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Found 7 results

  1. LOW and EXTREME ALTITUDE PARAJUMPS by R. Von Quest VERSION: v0.2.7 Beta UPDATED: 15 September 2017 INTRODUCTION: Work-In-Progress. This is the Stand-Alone Module of my HALO/PARA Infiltration System from my SpookWarCom Project. This Module will allow the player to setup transport and perform a combat parajump into any area of the map you desire. Both low-altitude parajumps, and high-altitude HALO jumps are supported. For the more extreme HALO jumps, special equipment is needed to survive the harsh and dangerous environment of the low-oxygen, sub-zero atmosphere. I must stress this is a fictional project. Some creative liberties are taken for better gameplay and immersion. Do not expect a 1:1 simulation of a true military freefall operation. This is a GAME. NOTE: This is a complete overhaul and full re-write of the last versions. Numerous features and old options have been temporally removed to speed up this release. They will be added back in later. "Feet First into Hell" EQUIPMENT: Dragonfly HALO ReBreather Rig System HellJumper Altimeter NEXTGEN Watch Thermal JumpSuit, H3 Helmet, O2 Bottle Automatic Opening Device (AR3) Electronic Auto Opening Device (ASTRA) Backup Reserve Parachute Sentinel Safety Reserve Trigger Device 3D Models and more coming soon... FEATURES: Player select FlightPlan, JumpPoint, Cargo Custom Audio, Effects, Lights, Atmosphere Fog-of-War Human Flight Error, Drift, etc SAMs, RADAR, and Flak Enemy Air Defenses Hypothermia, Decompression Sickness, etc Parachute Cut-Away (SHIFT+CTRL+L) Travel Time, Cut Scene, Chute Failure, etc And many more under development... AIRCRAFT: XC-130 "Nightmare" Black-Ops Edition REQUIRED: - CBA A3 - Community Base Addons DOWNLOAD Credit & Thanks! *BIS - for an amazing (and frustrating) hobby! *dr_strangepete - early stages and gear-saving *cobra4v320 - early stages and gear-saving *Mikero - Dev Tools; Utility *Alwarren - Dev Tools (Blender) *Sabre[DUST] - helping with the C-130 *killzone_kid - tutorials and info NOTES: This Forum Post glitched and I lost the details I typed up for this page - will re-type it later. Sorry! =VQI= LEAP HALO/PARAJUMP PROJECT Von Quest Industries
  2. SIGINT, OPERATIONS, COVERT OBJECTIVES and MISSIONS by R. Von Quest VERSION: v0.2.4 Beta UPDATED: 01 July 2017 INTRODUCTION: Work-In-Progress. This is the Stand-Alone Module of my Mission Generator & Intelligence System from my SpookWarCom Project. SOCOM Module is a Spec-Ops/Black-Ops random Mission Generator with unlimited combinations of dark and eerie "behind-the-lines" Objectives & Missions. More TBA at a latter time. "CLASSIFIED: EYES-ONLY" FEATURES: Works on any and ALL ArmA Maps! Select Enemy On/Off for Objectives Trillions of possible combinations!!! Generic X Missions (Direct Action / Recon) Select 1 Type or Random for ALL Numerous Missions for each Mission Type Briefings included with all Missions Custom User-Placed Factions support And much more coming soon... MISSION TYPES: Mission - Assault Mission - Assassination Mission - Destroy Mission - Acquisition Mission - Surveillance Mission - Reconnaissance Mission - Support Mission - Special **Note: TBA REQUIRED: 1. CBA A3 - Community Based Addons A3 DOWNLOAD =VQI= SOCOM MISSIONS & INTELLIGENCE Von Quest Industries
  3. FICTIONAL UNEXPLODED ORDNANCE, SYSTEMS, and E.O.D EQUIPMENT by R. Von Quest VERSION: v0.2.2 Beta UPDATED: 15 September 2017 INTRODUCTION: Work-In-Progress. This is the Stand-Alone Module of my Explosives & EOD Addon from my SpookWarCom Project. As most EOD stuff is just a BIP (Blow In Place); I wanted to do something a little closer to the fictional side, and have a system where you have to know what you are doing and solve a step-by-step procedure to disarm the explosive. I will be including my IMS "BombBuddy" Ion-Mobility-Spectrometer to detect both in-game mines & explosives, and all the IEDs included in this amazing mod. I do not like the "I see a mine!" in the