Arma 3
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SCO Solo - SP Enhancements
   
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Data Type: Mod
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26 Aug @ 9:20am
4 Oct @ 11:03am
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SCO Solo - SP Enhancements

Description
SCO Solo - Single-Player Enhancements (Arma 3)

Lightweight QoL helpers that auto-wire into any SP mission.




Core Functions

  • Unit HUD Toggle - Hide or show the vanilla Unit HUD strip on demand with a custom keybind. Keeps your screen clean when you want immersion, brings it back when you need info.

  • Forced Load - Ensures every squad member starts with a set number of First Aid Kits (0-3). No more uneven or missing supplies at mission start. For the player, optional ACE extras can be added automatically (Earplugs & M57 Clacker).

  • Squad Status Panel - A compact, always-available overview of your team:
    • Lists all squadmates in fixed HUD order with numbered slots (01, 02, 03...).
    • Shows health state (Fit), First Aid Kit count, magazine count (primary weapon only), and a short weapon label.
    • Dead units are memorialized as DOA (dim line with last name), so you always know who was lost.
    • Roster builds automatically if you start alone or recruit mid-mission, ensuring the panel matches your current squad.


  • Squad Medic - A smarter way to keep your squad alive:
    • On demand, the system scans your squad, sends a real medic to treat the most urgent casualty first, and returns them to formation.
    • If no medic is available, it switches to a self-heal routine for each squad-mate.
    • The player can optionally auto-heal to 100% - after FAK heal and a cool-down timer (needs FAK but not consumed) - if no medic is around.
    • FAK logistics are handled automatically - medics share kits with those who lack them and redistribute spares afterward.
    • Simple hints and clear feedback tell you exactly who is being treated and how things ended.


  • Squad Babble - A three-channel dialog system that drives both immersion and system messaging.
    • Channels are routed by type: combat chatter, situational calls, and system/medic updates, so information never collides.
    • Messages flow through a managed queue, preventing overlap or spam and ensuring every line can be read.
    • Built-in cadence keeps speech natural - short pauses between transmissions mimic radio discipline.
    • All SCOsolo systems (Medic, Status, etc.) use Babble for their notifications, replacing plain text with immersive radio-style chatter.
    • Provides a unified messaging framework that mission makers can also leverage for dialog, ensuring consistent, immersive delivery of information.


  • Identity & Ranks - AI in your squad receive authentic names, ranks, and callsigns for a more believable chain of command.
    • Uses official real-world rank structures (US Army, US Marines, US Navy, US Air Force, or default ArmA) depending on your chosen branch.
    • Ranks are weighted and distributed consistently, so officers, NCOs, and enlisted appear in plausible roles.
    • Names are deterministic per unit, ensuring your squad's identities stay the same every time you play the mission.
    • Global variables allow quick reference - you can call up any unit by last name.
    • The applied Rank/Name are used for all Babble dialog.


  • Grass Comp - A lightweight camouflage helper that makes prone squadmates harder to spot in tall grass. Balances gameplay because "in game" grass doesn't block AI vision.





Controls & Config (CBA)

  • Key Bind: Squad Status - default [unassigned] (also available via scroll action).
  • Key Bind: Squad Medic - default [unassigned] (on-foot only; also available via scroll action).
  • Key Bind: Unit HUD Toggle - default [unassigned] (hide/show vanilla unit HUD strip).

  • Option: Force Load - FAKs per unit (0-3).
  • Option: Force Load - Equip ACE Earplugs (player only).
  • Option: Force Load - Equip ACE M57 Clacker (player only).

  • Option: Medic - enable/disable the Squad Medic feature.
  • Option: Medic - enable/disable damage protection for the medic.
  • Option: Medic - damage protection coefficient (1.00, 0.75, 0.50, 0.35, 0.25).

  • Option: Player Heal 100 - enable/disable self-heal top-off when no medic is available.
  • Option: Player auto-heal timer - 1-5 minute delay before the self-heal runs.

  • Option: Identity: Branch - choose naming style (ArmA / USMC / Army).
  • Option: SCOradioCMD - callsign for Command.
  • Option: SCOradioAIR - callsign for Air.

  • Option: Grass Comp - enable/disable prone-only grass camouflage helper.





What's New in v0.6

  • Major System Upgrades - Squad Status, Squad Medic, Babble, and Identity/Ranks have all been reworked into robust, full-featured systems instead of simple helpers.
  • Expanded CBA Settings - more control for comms, identity branch (ArmA/USMC/Army), and callsigns for Command/Air.
  • Identity Overhaul - authentic real-world ranks weighted and assigned across your squad; deterministic naming for consistent identities.
  • Babble Integration - all medic/system messages now routed through the 3-channel dialog system with proper cadence and queueing.
  • Grass Comp - introduced prone-only grass camouflage helper to balance AI spotting.
  • Reliability Boosts - stronger initialization guards, smoother re-initialization for new or late squadmates, and safer resets after respawn/team-switch.
  • Console Tools - quick commands for testing identity, rank, and function availability.





For Mission Makers

Babble can be called directly in missions to create immersive dialog.

Just fire lines in order — Babble will queue them, add cadence, and route them automatically. No sleeps or delays needed.

