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MGI ADVANCED MODULES

Hi all,

Here is an addon for mission makers.

If you need to easily spawn some factions, some civilian life or just add randomized weapons loot in houses...

If you want an advanced AI heal & revive, for SP or MP mission, able to heal players or bros..

If you want a transport support on any vehicle...

A vehicle respawn system with crew, waypoints, loadouts, addActions, arsenal....

Friendly kill sanction...

AI cannons able to fire HE shells on infantry...

Some generators able to switch on/off a district...

or adapt silencers to combat behavior...

or perhaps a simple tool for reading all map object classes/display names/p3d model names...

Other tools like tire puncture on barbed wires?

...

And of course, MP compatible, favorite mods compatible...

 

Here you are.

 

https://steamcommunity.com/sharedfiles/filedetails/?id=1682280809

 

Adapt silencers to stealth/combat situation

No video

SP/MP compatible - all mods
 

Spoiler

 

The shift for fitting existing silencers is made when group/unit falls in combat or stealth behavior. In other words, the aware situation doesn't change the mounting of the current weapon.

Parameters : decide if that concern

  • all AIs in played groups (not for players)
  • whole played groups (so including players who will see their weapons automatically fitted with existing silencers or not)
  • all units (may be more resource demanding if many of them)

 

NOTE: If the silencer is not on weapon or in unit's items, there will be no added equipment. The mod doesn't interfere with existing equipment.

 

 

Advanced locations (spawning factions on areas)

See video

SP/MP compatible - all mods

 

Spoiler

 

Most of the maps have locations. BI sure, CUP, UNSUNG also... Sorry for some "exotic" maps, without any location.

The aim of this module is to create at once, some disputed areas on locations. See the video for the use of the "trigger tool" in 3den.

Triggers are automatically created for these areas but you can change/reedit all fields you want. the default settings are spawning 2 to 3 or more groups, depending on how many triggering units (generally a player's group) will penetrate close to the trigger. The side and even the composition of the group(s) are parameters, pre-defined or at your convenience. Especially, you can link you own composed group(s) to the trigger(s) to make them spawn instead of the randomized groups of a defined faction.

Last point: The spawned groups come from existing factions or customized edited groups but their side will depend on the parameter for the trigger area.
That means the side is not limited to the usual one. You can spawn any existing group on any side.

Let's see parameters:

Parameters on module:

  • side: You will spawn areas of this side, while dragging the trigger tool on the map, till you decide to change for another one (look at the color of the tool and the areas);
  • By default, the tool is searching for 2 types of location: Local names (nameLocal) & villages (namevillage). That's the more current. But you can add all other working locations on Arma3 (Note: "Mount" are not present as their positions are unstable) . Furthermore, you can change their preset radius.
  • name on temporary markers is just for editor, if you want to see the exact coordinate of the location or its name.
  • trigger height is the height above surface for any trigger areas. By default set to 20 m, that means all aircraft flying above this height will not trigger the spawn for nuts. On the other hand, some hill areas must have an higher volume, the cylinder collapsed inside the hill. The best bet is to check the volume in 3D and adjust the height. Important: The trigger starts at -100m depth, so it's Z thickness must be added to 100. Example: for 20m (as default) you will read Z =120.
  • Now, you have a set of 3 trigger presets, one for each side. You can find the same fields as for a trigger: condition, on activation, on deactivation. I didn't use deactivation even some scripts occur when the trigger is deactivated... It's a choice. The default codes for condition and on activation are fine, spawning groups, more or less randomized in number and composition, but you can spawn/execVM what you want from here. You are on server trigger repeatable and you can change everything you want on a second time. I will add more details about created triggers below.
  • Mark the contested areas: You can choose to display or not the area along with the balance of the sides in any contested area (the side with the more present units is the leader of the area). You can mark the area by a colored disk (color of the leading side), so you have an idea where to find near enemies. Or you can mark the center of the area by the flag of the leading faction... or no display at all (but cleaning the area could be tricky without any hint).
  • cool down for triggers:   Last but not least, each triggered area will wait to be totally emptied (like at start), then freeze for the cool down time, then recover the possibility to spawn the units. If you let some friendly units inside, the area is yours. If you leave after a victory, the cool down starts. 20min. is a good average if you need to cross the country. Perhaps more in case of few players, or less if you're numerous.

