Arma 3
SCO Solo - SP Enhancements
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Update: 27 Sep @ 11:14am

SCOsolo v0.6 — Patch Notes

Big release introducing new systems (Babble, Identity/Ranks), major rewrites of existing features (Medic & Status), and expanded CBA settings.

HIGHLIGHTS
--- Major system upgrades: Squad Status, Squad Medic, Babble, and Identity/Ranks reworked into full-featured systems.
--- Babble: three-channel dialog system with message queueing and cadence. All SCOsolo systems now use Babble for immersive radio-style messaging.
--- Identity & Ranks: AI get authentic names and real-world ranks (US Army, USMC, or ArmA). Weighted distribution ensures plausible roles.
--- Expanded CBA options: new toggles for comms, branch, and customizable callsigns for Command and Air.
--- Grass Comp carried forward: prone-only camouflage helper integrated into mainline features.

SQUAD STATUS (REWRITE)
--- Fixed-slot roster based on HUD order (01, 02, 03...).
--- DOA memorial lines kept in original slots with last names shown.
--- Per-unit row includes Fit state, FAK count, magazine count, and weapon short label.
--- Roster re-initializes cleanly if you start without a squad or recruit mid-mission.

SQUAD MEDIC (UPGRADE)
--- On-demand triage scans the squad, prioritizing worst casualties first.
--- Fallback to per-unit self-heal if no medic is present.
--- Automatic FAK logistics: medics hand off kits during treatment and redistribute spares afterward.
--- Clear, serialized hints prevent message overlap and always show LastName (orange) + action.
--- Optional damage reduction toggle for medics remains available (with coefficient).

SQUAD BABBLE (NEW SYSTEM)
--- Three routed channels: combat chatter, situational calls, and system/medic updates.
--- Message queue ensures no overlap or lost lines.
--- Cadence control keeps chatter natural with radio-style pauses.
--- Used by Medic, Status, and other SCOsolo systems for immersive notifications.
--- Provides a unified dialog framework that mission makers can also leverage.

IDENTITY & RANKS (NEW SYSTEM)
--- Assigns real-world military rank structures (US Army, USMC, or ArmA branch option).
--- Weighted rank distribution produces plausible squad compositions (officers, NCOs, enlisted).
--- Deterministic naming ensures unit identities stay consistent between sessions.
--- Global variable handles allow mission scripts to call units by last name.

CBA SETTINGS (QUICK REFERENCE)
--- Force Load: FAKs per unit (0–3), ACE Earplugs, ACE M57 Clacker.
--- Medic: enable/disable, damage protection toggle + coefficient list.
--- Player Heal 100: checkbox toggle for auto-heal top-off.
--- Player auto-heal timer: 1–5 minutes.
--- Identity: Branch (ArmA / USMC / Army).
--- SCOradioCMD & SCOradioAIR: customizable callsigns.
--- Grass Comp: enable/disable.
--- Keybinds (unassigned): Toggle HUD, Open Squad Status, Call Medic.

NOTES
--- Single-player / client-side only (no server key needed).
--- Works with vanilla and most gear mods.
--- Compatible with SOG_AI.
--- Compatible with ACE when ACE Medical is disabled.
--- Not compatible with ACE Medical.
--- Requires CBA.

Update: 22 Sep @ 2:24pm

SCOsolo v0.5 — Patch Notes

Big update focused on the Medic system and a new grass camouflage option.

HIGHLIGHTS
--- Medic overhaul: folded the old “Heal Player” logic into the Medic function with a clean self-heal fallback when there’s no medic.
--- New CBA toggle “Player Heal 100” + timer now in minutes (1–5). If disabled, the player auto-heal top-off will not run.
--- Grass Comp (prone-only): optional setting to make you easier to miss when prone, with a simple “more/neutral/less hidden” slider.

MEDIC (TRIAGE & SELF-HEAL)
--- Removed the generic “MEDIC — Responding.” banner; when treating, you now see the target’s last name (orange) + “MEDIC — Treating”.
--- Self-heal path (no medic present): per-unit hints use the standard format — LastName (orange) on line 1, “MEDIC — [Self Heal]” on line 2.
--- If a unit tries to self-heal without a FAK, you get a per-unit “MEDIC — No FAK” hint (unit name on line 1 in orange).
--- Final status hint after a self-heal pass: Pastel Yellow if any unit lacked a FAK and needed treatment (>0.25 damage); Pastel Green if everyone is ≤0.25 (FAK level).
--- Hints are serialized so multiple messages don’t stomp each other mid-display.
--- Pre-/post-injury FAK hand-outs retained; stable approach (single doMove + limited reacquire) and AI casualty “hold in place” during treatment kept.
--- Medic damage reduction remains configurable (enable + coefficient) and cleans up on script end.

PLAYER AUTO-HEAL (MOVED FROM “HEAL PLAYER”)
--- Now gated by new CBA “Player Heal 100” toggle.
--- Delay is a minutes slider (1–5); stored as seconds internally.
--- Only runs when no medic is present; cancels if a medic appears; respects FAK availability.

GRASS COMP (NEW)
--- Optional prone-only grass compensation to tweak how hidden you are when prone.
--- Settings: enable/disable + modifier slider (More Hidden / Neutral / Less Hidden).
--- Mission-wide; restart note shown in settings.

