Arma 3
All-in-One Command Menu (Deluxe)
1,361 Comments
Stolt Apr 22 @ 9:28am 
Thanks! @Leoparrd20
Leopard20  [author] Apr 21 @ 2:48am 
If you don't know how to use them play the vanilla showcase mission Supports
Leopard20  [author] Apr 21 @ 2:47am 
A group that you can call in via support menu, such as CAS or Transport (or in the case of infantry group, you can command in High Command mode by pressing Ctrl+Space)
Stolt Apr 21 @ 2:41am 
Hey man, what's a support group?
SUSOVALORD Apr 13 @ 11:50pm 
frfr
P A R A D O X X D E V Apr 3 @ 7:27pm 
This Mod is the "Kendrick Lamar" for arma 3 "They not like us"
Leopard20  [author] Mar 16 @ 10:10am 
@Reticuli
Do you happen to have a repro for it? (which mod + which heli + what you do)

@Ben Martin Box
Thanks. Yeah there are some issues with it. Sadly I don't have time to improve it at this moment.
Ben Martin Box Mar 16 @ 9:49am 
The Super-pilot feature is awesome. Thank you very much!
I don't understand why Bohemia did not included such a feature in "Arma 3" by default.
For this to be perfect, it needs an ATTHold command/key for the Super-pilot, because it is not easy to stabilize the Super-pilot heli (hovering steady) once we (the payer) gives it orders to move (W,S,A,D), but hey, it is better than nothing. Thanks!
Reticuli Mar 14 @ 6:28pm 
Nope. Happened even with Super Pilot disabled. Didn't matter what I did. Something else changed in this. Helos are finally working right after all these years, it seems. They no longer increase altitude forever. Nice.
Leopard20  [author] Mar 14 @ 12:28pm 
@Reticuli
That's because of bad mods that create a roadway below vehicles, which always moves with the vehicle, thus causing it to have an incorrect altitude.
If you want to avoid this, disable Super Pilot, or find and remove the bad mod.

@luxinvicta
It's a game bug. I've made a ticket about it. I'll wait for the devs to decide how they want to proceed with it (fix or ignore). If they ignore it I'll add a workaround. If not, it'll be fixed by the game update.
Reticuli Mar 14 @ 11:47am 
You ever put out a version of this without all the aviation stuff that causes your ai pilot to keep gaining altitude?
Apollyon Mar 13 @ 4:22pm 
Seems to just happen with the van cargo variant. Although I haven't tested the other variants and not many other vehicles yet
fowler.joshuadouglas Mar 13 @ 12:08pm 
Yes, it does happen for all buildings, I spent several hours yesterday before I posted that just to make sure but it seems like it's an issue that only occurs when LABS is enabled... But even with it disabled, they will go into one room, stop, call out ready, then just stand around for a few a few seconds before slowly creeping into another room and doing the same thing, so on and so forth until they reach the final room in which they will just stop instead of regrouping which makes raids rather... unsuccessful, if you have an assault force consisting of up to 24 men
Leopard20  [author] Mar 13 @ 9:49am 
@SSG
It's possible yeah. If I find some time I'll do it.

@luxinvicta
No it's not intended. Does it happen with a specific vehicle type?

@fowler.joshuadouglas
I never implemented mine disarming, so no.
Action menu: no
loop thing: does it happen with all buildings? I've never noticed it myself. If you can give me the type of the building (or some grid coord on a map) I'll take a look at it.
fowler.joshuadouglas Mar 12 @ 6:14am 
Two things, one, could you add the ability to order them to disarm mines that were placed using eden/zues, maybe even give an option to give them a task of mine clearing in a certain radius? Two, is there any chance that you could make it possible to order the AI to clear a building via the action menu and/or fix the issue where they go into a move/ready loop after they clear the building that causes them to be stuck in the building?
Apollyon Mar 11 @ 4:50pm 
Playing with antistasi and when commanding units to board a vehicle in passenger seats only, a unit still jumps into the driver's seat anyway. Is this intended behavior? if I wanted one of the units to drive I'd just tell them to jump in without specifying which seat
SSG Mar 11 @ 5:36am 
Hi, is it possible to add a function to show all squad members on vanilla map?