game. So what? If you see it, where? When you have all the nonsensical "helpers" turned off, he still shouts out he spots something. This is silly. So I'm building my own detector that will 'sniff' the molecules in the air to detect various chemicals and the additives in explosive materials. It will only display a readout of various indicators and a vague 'strength' signal (parts-per-million). I also have in production several, ok numerous, oh wait... no, over 100+ IEDs coming to put into your missions that all will have unique ways of disarming! I have 10 prototyes each with 10+ levels of disarming procedures with numerous types having a complex muti-step process to disarm. Total of 100-200 Bombs! Memorizing how to disarm will be virtually impossible do to with the sheer vast number of randomly generated IEDs. If you do not go through the training process and do not understand what you are doing, kaboom! No more just clicking the X to disarm. You will need the right tools, and click exactly on the part required. Several types will even have anti-handling devices. Motion sensors, light sensors, etc. complete with random timers and other surprises that I won't reveal here. Explosives will be C4, Mines, Chemical, Radioactive, etc. "Initial Success or Total Failure" FEATURES: I.M.S BombBuddy detects ALL EXPLOSIVES Numerous Tools and Equipment Both Fictional and Realistic Explosives Disarm "Movie-Style" Bombs Disarm In-Game Bombs & Explosives Minefields: APERS Landmines Minefields: Mk6 Watermines Minefields: PDM-1 Amphibious Suicide Bomber Terrorists and Extremists Random Spawns and Variables ...And many more coming SOON!!! NOTES: More Info coming soon. This was just an upgrade into a Stand-alone Project. Many more cool options are right around the corner! *kaboom* REQUIRED: 1. CBA A3 - Community Based Addons A3 DOWNLOAD =VQI= FUSE Explosives & EOD Project Von Quest Industries
  4. COVERT OPS CENTER, RESOURCES, and EQUIPMENT by R. Von Quest VERSION: v0.2.3 Beta UPDATED: 23 September 2017 INTRODUCTION: Work-In-Progress. This is the Stand-Alone Module of my Custom Starting Options and Ops-Center from my SpookWarCom Project. It was the "core" or heart of my projects. This will add numerous player options that you can set easily for those of you who are new or the non-computery types. It also adds an off-site Operations Center which you can operate from that's isolated from the actual map allowing for better behind-the-lines feel before you are boots-on-the-ground. The Tactical Operations Center is a command post that you can role-play as starting in another nearby country. Anyone ever watch "Strike Back"? The Section 20-style Ops Center ties ALL my Projects together (see signature), and acts as a Home Base of sorts. There are so many people that love this hobby but are too intimidated to wade into the technical and modding-side, or just don't have the time. Let me know what Player & Starting Options you would like to see, and I'll attempt to design or script it for the this Addon. Feel free to post requests in this Forum. "The Only Easy Day, Was Yesterday" FEATURES: Tactical Operations Centers (compositions) Heli Support, Transport, Rearm, Infil/Exfil, etc Starting Time Options - Random w/ Full Moon Randomized Starting Weapon Option Starting Camp Site - Random Locations Covert & Unarmed System (Black-Ops) Holster Weapon - Start & Menu Option Weapon Sway Aim CoEfficient Player Fatigue On/Off Option Starting Info Text - 3 Lines to Customize Custom Weapons, Gear, Equipment Movie-Style Silencers, Ballistics, etc Remove Reload Icon .pbo file option Remove Ammo Count .pbo file option ...And many more coming SOON!!! NOTES: More Info coming soon. This was just an upgrade into a Stand-alone Project. Many more cool options are right around the corner. REQUIRED: 1. CBA A3 - Community Based Addons A3 2. Eden Objects (TOC2 - Advanced Ops Center) DOWNLOAD =VQI= CORE OPTIONS & OPS CENTER Von Quest Industries
