List)

The "Configure Addons" is on the BOTTOM of the User Interface, which people miss because they see Controller at the top and click that instead.
TacticalWindsor 7 Aug, 2024 @ 12:57pm 
My apologies, turns out I’m the worlds only blind sniper who couldn’t see the massive option for it under controls because I didn’t realise it was there.

Oops.
TacticalWindsor 7 Aug, 2024 @ 12:47pm 
I can’t seem to find the option to customize the keys, where exactly should I be going to do this, as I can’t find it under any menu options, in game or otherwise.
R. Von Quest  [author] 6 Aug, 2024 @ 8:15pm 
@TacticalWindsor
You can set custom keybinds, but you have to do it when you are in a map. Just load any map, place player unit, then click play. Once you are playing, you can set the keybinding as anything you want from the Options Menu.
Blacklisted_Gaming 6 Aug, 2024 @ 10:12am 
i figured this out. I was trying to just use the unzipped file on it's own. I wasn't creating the folder name with the proper naming convention (NameOfScenario.Altis) as an example of folder naming to get this to run
TacticalWindsor 6 Aug, 2024 @ 9:30am 
Question, is there any intent to put this into the customizable keybinds, like under addon configuration under the control menu. The shift+D can make it very difficult to do things such as strafe and fly helicopters, but many of the features, such as the ability to flatten grass and the colapsable Intervention make it really tempting to me.
Also, for some reason when you use it with Antistasi, things like the diver gear show up, but don't have any interactable triggers, like, they're there, but you can't change them.
Blacklisted_Gaming 6 Aug, 2024 @ 9:00am 
hey i'm trying to get the tutorial opened. I have the file unzipped and in the correct folder, however when i go to the eden editor, it's not showing up. I know the missions folder is the correct one because other maps i've done myself are saved in that same folder, and those show up when i try to open them from the eden editor. Just this tutorial doesn't.
R. Von Quest  [author] 28 Jul, 2024 @ 3:28pm 
Unfortunately all my projects aren't coded for Dedicated Server. Only Single Player, and some Hosted Server. We play LAN over a hosted setup each weekend and it works (mostly) great. Dedicated Server stuff is a pain to code for, and very time intensive to test.
DeDave 13 Jul, 2024 @ 10:15am 
Has anyone tried running the mods on dedicated server? It works fine when hosting from a local maschine, but on a dedicated server, the units are spawned at the lower left corner of the map and disappear
DeDave 12 Jul, 2024 @ 6:44pm 
Never mind, got it working. Had to place it unter Arma root >> profiles >> profile name >> mpmissions. Dont know why but all my missions seem to go there. That´s certainly new. Is there any kind of written documentation for this mod? I got the modules working so far, was just wondering if there´s a way to restart the civ/combatants script after any condition. Otherwise, once you killed/evaded every unit and return back to base, you would have to restart the mission to get the same result, correct?
R. Von Quest  [author] 7 Jul, 2024 @ 7:41pm 
ZeroDarkZero-EXAMPLE-1.Altis


After download, Unzip, then Place into your ArmA Mission Folder :
File Explorer >> Documents >> ArmA 3 >> missions

1. Open in EDEN Editor
2. Press PLAY
3. Open Map / Read Briefing Notes
R. Von Quest  [author] 7 Jul, 2024 @ 7:40pm 
Make a TEST Mission and see where the game puts it. Then just put it there. Make sure its in your correct ArmA User Profile if you have several. No need to re-name it AFTER Unzipping. The Folder will have the .altis extension for the map its setup for. Re-read the instructions if needed. Don't know what to tell you. I have no idea what you're doing wrong.
DeDave 7 Jul, 2024 @ 9:19am 
No for real, what ever I do, I can´t get the example mission nor the compositions to show up. When I download it from dropbox, it comes as a ZIP with the mission files (sqm, sqf etc) in it. No matter what I do, creating a folder and extracting it, putting the whole zip file, renaming the zip file, it doesn´t show up. I tried every mission folder I know of.
DeDave 7 Jul, 2024 @ 8:43am 
Am I the only one who´s too dumb to get the example mission running? Doesnt appear in the ME haha
TacticalWindsor 1 Jul, 2024 @ 6:13pm 
Is this compatible with KAT advanced medical?
R. Von Quest  [author] 16 May, 2024 @ 12:13pm 
UPDATE - added a Menu option to check Current Weapon Stats (damage, splash, etc). The Arsenal never tells you specifics, and we got tired of not knowing what the Launcher Damage was, Lock-On Range, Modes, and so on. Tweaked Hunger/Thirst system so it warns you before the penalty hits.
R. Von Quest  [author] 29 Apr, 2024 @ 10:32am 
The Medical stuff isn't finished. Yeah, the Injury screen shows current wounds, bullet holes, etc. Its just a quick look then fades quickly as not to block your view for too long. The final version (doubt will be finished) would stay on-screen until closed, with other readouts, interactions, etc.
Hannibal 26 Apr, 2024 @ 1:14pm 
I think I got it all figured out. Theres just a big splash screen that obstructs your view for awhile. Also the med screen times out too quick. But nice once I began to understand how it works.
Hannibal 26 Apr, 2024 @ 8:58am 
Oh, on the medical screen. Is there a setting that wont have it fade away, It pops up for like 5 seconds and then slowly fades away.