Arma 3
S.O.C.O.M -- Mission Generator
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.
msifland 23 Mar @ 6:39am 
I'm getting all kinds of errors on the Hostage POW mission and it automatically fails.
Something about undefined expression: _hbdg, _bdg, _tloc
R. Von Quest  [author] 13 Mar @ 9:37pm 
UPDATE - fixed CLEAR MINES Mission, the Watermines were not looking for water, and crashing/glitching out on land.
R. Von Quest  [author] 17 Feb @ 8:26pm 
@yeahursick
It spawns Single Units as Guards, randomly, from the list you enter into the Module. You can place all units down in a group, then mouse-drag over them to select them all. Then right-click on one of them (all should be highlighted), then select Log >> Log Classes to Clipboard .

Then Open the Module, click on the section to enter the classnames, and use CTRL + V to paste them into that section.

Most are single units, and not full squads. There is a .sqf Entry Option as well to customize it further for unlimited options if you are comfortable with scripting.

There are tool-tip popups for each entry, that has more info and details.
yeahursick 8 Feb @ 2:00am 
does it just spawn random enemy and allow me to customize my squad, or is all that done in the editor
yeahursick 7 Feb @ 8:40pm 
Can someone make a video explaining how to use this seems fire and opcom pissing me off
J4CKAL05 11 Dec, 2024 @ 2:55pm 
Awesome man, thank you, copied those down! So would I be able to stick those in the custom sqf line for the appropriate task and use the BIS_fnc_taskSetDescription in the file, or would it require more than that? Sorry, not too familiar with this scripting so any pointers are appreciated, since you're very knowledgeable!
R. Von Quest  [author] 11 Dec, 2024 @ 2:27pm 
Sorta. You'd have to just setup your own script, with custom briefing, then point to the file-path of the mission you wanted to run.

execVM "zdz_socom\System\MISSION\AMBUSH\mission_ambush.sqf";
execVM "zdz_socom\System\MISSION\ATTACK\mission_attack.sqf";
execVM "zdz_socom\System\MISSION\CLEARMINES\mission_clearmines.sqf";
execVM "zdz_socom\System\MISSION\CONVOY\mission_convoy.sqf";
execVM "zdz_socom\System\MISSION\DEFEND\mission_defend.sqf";
execVM "zdz_socom\System\MISSION\DESTROY\mission_destroy.sqf";
execVM "zdz_socom\System\MISSION\DIVER\mission_diver.sqf";
R. Von Quest  [author] 11 Dec, 2024 @ 2:27pm 
execVM "zdz_socom\System\MISSION\DOCUMENTS\mission_documents.sqf";
execVM "zdz_socom\System\MISSION\ESCORT\mission_escort.sqf";
execVM "zdz_socom\System\MISSION\HOGSTOOTH\mission_hogstooth.sqf";
execVM "zdz_socom\System\MISSION\HOSTAGE\mission_hostage.sqf";
execVM "zdz_socom\System\MISSION\KILL\mission_kill.sqf";
execVM "zdz_socom\System\MISSION\LRRP\mission_lrrp.sqf";
execVM "zdz_socom\System\MISSION\PILOT\mission_pilot.sqf";
execVM "zdz_socom\System\MISSION\SCOUT\mission_scout.sqf";
execVM "zdz_socom\System\MISSION\SEARCH\mission_search.sqf";
execVM "zdz_socom\System\MISSION\SNIPER\mission_sniper.sqf";
execVM "zdz_socom\System\MISSION\STEAL\mission_steal.sqf";
execVM "zdz_socom\System\MISSION\TARGET\mission_target.sqf";
J4CKAL05 11 Dec, 2024 @ 12:01pm 
Hi RVQ, absolutely love your mods and been using them for a while to create scenarios, including the latest one that I put up on the workshop! Was wondering: is there a way to create custom descriptions for the different tasks, perhaps by utilising the custom sqf files? If so, what script would I need to run in it? Just hoping it's possible cos it'd be really nice to add mission-specific descriptions for these to add a bit more immersion.
R. Von Quest  [author] 16 Nov, 2024 @ 7:08pm 
1) You must clear all enemy (500m radius). 2) You didn't play as BLUFOR (both Green and Red are enemy in this project - guessing this is why). 3) or you didn't wait long enough for it to register (10+ second delay between scans).
Komodo 12 Nov, 2024 @ 1:18pm 
hi RVQ
i tested a simple clear task, it started but once I killed all the enemies the CLEAR task didn't complete
Tama 29 Oct, 2024 @ 6:49pm 
Oh wow, what a workflow to get it right. So temperamental right!