  5. FROGMEN, RE-BREATHERS, OPERATIONS, GEAR, and SUBMARINES by R. Von Quest VERSION: v0.3.1 Beta UPDATED: 15 September 2017 INTRODUCTION: Work-In-Progress. This is the Stand-Alone Module of my Comabt Diver System from my SpookWarCom Project. This will focus on the Underwater Environment and the unique elements of the murky and chilling capacity of Combat Diving Operations. For me, one of the greatest parts of ArmA is the Diving and NEW v1.6 water environment. What an amazing experience for a game. I want to build off the rebreather and add more layers to the SCUBA and explore some deep water possibilities and immersion. This project will be similar to my HALO Mod, but instead of the extreme altitude, this will focus on the deep sea and combat underwater operations. I want to explore more options of Gear & Systems (mostly fictional) for deep water ops, like salvage, recovery, surveillance, etc. I also will be adding a Submarine or three with the ability to use a Lock-Out Chamber for deploying Spec-Ops, CRRCs and SDVs. "Brave Men, Dark Waters" FEATURES: Submarine Transport - HMS Proteus Submarine Ready Room (Gear-Up) Submarine Lock-Out Chamber (WIP) Submarine Exterior Lighting (WIP) EFX, Sound, and Immersion Lighting: Low, Med, and High Vis SDV Mini-Sub (lock & unlock from Sub) CRRC Zodiacs (inflate/deploy from Sub) **Note: This is EXPERIMENTAL. You can Enter and Exit from the LOC. Flood and Drain the LOC multiple times. Re-Route of the Submarine possible as well. Multi-Mission capable. Can get a little unstable at times. Use caution. Stay clear of the SDV when Unlocking and Locking, as this is heavy equipment and can injure or kill the player. The same is true for the CRRC. Stay clear when inflating it and especially when detaching it as it will shoot up to the surface when you unlock it. Take care when placing the Sub as it is very hard to find again. GPS recommended for navigation if you want to find, then re-enter the sub. If playing MP, some features cant be experienced by the client. (I think, untested) Main features have been tested and work fine in MP. The SCUBA and other sections of this Mod are still under development. This part is ready for public testing and feedback. The first LOC broke and I hastily had to re-do it, so this is a "test / low res" placeholder version only. I have some better stuff coming as part of a bigger package and Submarine Project. REQUIRED: 1. CBA A3 - Community Based Addons A3 DOWNLOAD =VQI= FROGS COMBAT DIVER PROJECT Von Quest Industries
  6. STALKING, CAMOUFLAGE, ORIENTEERING, and SNIPER-UNIT TRAINING by R. Von Quest VERSION: v0.2.1 Beta UPDATED: 15 September 2017 INTRODUCTION: Work-In-Progress. This is the Stand-Alone Module of my Scout/Sniper Addon from my SpookWarCom Project. This will focus more on the scout-side of the mysterious of the lethal Spec-Ops Sniper and the unique elements of scouting, stalking and the recon aspects of Scout/Sniper Operations. A Sniper is a highly trained marksman who operates alone, in a pair, or with a sniper team to maintain close visual contact with the enemy and engage targets from concealed positions or distances exceeding the detection capabilities of enemy personnel. These sniper teams operate independently, with little combat asset support from their parent units. Snipers typically have highly selective and specialized training and use high-precision/special application rifles and optics, and often have sophisticated communication assets to feed valuable combat information back to their units. ~ Wiki "One-Shot, One-Kill" FEATURES: 3 Levels of Sniper Blinds: Sparse, Normal, Thick Acute Scout/Sniper Hearing while in Blind/Hide Keen sense of Smell for detecting nearby Enemy Questrel Weather Computer (aka Kestrel) 1966 USMC "Hathcock" Edition BoonieHat Cut or Clear the Grass for a clear view when prone Targets - Practice & Training Feedback System Scout/Sniper Stealth Options and System **Note: This is only about 20% done. This version was a re-write to get it back on track again. There are several features that may