 

Notes:

  • Modifying spawned triggers: You can move them on map. The locations are just a way to get automatic coordinates. You can duplicate them.
    All triggers have a trigger text (not a variable name) like: "xx0123yy45678_WEST" . So, the module manages all triggers with "yy" in its text.
    If you delete the module, so the triggers with "yy" in text will be deleted (in 3den).
    WHAT IF you change manually the end of the text which is side: WEST, EAST , INDEP. Then you will change the side of the area, but... doing that manually, you have to write some new codes or words in the trigger fields.
    First of all, you need to keep on mind that all spawned triggers doesn't have further interaction with the module. They are just like you scripted them.
    So, re-writing any part of their code can disable them or throw errors if you don't pay attention. That said, let's try to change side for a trigger, even if I recommend to use the squared trigger tool to delete it and place a new one after a simple change:
    Let's say, you manually change WEST to INDEP . To be consistent, in condition field, replace also the {WEST countSide (thislist - MGI_BLUE_LISTED) == 0}, by :
    {INDEPENDENT countSide (thislist - MGI_GREEN_LISTED) == 0} . Here INDEPENDENT is the side you don't want any unit present prior to spawn some of them. But I added MGI_GREEN_LISTED as an array of non-counting units for this side. For example, you have some edited indep units in the trigger area. The condition will count them at start and the area will not spawn any green before you kill these present ones. So, you need to declare them in the MGI_GREEN_LISTED array to subtract them from thisList.
    Important: If you don't change anything else, and let the on activation field as is, you will spawn west factions, but on INDEPENDENT side!
     
  • On activation code is spawning an home-made function with 3 parameters:
    first array is for the faction(s) you allow to spawn. They must be present in the cfgGroups (see config viewer from 3den). CfgGroups is divided by side, then clicking on a side you will find the faction names like "OPF_F" (don't forget the quote ""). If you are not sure of your factions, copy/paste their names in config viewer. Important: You can use the default choice (for vanilla Arma), or write [""]. This will be the same as ["infantry"]. Or even write []. The empty array means you don't need any factions but you have to link an edited group instead. If you link some edited, customized groups with the trigger (not the module!), you inform the trigger that you want to spawn one or more of these groups, no matter the composition and the side in editor. These linked groups will be not present at start, just spawned by trigger.
    First array accepts also the names of existing groups. The code will find it. However, the faction names allow to randomize the groups for a better suspense.

    Back to the config viewer for the factions (first array), you can clicking on faction, you will see the type of groups like "infantry" or "mechanized" or "specOps". This is the object of the second array. You can write inside[], all the existing types you want. In fact, the existing types will be compared to your array as a secure check. Keep on mind that mods (like RHS) have very specific names for factions,types of groups and groups. So, here also, a glance at config viewer will prevent some fail to spawn non-existing types of groups. Of course, if yo wrote straight some group names instead of faction, the 2nd array check is useless.

    So, if you didn't link any group and you fail to define any faction/group (+ type of group for faction), nothing will spawn. In this case the area is yours.

    There is a third (optional) parameter, for a single spawn (just one group): TRUE or FALSE (FALSE by default). So if you add TRUE as 3rd param, you will spawn a unique group, instead of something related with the number of players or the radius of the area. This can be fine for some heavy edited group with air asset and vehicles (see video).

 

 

Advanced transport

See video
SP/MP compatible - all mods
 

Spoiler

 

This module doesn't need any link. It allows any player to use all AI driven vehicles as Taxi. The vehicle must not be player driven or the AI driver must not belong to the player. (In this case, you can already order what you want as leader). This module doesn't interfere with BI support Transport module. That's two different things.
Here you can't ask for a taxi to come. You need to jump into a vehicle to get the action on menu. On the other hand, you can use any driven vehicle.
Parameters: none
If several players jump into the same vehicle, the higher ranked (or counter-alphabetic name) will be able to order a destination.
You can change the destination on the fly or ask for a return back to the base (the position at start).
When move is completed, the taxi will return at the base anyway. (No "wait for me" order at this time).