CBA SETTINGS (QUICK REFERENCE)
--- Player Heal 100 (checkbox) — enable/disable player auto-heal top-off in self-heal mode.
--- Player auto-heal timer (minutes) — 1–5 (default 2).
--- Medic (triage & treat) — enable/disable.
--- Medic damage protection — enable + coefficient list.
--- Grass Comp — enable + modifier slider.
--- Keybinds (unassigned): Toggle HUD, Open Squad Status, Medic — Call triage.

NOTES
--- “All healed” treats ≤0.25 damage as healed (FAK behavior).
--- Requires CBA. Designed for SP (SCOsolo).

Update: 13 Sep @ 8:04am

SCOsolo v0.4a — Patch Notes

Reverted the Medic movement logic back to v0.3a - it works much better - it's fast and smooth again.

Update: 13 Sep @ 5:21am

SCOsolo v0.4 — Patch Notes

Due to issues with the Medic function - reverted the Medic script back to v0.3c.

Added a configurable hot key to blank the unit HUD across the bottom of the screen - on demand.

Added a name configurable - in case you don't like seeing your Steam name in the unit HUD.

Update: 5 Sep @ 12:21pm

SCOsolo v0.3e — Patch Notes

Bug and performance fix.

Update: 5 Sep @ 11:22am

SCOsolo v0.3d — Patch Notes

Fixed error with missing CBA config screens.

Update: 5 Sep @ 6:50am

SCOsolo v0.3c — Patch Notes (Updated)
What’s New

FAK Transfers During Treatment
Medic now hands over 1 First Aid Kit to any casualty who has none, before healing—no more soldier stuck without supplies.

Post-Care FAK Distribution
After all injuries are handled (or if no one's injured), the medic automatically walks through the squad and quietly issues FAKs to any unit with zero, one at a time until their inventory is exhausted (shows pastel-orange banner: “MEDIC — issuing FAK’s.”).

On-Duty Medic Protection
Added CBA options to reduce incoming damage to the medic while he’s performing duties:

Toggleable on/off

Adjustable Damage Coefficient (default 0.50 = half damage)

Gameplay Changes

Respond-to-Any-Damage: Medic now triages any unit with any non-zero damage (was >25%). This makes the medic responsive to light wounds without waiting for escalation.

Smart Self-Heal Threshold: When no medic is available, conscious units only consume a FAK for self-heal if their damage exceeds 0.25 (since a FAK caps healing to ~0.75 health). Prevents wasting FAKs on scratches.

No-FAK Callouts Made Relevant: Units are only listed in the yellow “Squad [SELF-HEAL]” banner as “No FAK” if their damage is >0.25—so the callout only appears when the missing kit actually matters.

UI & UX

Cleaner Banners: Removed the busy “Treating …” spam during medic actions.

New Self-Heal Banner (Medic): When the medic heals himself, a yellow banner shows: “MEDIC — Treating self.”

Quiet Idle: If there are no injuries and no FAKs to dispense, the script shows “MEDIC — Squad no injuries.” and exits without pulling the medic to the leader or changing formation.

AI & Movement Reliability

Stop/Halt Immunity: The medic now reliably “gets up and goes” even after a player-issued Stop:

Clears Stop (stop false) and re-enables movement/pathfinding.

Issues a quick self-doMove to current position to flush any latent hold.

No Follow Override: Removed doFollow/commandFollow from the pre-move routine so formation orders don’t cancel casualty moves.

Nudge-to-Range Mover: While transiting, the medic re-issues doMove/moveTo periodically until he’s within ~2.5 m of the casualty.

No More Blink-Heals: The script won’t fire HealSoldier until the medic is actually in range, eliminating the “stand 10s then snap to patient” behavior.

Quality of Life

Player Prioritized: If the player is wounded (not down) and not the medic, he’s treated first among eligible casualties.

Hands-Off Formation: Outside of necessary medic movement/animation, the script doesn’t change ROE/formation and restores the player’s original multi-selection afterwards.

Performance

Lightweight & On-Demand: Exits instantly when there’s no work. Uses short sleeps and minimal event handlers (damage/killed on the medic only). The nudge loop runs only while the medic is actually moving.

How to Use

Add action or bind key: [] spawn SCO_fnc_medic;
CBA settings include the on-duty protection toggle and coefficient.

(Version label remains 0.3c; functionality updated as above.)

Update: 4 Sep @ 12:32pm

SCOsolo v0.3c — Patch Notes
What’s New

FAK Transfers During Treatment
Medic now hands over 1 First Aid Kit to any casualty who has none, before healing—no more soldier stuck without supplies.

Post-Care FAK Distribution
After all injuries are handled (or if no one's injured), the medic automatically walks through the squad and quietly issues FAKs to any unit with zero, one at a time until their inventory is exhausted (shows pastel-orange banner: “MEDIC — issuing FAK’s.”).

On-Duty Medic Protection
Added CBA options to reduce incoming damage to the medic while he’s performing duties:

Toggleable on/off.

Adjustable Damage Coefficient (default is 0.50 = half damage).

Update: 3 Sep @ 7:09am

SCOsolo v0.3b — Patch Notes

Squad Status Panel

Roster now re-initializes only when a new unit joins the player’s squad — this ensures missions that start without a pre-placed squad correctly build the roster once the player’s squad is formed.

Update: 29 Aug @ 2:07pm

SCOsolo v0.3a — Patch Notes

Keybind defaults removed:
All SCOsolo keybinds (Squad Status, Heal Player, Medic) now ship unassigned by default.
→ Players must set their own binds in Controls → Configure Addons → SCOsolo.
→ Scroll-wheel actions remain as always-available fallbacks.

(No other functionality changes; core behavior remains identical to v0.3.)