not still work, or are unfinished at this time. I just wanted to get this public version out now so you can test and enjoy what I have running so far that is at least stable and playable. The Ballistics do not work right now I believe. Just use ACE3 for now, or any other mod you prefer. This project is more about the Scouting Skills, rather than the Sniper Shooting anyway. I have a lot more coming, but updates are slow due to I have a huge mod-set under development at the time of this writing. Also to speed up this public version, there is no documentation included. You will have to Search for the older version of this for more details, or wait until an update later for the new stuff. REQUIRED: 1. CBA A3 - Community Based Addons A3 DOWNLOAD =VQI= SCOUT SCOUT/SNIPER PROJECT Von Quest Industries
  7. SQUADS, COMBATANTS, AREAS-OF-OPERATION, and REINFORCEMENTS by R. Von Quest VERSION: v0.3.2 Beta UPDATED: 15 September 2017 INTRODUCTION: Enemy Spawn System! This is the Stand-Alone Module system of my DARK Project from SpookWarCom. Fully customizable, and intensely dynamic game-play for any and ALL ArmA Maps. Even NEW Maps!! Create anything from quiet "Behind-Enemy-Lines" Black-Op Missions, or Defending a NATO Base. Maybe some Terrorists and War Lord controlled 3rd-World territory, or perhaps a full-blown chaotic War-Zone where you are fighting for the freedom of an occupied sovereign country. The choice is yours. The heart of the System is the Areas-of-Operation. You can select 'Known' Intel, or probable 'Unknown' Intel. Select the EXACT number of AOs or select RANDOM for each group. Mix-n-Match the Modules and Options as you wish for a gazillion of variations. Easy to use. Very very noob friendly! "Behind Enemy Lines" FEATURES: Ease of Use! Noob & FPS Friendly! Works on ALL Maps & even NEW Maps Supports all styles of Gameplay Create 1 AO or an entire WarZone Spawns BLUFOR, OPFOR, INDEP Spawns both Land and Water Units De-spawns Units over 3km away Infantry, Armor, Vehicles, Boats, etc "Bad Guys", MERCs, etc (non-military) Reinforcements: ParaTroops, Arty, etc Flies Buzzing on Dead Bodies Random "Items" for looting/immersion Areas-of-Operation for Hot/Cold spots Intel for AOs with Static/Probable % Color Selection for EACH AO Type Enemy Intel Force Multiplier in AOs And much more coming SOON!... Module #1 -- SQUADS This Module Spawns Units all around the Player, at all times, at all locations in a continuing loop. You will be surrounded by these Units anywhere. They spawn around you at all times. Recommend to be the ACTIVE Force (attacking, invading, liberating, etc). If not needed, just set all options to Off or 0% probability. Module #2 -- COMBATANTS This Module Spawns Units that are "Armed Civillian" Units. These are the Non-Military Units (Terrorists, Freedom Fighters, Civilians, War Lords, Rebels, Resistance Fighters, Gangs, Black-Ops, Locals, MERCs, etc). They Spawn all around the Player, at all times, at all locations. They spawn as single units, or as loose groups that have a higher probability to seek out Buildings and interior locations. Module #3 -- AREAS-OF-OPERATION This Module sets "AOs" randomly around Map. These Units ONLY Spawn when you are near these Areas. This will create Hot & Cold areas scattered around the entire Map for a more organic and realistic experience. Usually intended to be the PASSIVE Force (occupying, annexed, home force, etc). Set as STATIC Intel (100%) or DYNAMIC (Unknown 0%-100%) Intel. NOTES / INFO: Module #4 -- REINFORCEMENTS This Module adds Enemy Reinforcements to the Map. When the enemy feels threatened, or overun, they can call for help. You can set the probability of how likely they will make that radio call. Reinforcements can be in the form of QRF Heli Teams, Paratroops, Artillery, and Mortars. Make sure you always set this to the ENEMY. REQUIRED: 1. CBA A3 - Community Based Addons A3 DOWNLOAD =VQI= SCAR ENEMY SPAWN SYSTEM Von Quest Industries
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