Arma 3
SCO Solo - SP Enhancements
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!
DirtyDeeds  [author] 1 Oct @ 1:18pm 
@Astute - when researching this - I was making and uploading a bunch of small changes without updating the release - I found this while searching for Steam issues:

Mod File Caching
Cause: Steam may cache old mod files if the update doesn’t change file names or structure significantly.

Fix: Bump the version number in your mod’s metadata or force a file structure change to invalidate the cache.

I just did - and my MOD actually was flagged as UPDATED - and it seems to work now - the problems you described seem to be related to an interim version - please launch ARMA again and see if you get the MOD listed as UPDATED - then try again.

There should no longer be any reference to ACE Javelin sounds - that I'm aware of.

Anyone has issues - please report them - as sometimes there are differences when I run the mod locally - and end users downloading from Steam.

@Astute: :steamthumbsup:
DirtyDeeds  [author] 1 Oct @ 12:53pm 
@Astute - as always - appreciate the feedback - without the few people who post - I'm not aware of issues. Yeah - I think it's a problem with the Steam upload and versioning - the last update I pushed - clearly has all references of the ACE sound removed - when I ran it locally before upload - all good - after upload - I get the toggle Unit HUD strip - is still using ACE Javelin? I pushed this yesterday - let me try again - sorry for the inconvenience but I'm new at pushing mods.
Astute 1 Oct @ 11:07am 
Hi Deeds, since update i get error message 'cannot load ACE sound Javelin' then the medic endlessly repeats 'go i'll cover'. Could be a mod conflict but thought i'd report anyway.
andreipetrea32 23 Sep @ 6:00am 
Thanks
DirtyDeeds  [author] 23 Sep @ 5:59am 
@andreipetrea32 - I don't know as I've never used them - I would think it shouldn't interfere too badly - I tested with Vanilla, SOG PF w/ SOG_AI, and Spearhead - all good there - at least as far as I can tell. Good luck.
andreipetrea32 23 Sep @ 4:18am 
Does it works with DCO Squad FSM and DCO soldier?
Astute 13 Sep @ 1:52pm 
Thanks Deeds, I'll check it out soon.
DirtyDeeds  [author] 13 Sep @ 8:09am 
@Astute - upon looking at this again - reverted the Medic movement logic back to v0.3a - it works much better - it's fast and smooth again. I was trying to accommodate the exception - while degrading the rule. Updated.
DirtyDeeds  [author] 13 Sep @ 5:27am 
@Astute - just reverted the code for just the medic back to 0.3c - I think that fixes the issues. Feedback - ALWAYS - welcome - good or bad. Thanks.
Astute 12 Sep @ 8:28pm 
Hi Deeds, I have an issue since latest update where after the medic begins healing the squad leader just repeatedly barks "8 - move left, 8 move 100m right" or similar things over and over again until the medic is back in formation. Kind of breaks the immersion and in a large formation this can go and on for 5 mins or more. Any info on this or is this maybe some kind of mod conflict?
DirtyDeeds  [author] 5 Sep @ 2:59pm 
@Komodo - glad you like it - yeah JB is the true master with his SOG_AI - I am but a humble grasshopper. I can't play ArmA without it. I use Voice Attack extensively - with pretty sophisticated macros - I go months without seeing his SOG_AI hand wheel - thankfully - for the immersion.
Komodo 5 Sep @ 2:21pm 
ty for making this compatible with SOG AI
AMAZING
DirtyDeeds  [author] 31 Aug @ 11:31am 
Glad it works for you - yeah - I've tried a bunch of medic scripts over the years and I seemed to have issues with them. I do have rearm scripts - but - I like to keep things plausible - so I made smart ammo boxes (can be an ammo crate or truck) - they automatically stock themselves with supplies for the player squad - but need to be successfully transported to the player squad - in order to resupply. I always run Simplex Services Mod - to handle all my transport needs. I'll give it some thought - might be better as a module (which I need to learn how to make). Thanks for the feedback!
Astute 31 Aug @ 9:25am 
Absolutely class this mate. A medic that actually works! Will definitely be enabled on every mission i do from now on. Do you have a script that replenishes your squad back to default ammo levels?
DirtyDeeds  [author] 27 Aug @ 4:31am 
Thanks!
Komodo 27 Aug @ 3:17am 
nice
DirtyDeeds  [author] 26 Aug @ 10:33am 
This is my first stab at publicly sharing some tools I made - that I find essential for SP operations. I plan to add additional functionality to this as I go - if there's any real interest.