Can't thank you enough.. Can't wait to get into those mission params and get some serious game play going. Once we're done, you going to have to come have a game with us ok. We'd love to have you on server for a night.

Thanks again for hanging in there on this. It's been broken a while so I'd expect a whole new resurgence in people using this mod on dedicated servers.

my mate has said we need to check out your other stuff too, should all fit nicely together. cheers Tama
R. Von Quest  [author] 29 Oct, 2024 @ 4:59pm 
To fix... made New Keys, left the Private Key in the Arma Tools DSSignFile Directory, then Pack the .pbos with Official Arma Tools Addon Builder, with ONLY the "Clear Temp Folder" checked (1 out of 3). Did NOT use the sign-at-the-same-time option.

Then load up DSUtils (DSSignFile) to sign the new .pbos that were just packed. Then you can cut/paste those files into your finished export workflow.

Any tiny deviation, options, or setup, would break it in some way.
R. Von Quest  [author] 29 Oct, 2024 @ 4:43pm 
Cool Beans. I'll change my workflow then for all projects. I was using old 3rd party software to pack, (100x quicker) but Arma Tools to sign. 2 gaming PCs and a third Dev Laptop. 3 copies of the game, and 3 Steam accounts.
Tama 29 Oct, 2024 @ 4:01pm 
NAILED IT!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Whoo.. Thank you so much R. Von Quest for you patience and support. It's all working perfectly :steamthumbsup::steamhappy:
R. Von Quest  [author] 29 Oct, 2024 @ 7:35am 
UPDATE - Okay, try it now.....
Tama 29 Oct, 2024 @ 1:27am 
OMG this thing wants to slowly kill you, I can see it now!! So all the files are obviously there but now the signature error is back.. I feel awful, you won't even be using this version your fixing for us.. Let's throw it in the too hard basket and you can get on with your life. I'm sorry to have put you through all this muck around mate. Thank you so much for trying everything to sort it for us .... Tama
R. Von Quest  [author] 28 Oct, 2024 @ 9:36pm 
UPDATE - Should be good to go. Fingers crossed... Yeah, weird, it was only the HOGSTOOTH Folder and nothing else.
R. Von Quest  [author] 28 Oct, 2024 @ 9:26pm 
This is getting ridiculous. Arma Tools sucks. If I pack and sign at the same time with official Arma Tools it fixes the signature, but breaks the file structure. I'll try again....
Tama 28 Oct, 2024 @ 8:26pm 
Whooo! The signature worked and the server accepts the signed mod as signed and in tact.

The only issue looks to be, the new version of the mod is missing a bunch of files in the 'zdz_socom\System\MISSION folder including "mission_activate.sqf' and most of the mission folders except for HOGSTOOTH, it's there

we're close now that the signing workflow you used worked.. :) :steamhappy:
R. Von Quest  [author] 28 Oct, 2024 @ 4:48pm 
UPDATE - Okay, give her a whirl. Lets see if this works.
Tama 27 Oct, 2024 @ 9:22pm 
Hey there R. Von and thanks for looking at this. I tried the update and still get the verification error when that's turned on in the server. I had everything cross that it would work.. When I turn verify signature off on the server, the mod loads and runs fine..
I really appreciate you looking at this, as I know you only use this mod under your groups LAN scenario. Hopefully the other workflow works, otherwise....
R. Von Quest  [author] 26 Oct, 2024 @ 7:56pm 
UPDATE - New Private and Public Keys, with new Win11 OS, and re-signed this project. Give that a try. If that doesn't work I have another workflow to try.
Tama 25 Oct, 2024 @ 2:13pm 
https://forums.bohemia.net/forums/topic/174126-dear-mod-makers-sign-your-mods-its-easy/
These are the three steps ensuring a mod can be used on a server that's verifying mod integrity. I feel awful pressing you on this and am only doing it because it doesn't work.. The last thing I want to do is antagonise you as we love your mod and it's exactly one of the best things around in ARMA 3 today! I'll check here if there's any update on this but I promise I won't push any further on this point. Thanks and sorry :( :)
R. Von Quest  [author] 25 Oct, 2024 @ 10:19am 
Again, it is signed... If you look in the Steam Folder that gets downloaded when subscribe, you see the files are signed, and also has the Public Server Key File (VonQuest.bikey) in the Keys Folder for you to extract for the setup in your server.
Tama 25 Oct, 2024 @ 3:22am 
are you ok for me to digitally sign it and upload it to Steam as SOCOM by R Von Quest? Full credit etc to you as author and described it as the digitally signed version of your mod? Cheers
R. Von Quest  [author] 23 Oct, 2024 @ 1:10pm 
I don't know either. I don't know anything about server stuff. We only play LAN.
Tama 23 Oct, 2024 @ 4:27am 
thanks mate.. I noticed there was a new version today. We uploaded it and it still does have the signature verification error. I'm not sure what the others are doing,weird right? Thinking maybe the DSCheckSignatures process, I don't know mate, wish I could help you.. I add you as a friend, to take offline conversation if you like?
R. Von Quest  [author] 21 Oct, 2024 @ 3:05am 
@ana_alalawi
Place the Module, then set your settings. Tutorial Download Link above. Did you not read the info above? Instructions are above in the description.

