MitchJC 49 Posted July 27, 2019 I'm conscious we've not added any factions in a while. If there's any people are particularly after, feel free to let us know! Share this post Link to post Share on other sites
JD Wang 352 Posted July 28, 2019 I did notice you've left the Gendarmerie out from vanilla factions. Also is there any facility for QRF in the system or is it more to populate an area? Further to that, is there any way to tell that an area has been cleared? Maybe a variable we can check to trigger a QRF? And finally have you tired running AI mods such as VCOM? Could you see any issues there? Thanks for the cool system Share this post Link to post Share on other sites
MitchJC 49 Posted August 15, 2019 Gendarmerie was left out simple because it didn't have enough unit/vehicle variation to use. There's not currently any QRF facility but I do actually like the sound of that. I've written an AI reinforcement script for something else which could potentially be added to the module or maybe a different module/function. There's no variable checking for module AI as that would be performance heavy when 99% of the time it wouldn't be required. I'd suggest using a trigger for east units in an area and then call a script. I can always look into Fundamentals providing some functionality towards this. With regards to VCOM, I'm not overly familiar with it but my understanding is it just adds to already existing factions. We've already got those factions in so we've mainly covered that base anyway but we could always look at '@VCOM & @CUP - Takistani Army Faction' for example. Again, that would be down to popularity. Sorry for the delay in getting back to you, I wasn't receiving notifications for some reason! Share this post Link to post Share on other sites
Adam Noble 5 Posted September 9, 2019 I really liked the mod, but one problem when I call artillery through the support module, an error appears, without the mod it is not. What could be the problem, did anyone come across this? Share this post Link to post Share on other sites
MitchJC 49 Posted October 1, 2019 On 9/9/2019 at 6:47 PM, Adam Noble said: I really liked the mod, but one problem when I call artillery through the support module, an error appears, without the mod it is not. What could be the problem, did anyone come across this? Hi Adam. I can't say I've heard of that issue before. Can you post any details about the error you're having? Share this post Link to post Share on other sites
law-giver 190 Posted December 18, 2019 Hi Mitch I've just come back to ArmA and started tinkering with your cool mod settings pack but had this error when d*cking about with the icon settings. I probably should have taken a screenshot of what settings where selected, but i guess i could do that later if it helps. I see we're neighbours, you're from the UK and i'm from England.....😊😉 Share this post Link to post Share on other sites
MitchJC 49 Posted February 13, 2020 On 12/18/2019 at 10:29 AM, law-giver said: Hi Mitch I've just come back to ArmA and started tinkering with your cool mod settings pack but had this error when d*cking about with the icon settings. I probably should have taken a screenshot of what settings where selected, but i guess i could do that later if it helps. I see we're neighbours, you're from the UK and i'm from England.....😊😉 Sorry for the delay in response, I've been working away quite a lot recently. I used to know what caused that error but I've since forgotten! However, it has no impact on the mod or mission so can just be discarded 😉 Share this post Link to post Share on other sites
MitchJC 49 Posted February 13, 2020 I'm pleased to announce version 1.5.9 is now live! This includes some of the recent changes, including the introduction of AI Spawn modules now being available in Zeus! We've also added even more factions, bringing the total number at the time of this message, to 102! Any issues or questions, let us know! 1 Share this post Link to post Share on other sites
MitchJC 49 Posted February 22, 2020 v1.5.0AI Backend rewritten to be easier to update in future Added AI Spawn Module Description Removed redundant AI Settings ModuleCBA Settings Added CBA Settings to Repo (no effect on mod) Channels Removed Redundant Channels ModuleMain Removed Redundant Main Module Removed unused YAINA CommandsMedical Facility Removed Medical Facility Attribute Replaced with Medical Facility Module Added Module Description Included new Medical Facility IconQS Icons Added Option to Show/Hide AI Added Option to Show/Hide Rectangular Group Icon on Map Added Option to Show/Hide own Group only.Safe Zone Added Module DescriptionWarlords Added Warlords Specific Respawn Template Added Warlords Params Added RHS and RHS Pacific Faction Preset Added Function to set custom loadout on joiningYAINA Earplugs Changed Default to out. Vehicle Servicing Changed to use Object Bounding Box for Servicing area instead of being defined. Added Module Description Share this post Link to post Share on other sites