 

 

AI can respawn

No video
SP/MP compatible - all mods

 

Spoiler

 

As you know, BI engine can make players respawning along with some options. All playable units in fact, no matter if played. That's probably because this way lets the AI ready for play in MP lobby. Non playable units simply die... until this module.

Place it somewhere on map.

Parameters:

  • tick for the sides you want to be concerned by the respawn module. For each of them, you can choose to make AI respawning at start position, or at death position, or even on a specific marker (see the name in option)
  • Min AIs in group: As an advanced option, you can wait for a minimum remaining AIs belonging to the same group until the dead respawn.
    If you set it to 0,  you disabled the respawn system
    If you set it to 1, that means all AI units of the group must die before any consideration for respawn
    If you set it to 3, the group will wait 3 remaining AIs before first dead can respawn.
    The default is set to 144 as a wish to cope with enormous amount of units in group, letting the possibility to respawn the first killed without number consideration.
  • Loadout same as start: If not ticked, the loadout on respawn will be the same as death.
  • Respawn delay: Minimum delay for respawning a unit. This delay is not added to the possible wait for minimum remaining AIs in group (see above). So, if the group is not refreshed at each death, this respawn delay can be skipped.

 

 

Civilian life

See video

SP/MP compatible - some known mods

 

Spoiler

 

Spawning/de-spawning some civilians when players are closing defined areas. For now, there is no vehicle. Civilians enters the houses, regroup sometimes.

Just place one or several modules and choose what population you need. If not linked to triggers, the default (modifiable) area applies. If you link one or several triggers, then the trigger areas apply. It's preferable to multiply triggers than modules.

Parameters:

  • The default area size, orientation if no linked trigger
  • The density of population. possible coef.  are 1/2  1(standard)  2  4. The standard population randomize about 10 men.
  • Spawn them at start. Just in case you would like permanent civilians from mission start. Could be resource demanding for many areas.
  • Enable kamikazes. Decide if you want to spawn some human bombers running at any player or his group and blowing themselves in a short delay. They wear a combat vest with explosives. Most of the time, the short notice in their behavior should be sufficient for killing them before they bomb. But do not fire at any civilian running at you!
  • All possible civilians are split in sub-categories, existing in Arma like Europeans, Africans,... but you'll find some of your favorite mods...

 

 

Drop vehicle instead of crate

See video

SP/MP compatible - all mods

 

Spoiler

 

One of the common request is to enable the supply drop of some vehicle, or even different crate, instead of the hard coded crate of BI module. Here, you need to link my supply drop module to the BI virtual supply drop one.

Then, my module needs some type of helos and dropped supplies (vehicles/crates). These classes of assets are transferred in BI module, so you will just have to use it as usual. Fill the both array fro helos and crates(vehicles) with any existing class, respectively of helo and land vehicle or ship or ammo box.

In game, If you call one of this type of helos, from the BI virtual drop,  you'll spawn:

  • the crate/vehicle with same index as helo if both arrays count the same number of elements;
  • randomly one of the crates/vehicles, if the array lengths don't match.

Notes:

  • The non-virtual supply drop will not match.
  • You can have 2 BI virtual drop supplies (or a virtual + a real one). I suggest you to make differences in helo classes for spawning usual crates or mod scripted ones.

parameters:

  • Default helicopter: default []. Doe nothing as is. The drop runs with BI module. So write an array of class(es) or link helo edited object(s) to my module (these helos, empty or not, will not appear in game, there are just in editor).
  • Dropped vehicle: default []. default means usual standard crate. Write an array of class(es) for vehicle(s)/crate(s) or link them to my module. Available objects are: land vehicles, ships, ammo boxes.
  • Enable arsenal on vehicle. FALSE by default. If enabled, the generic arsenal (not specific) will be added to the vehicle/crate.
  • Signal on vehicle: TRUE by default. Just some smoke or flare during drop.
  • Marker on vehicle: FALSE by default. Place a marker on map of the player who called the support (this player only). Marker is visible for one minute after the dropped supply touches down. So share the info by your own marker.