the vanilla friendly map indicator does not show who's who, and as in antistasi the commander needs to switch from HC mode to normal mode, relying on the waypoint editor mode of AIO would be too slow to get my own squad's mortars out of counter-battery...
SUSOVALORD Mar 11 @ 4:28am 
I found that the "reset unit" function in action menu in Dynamic Recon Ops is quite useful, it unsticks unit effectively(even in some situations that "unstick unit" in AIOCM won't help). If you got some spare time maybe you could take a look:)
SUSOVALORD Mar 7 @ 8:44pm 
umm okay. But I don't think recreating a unit could be cheating.:griefer:
Leopard20  [author] Mar 7 @ 2:50pm 
Well recreating units is not safe. It breaks the game in scripted scenarios.
99% of the time "unsticking" the units solves the problem
SUSOVALORD Mar 7 @ 5:52am 
Hi m8. Would you consider removing "Recreate Units" from cheat menu to somewhere else(like Actions)? Because I wanna sometimes debug units without cheat menu on :)
Leopard20  [author] Mar 4 @ 4:31pm 
Yes. You may need to change the menu key (Y) to something else
perty500 Mar 4 @ 1:33pm 
This works in Antistasi?
Leopard20  [author] Feb 27 @ 3:41am 
> Ive never seen them execute carry animations
They only carry when the distance to conver is too far (I don't remember exactly what it was, maybe 20-30m?)
Elth Feb 16 @ 1:48am 
Ive never seen them execute carry animations like in the screenshot preview. Only drag animations.
Or maybe certain features are overwritten and disabled with other mods like PIR or hit reaction. Ill run a few more tests.
Leopard20  [author] Feb 12 @ 10:08am 
@Zowski
That's the way it is unfortunately.

@Elth
They only do that automatically
Elth Feb 12 @ 3:42am 
How to Order AI to carry wounded? Im tired of being the only pack mule for ai casualties.
Tiberius Feb 11 @ 6:18am 
The revive mechanics only works with the player and the player's group are the only ones reviving the player and not the entire player's side means if you're out of ai squadmates you're downed for good unless use cheat heal up or use another revive system.
SUSOVALORD Jan 31 @ 6:14pm 
Stay safe man! AIO is almost perfect, I just think it needs a lil bit more shit becoming "more perfect". It doesn't matter if you want to do it or not.:boomer:
Leopard20  [author] Jan 31 @ 9:06am 
@Sneep Snorp
Dunno

@Jay @SUSOVALORD
Well I "can" but idk if I'll have time to do it.
SUSOVALORD Jan 28 @ 10:40pm 
Hi ! Could you add HC GROUP REMOVING function? This could be very useful when you add some wrong groups in your HC bar
Jay Jan 27 @ 5:47am 
can u add get in get out for high command. i wanna look at a vehicle and tell them to get in and if im in a vehicle it would tell them to get in
Sneep Snorp Jan 22 @ 10:13pm 
Just to confirm since it’s likely the case just don’t wanna break anything but is this compatible with lambs danger
Second2None Jan 22 @ 7:51am 
Thank you for continued work on amazing mod.
Leopard20  [author] Jan 15 @ 9:20pm 
No
Marlu Jan 15 @ 8:02pm 
Is there a version of this mod that only has the vehicle functions?
Camo1902 Jan 14 @ 1:49pm 
This mod is king! Thanks
THE-MARINER Jan 14 @ 6:31am 
Thank you so much for updating this! I love this mod!
Nero Jan 13 @ 3:46pm 
amazing thx
Leopard20  [author] Jan 13 @ 3:45pm 
Added
Nero Jan 13 @ 3:31pm 
I love the arsenal function of the mod

Because for some magical reason it loads the Arsenal in 2 seconds
but if i use Zeus or singleplayer cheat menu it takes like 12 seconds
Nero Jan 13 @ 3:29pm 
wow thx for the very fast response .. what a champ ^^
Leopard20  [author] Jan 13 @ 3:28pm 
Nope. It uses ACE Arsenal if you have ACE loaded.
I can make it optional I guess
Nero Jan 13 @ 3:26pm 
Is there a way to make the Command menu Arsenal option not use the ACE arsenal but the Standard ?

Because i wanted to use Arsenal Extention
RoME Jan 7 @ 1:33pm 
Oh man, sorry if its was mentionned.
Your mod is great anyway, missing gocodes is the only thing preventing me going full 'doorkicker' mode.
Leopard20  [author] Jan 6 @ 4:36pm 
I never finished implementing them (as already said in the description)
RoME Jan 6 @ 2:00am 
Great mod !!! Thanks a lot for this.
Just a quick question : I can't for the life of me understand how to make go codes works.

I right clik on waypoint - waypoints params or waypoints criteria but cant find any option to amke it a go code.... What do i miss ??
Leopard20  [author] Jan 6 @ 1:21am 
Disable the "Enable Auto Medic" and "Allow Revive by AI" options
RusComBear Jan 5 @ 3:09am 
Is there currently no way to disable auto calling for medic when player is unconscious? While this is indeed a useful feature, it causes issues with some custom revive systems that have their own AI scripts for this.
SUSOVALORD Dec 31, 2024 @ 1:00am 
Hi Leopard! Could we have an option to remove groups from our high command? It will be very useful in platoon leading and commanding. Thank you! :)