MitchJC 49 Posted February 22, 2020 v1.5.1AI Fixed number of units spawning for all types (values falling above max defined value) Fixed Heavy Vehicles not spawning independently Fixed Light Vehicles not spawning independently Removed GarrisonedGroup Exact value Added GarrisonedGroupMin value Added GarrisonedGroupMax value Added Error checking step for Garrisoned Groups v1.5.2 Equipment Added Warlords Loadouts for Vanilla and RHS factionsMain Added QS Mag Repack Function Added Voyager Compass scripted FunctionQS Icons Added AI Names CBA Setting Added Faction Only CBA SettingWarlords Updated Warlords Respawn template Removed Warlords specific Loadout Script - Handled by default LRG function LR_Fnc_Loadouts called upon Respawn v1.5.3 AI Added 3x @IFA3 Factions Main Added - Flip Vehicle AddAction Tweak - AddAction Order Tweak - Arsenal Save/Load defaulted to Enabled Tweak - Earplugs changed to Hold AddActions Tweak - Earplugs - Added duplication check. Tweak - Repack Mags changed to Hold AddActions Tweak - Loadouts - RHS Warlords removed from LR_fnc_Loadouts Tweak - Backend Postinit functions replaced by CBA_Settings call. Warlords Added - Persistent Credits Added - RHS Asset Vehicle Servicing Pods Tweak - RHS Apache price to 10,000 Tweak - RespawnTemplate to Respawn on Start Weather Fix - Time Acceleration Tweak - Reduced Random chance of rain by 50% v1.5.4 AI Added 16 Factions from @3CB Factions (see Factions list below) SafeZone Permanent value changed from -1 to 0 Default value changed to 0 v1.5.5 Equipment Added - Additional selection for Ammoboxes Tweaked - Selection and function titles renamed and matched. Vehicle Removed - Vehicle specific loadouts - Merged with Equipment settings. v1.5.6 AI Tweaked - Spawn AI module group count Explosives Fixed - fn_IEDVehicle Fixed - fn_MakeIED Fixed - fn_SpawnExplosives Interaction Fixed - AddHoldAction error Main Added - Option to lock third person camera in vehicles Fixed - VanillaFatigue error v1.5.7 Main Added - Option to lock third-person camera inside vehicles. Fixed - Minor errors in VanillaFatigue and AddHoldAction Medical Fixed - Updated Medical Facility function for latest @ace version. v1.5.8 AI Tweaked - Spawn AI now called on the server. Zeus Added - The ability to use AI Spawn Modules in Zeus! Medical Fixed - Updated Medical Facility function for latest @ace version. v1.5.9 AI Added - 21 OPFOR @CFP Factions -Thanks to Fearmonger for populating all the factions! Medical Fixed - Medical Facility intermittent issue resolved, text also updated. v1.5.10 AI Added - 7 Indep @CFP Factions to Spawn AI Module, including Zeus. Added - 21 BLUFOR @CFP Factions to Spawn AI Modules, including Zeus. Added - Spawn AI Reporting Option - Reports if groups fail to spawn. Fixed- Enabled 21 OPFOR @CFP Factions in Zeus. Media Updated - billboard.paa details updated. v1.6.0 AI Added - Civilian Spawn AI Module. Media Added - Icon for Civilian Spawn AI Module 1 Share this post Link to post Share on other sites
MitchJC 49 Posted February 28, 2020 v1.6.1 AI Added - Patrol type selection on AI Spawn Modules - Patrol Roads or Default Added - CUP Civilian Factions to Editor and Zeus Modules Added - CFP Civilian Factions to Editor and Zeus Modules Tweaked - Reorganised back end structure of Factions Medical Tweaked - Allow Triggers to be used as Medical Facilities (Sync to Medical Facility Module) 1 Share this post Link to post Share on other sites
MitchJC 49 Posted April 2, 2020 v1.6.2 FOB's Added - The ability to make objects turn into unpack-able Forward Operating Bases. The newest update to LRG Fundamentals introduces Portable Camps, Bunkers and Forward Operation Bases that can be deployed in the field from any container, vehicle or object of your choice. The update includes 7 Camps, 19 Small, 25 Medium and 24 Large FOB prefabs, mostly adapted from the fantastic ZEC mod with many more to come in the future. A quick overview on how to use the system: The update introduces four new 3den modules which you can find in the LRG Fundamentals category (where you can also find the Spawn AI stuff), one for each size category of FOB. Sync any number of objects to a module to turn them into a portable FOB. In-game you can interact with the object and deploy the FOB from there. You can later pack up the FOB if the "container" you deployed it from is close enough to the encampment. Note: The FOB system is optimised for use with the ACE interaction system. While vanilla is supported, we recommend using the system with ACE for the best experience. Share this post Link to post Share on other sites
MitchJC 49 Posted April 2, 2020 v1.6.3 AI Added - Garrison Radius Option to Spawn AI Modules - You can now set Garrison troops to be closer/further from the module than patrols. Tweak - Reordered backend variables and params to match now module order Main Tweak - Changed YAINA function class names to avoid conflicts with those running the same functions locally Media Updated - Section Patch Images Added - Images used on LRG Public Servers Medical Added - Enabled AIS (Respawn System) Share this post Link to post Share on other sites
MitchJC 49 Posted April 2, 2020 v1.6.4 IMPORTANT CHANGE:We've updated the spawn AI modules in Zeus to use Zeus Enhanced (ZEN) instead of Achilles. This is due to the discontinued support of Achilles announced on their Steam page. Unfortunately this won't be backwards compatible as the work required to maintain 2 separate systems wasn't deemed appropriate due to the work this would require. Any further Zeus Modules we add will likely require this mod so if you wish to use these, please download the mod linked above! As before, this is optional, if you don't use Zeus Enhanced, the modules won't appear in Zeus but the rest of the mod will function as before. AI Change - Zeus Modules now use Zeus Enhanced (ZEN) instead of Achilles Tweak - Garrison Radius Default set to 100m Added - Sniper Team Min & Sniper Team Max Options to Spawn AI Modules Medical Tweaked - MedicalFacility set to global to be more reliable in MP FOBs Added - Ability to respawn on deployed FOBs Weather Fixed - Real Weather Change Times 1 Share this post Link to post Share on other sites