@Tama
I'll look into it, and upload it again.
Janus05 5 Oct, 2024 @ 3:50am 
how do i use the mission generator?
Tama 1 Oct, 2024 @ 11:56pm 
hey thanks for your quick reply. I'm positive this is the best mission generator around for ARMA 3! I can see you only built this for you and your team as a starting point and then released it to the public, really nice of you (even though that comes with so many headaches you don't need :))
With that problem I mentioned, it looks like the updated mod wasn't signed? I'd have to turn off verifySignatures to run it on the server but then, omg my crew would join with all sort of dumb mods , I'm sure you can imagine.
I can see so many questions have been asked from you and I don;t want to add to the headaches.. Could you possibly look to see if the latest version is signed, I understand if you're over it though and I won't bother on this anymore.. Thanks again for what you've built and shared, it's a work of art mod!!
R. Von Quest  [author] 26 Sep, 2024 @ 2:17pm 
Thanks. Not sure. The addon is signed, and the key is included in keys folder when you download it.
Tama 24 Sep, 2024 @ 3:32pm 
Hi mate, thanks so much for all you do. We're getting a signature error on our server when trying to run S.O.C.O.M. Error Files "c:\Program Files.............\S.O.C.O.M -- Mission Gerator\addons\zdz_socom.pbo" are not signed by a key accepted by this server. To play on this server, remove listed files or install additional accepted keys
MilspecBadger 13 Sep, 2024 @ 2:39pm 
it says connection failed? i've added the VQI_socom laptop and the init addon, "This is add action etcc.. idk whats wrong
R. Von Quest  [author] 18 Aug, 2024 @ 10:33pm 
How would they know what to recover?... No. You'd have to blackout the screen or something, to hide the Text for a minute or something. Not without changing the code.

Possible hotfix, if you can do scripting, would be to spam the Hint and Systemchat, right after Mission Selection to hide them. Any Hint text replaces the one before as the game can only show one at a time. And Systemchat shows I think 6. So you'd have to run like 7.
DirtyDanSir 18 Aug, 2024 @ 7:23pm 
@R. Von Quest, Is there a way to hide what the recover objective is? Say i want it to be a blackfish but i dont want it to tell them thats what it is
R. Von Quest  [author] 4 Aug, 2024 @ 9:51am 
Just set them to 100%... If each are only 10% then there's a 90% of NOT being selected. The total doesn't need to add up to 100. Its a separate roll for each mission, to add to the Master List for selection. Then it picks one at random.

It was designed as a sliding scale for an old gamemode (unreleased) we used to play. It also adds more variety for mission/game design. Just set the ones you want OFF to 0, and the ones you want ON to 100.
DirtyDanSir 2 Aug, 2024 @ 5:29pm 
I have an issue, I selected 10 missions and fill out the details, each one works on its own but with all 10 at 10% chance i get a failure to connect. Am i missing something? (probably).
R. Von Quest  [author] 28 Jul, 2024 @ 3:24pm 
You have to Turn ON each of the missions in the form of a probability (0-100%). It should be the very first option setting for each one. Also, each mission can only be selected once per game. Then you'd have to re-boot/re-start to play them again.
Richard Kemper Gacy 27 Jul, 2024 @ 2:03pm 
i just stared using the mod. but when i chose to create a mission, it says connection failed (try again)