Function:
[ unit, message, radio, priority ] call SCO_fnc_babble;


Arguments:
  • unit — object (e.g., player, a unit variable - SCOsolo makes global vars out of the player squad's last name).
  • message — string. The dialog text - in quotes.
  • radio — true/false (play as a radio transmission - unit must be SCOradioCMD or SCOradioAIR).
  • priority — true/false (high-priority line jumps the queue).


Examples:
[ player, "OK gentlemen, we've had one of our own go down last night in Da Krong...", false, false ] call SCO_fnc_babble; [ player, "...this is Charlie's backyard, so check your gear, balls, and ammo...", false, false ] call SCO_fnc_babble; [ unit, "Well there's the chopper - oh darn - they're all dead.", false, false ] call SCO_fnc_babble;


This lets mission makers inject chatter using the same system SCOsolo uses internally — consistent, immersive, and hassle-free.




Notes

  • SP/client-side only (no server key required for SP).
  • Works with vanilla and most gear mods. Extremely light - on demand; no per-frame loops.
  • Compatible with SOG_AI.
  • Compatible with ACE when ACE Medical is disabled.
  • Not compatible with ACE Medical - SCOsolo uses vanilla healing and FAKs, which ACE Medical replaces.


Credits

  • Design & scripting: Scottb613 (DirtyDeeds)
  • Icon/banner: red solo cup theme (SCO)

27 Comments
DirtyDeeds  [author] 5 Oct @ 10:53am 
@Astute - LOL - we'll see how you feel after you try it. I haven't fully figured out what makes Steam cache a version with minor changes or publish it. The last thing I did is add a different sound file for MEDIC that makes it sound in person - with urgency - and not over the radio as per my original. I am seeing it via Steam now. JB uses the graphic wheel and voices from SOG_PF - so I believe you need to have both SOG_AI and SOG_PF loaded - that said I use it with Spearhead and Vanilla without issue. 90% of my time - I spend on my own little editor "sandbox" missions that I create myself - with Drongo's Map Population - and it all works well together. SOG_AI is truly a game changer for me - although - I have to use VoiceAttack to truly feel like I am commanding my own squad. I never use the wheel or keyboard during missions.
Astute 5 Oct @ 7:27am 
Thanks Deeds you are a genius. Will try later but sounds like it's all solved now. Appreciate all the hard work. Just out of interest can you use SOGAI in single player when just messing about in editor or can it only be used with official SOGPF DLC scenarios?
DirtyDeeds  [author] 3 Oct @ 3:21pm 
Also - in the last version - I added a custom sound file to call "MEDIC!" when launching the medic script - if you don't hear it - steam hasn't sent you the latest version of the Mod.
DirtyDeeds  [author] 3 Oct @ 12:55pm 
SCOsolo v0.6f— Patch Notes

OK - so now I have two separate logic paths - if your running SOG_AI you are not using the hard STOP vanilla uses - therefore I don't need to remove the medic from the group to process the move and treatment of the squad. So this path keeps the squad intact.

For those not running SOG_AI - I changed the logic - so the medic leaves the players group entirely - so it can clear the hard STOP vanilla uses - does its treatment - then returns to the same spot in the players squad that it had left from.

Both the moves seem smooth and quiet now - please let me know if you experience any issues.
DirtyDeeds  [author] 3 Oct @ 11:19am 
@Astute - I think the medic is silenced now and responds properly - one caveat - is there doesn't seem to be a way via script to override the Vanilla STOP - I've tried everything - so your squad can't be at a STOP from the addAction menu - to use this version. I do have another fix pending - where the medic leaves the squad completely - does his medic thing - then returns to the same spot in the players squad when done - it seems to work well but I want to test it a bit more.
DirtyDeeds  [author] 3 Oct @ 4:14am 
@Astute - I've got it. I almost always run SOG_AI - I can't command a squad without it - my medic script works perfectly with it. As soon as I removed it - I see the issue you reported - now I can try to fix it. It's me - not you.
DirtyDeeds  [author] 2 Oct @ 4:28pm 
@Astute - one more thought - UNSUB - make sure the files are gone then SUB again - to load it clean?
DirtyDeeds  [author] 2 Oct @ 3:11pm 
@Astute - yeah - I'm testing and I just don't see it - I've shot every member of my squad in the leg for a test - medic treated them all - I've tested in full blown combat - it works there - I've tested with SOG, Spearhead, and vanilla.

Here are the mods I typically run:
3den Enhanced
ace
AI Helicopter Decelerate No Climbing
Bloodlust LITE
Burn 'Em Redux
CBA_A3
Drongo's Dynamic Weather
Drongos Map Population
Fire on my shot! Engage mode
JSRS SOUNDMOD 2025 Beta
JSRS SOUNDMOD 2025 Beta
Real Lighting and Weather
S.O.G. Nickel Steel Steam
SCO Solo - SP Enhancements
Simplex Support Services
SOG AI
Splendid Smoke
Suppress

I'm here to help...
Astute 2 Oct @ 11:33am 
I'll try it with no other mods tomorrow. Probably a mod conflict. I have about 25 loaded!
Astute 2 Oct @ 10:44am 
Hi Deeds - i actually don't know how to 'Bump the version number in the metadata'. any tips? SCO has updated for me in my mod list and 'Ace Javelin' sound is no longer a problem but the medic still just yells 'go i'll cover, covering fire' over and over until he gets killed!