 

 

Enhanced Turrets

No video

SP/MP compatible - all mods (so far. feedback welcome)

 

Spoiler

 

That's the module version of my script enabling the AI gunners on cannons to fire HE (high explosive) shells on infantry. The gunner will load back AP (armor piercing) shell if any armored threat. Fighting against infantry, I tried to designate AT units first... Not so evident struggling with Arma FSMs and engine.

Parameter: decide if that concern:

  • Only linked vehicles (editor) . If no vehicle linked to the module the script is disabled.
  • all 3den vehicles. This concern edited vehicles, so at existing mission start, but not spawned.
  • +spawned vehicles. Here you are! but that could be resource consuming somewhere. Just test it.

 

 

Flip overturned vehicle

 

No video

SP/MP compatible _ all mods
 

Spoiler

 

A simple action on any flipped vehicle.

 

 

HALO jump

No video

SP/MP compatible - all mods

 

Spoiler

 

This module allows player(s) to simulate a HALO jump by an action menu. This action is enabled when player(s) aim an object at close position (addAction on the object). To make it work, the object must be named MGIHALOXXX (variable name) where XXX can be what usual characters you want. Or you can link some objects in editor.

Parameters:

  • who can jump: You can choose the player(s) only (solo jump),
    or the player and all subordinate AIs of his group if they are nearest than 100 m from him. If any other player in this group, he will not be concerned and he will have to jump on his own.
    If you choose "both possibilities", we will have 2 possible actions on menu, one for solo jump, one for grouped jump.
  • Jump altitude in meters. Default 2000m. The player (and subordinates) will be teleported to the chosen point on map, at this altitude.
  • Safe opening altitude: Default 90m. Don't forget the enemies: opponents and ... ground.
  • Cool down timer: Default 0 sec. A player will have to wait for this delay before the next jump.

 

 

Heal & revive

see video

SP/MP compatible - check for mods... Modded units are not a problem. But some mods like ACE have their own scripts and could be incompatible. Furthermore, I scripted for some conditions about the presence of FirstAidKit and MediKit. This module is complex enough. I didn't grab into mods for exotic classes of items (and I will not). Of course, you can choose to skip these conditions.

 

Spoiler

 

Place a module on map.

First of all, you must define what BROS are. All behaviors are based on the BROS, for each group. that's the guy, played or AIs, able to heal another one.

As BI already set a bunch of parameters for players/playable units in MP, enabling respawn and revive, I didn't alter these behaviors.

So, it's important that you choose the BI 3den parameters (or the param classes in description.ext) as usual. I'll not override them for players!

This module allows much other behaviors:

  • AIs will not die at once. They can fall unconscious like players. They finally dies if not healed;
  • Players or AIs (belonging to Bros) can be healed by bros. That means you can heal an AI and AIs can heal you;
  • But player is not assigned as medic for AI. An AI will be assigned even if there is a player closer to the victim;
  • All AI assigned medics will leave temporarily their group. I didn't find a better way to manage AI medics. So, I added some parameters to avoid an hemorrhage of units in played groups!
  • this code will work also in SP. That means the player will fall unconscious and could be healed instead of dying.

Notes:

  • The hard coded radius to find a possible medic is 200 m from the unconscious unit;
  • Medics are bros (but bros are not always medic, depending on extra condition you choose in parameters)

Parameters:

  • Heal or respawn some West: Here you must define if you want to apply the code to West units.
      No other West: Means that only linked groups to the module will be bros (editor)
      Important: Do not sync the group icon to the module, but the leader of the group.
      West leader played groups: Any west player, playing as leader of a group will see all his group added as Bros (JIP compatible)
       West Playable groups: As playable units can respawn by BI engine, these groups, played or not, are fine for bros (more bros than previous option)
      All West: Any units of the West groups (edited or spawned) will belong to bros.
  • East, Independent and even Civilian sides have the same options
  • Reaction time: That's a (small) delay during which the possible medics are sorted for assigning the more accurate AI (matching with parameters)
    This reaction time is not counted as bleed out time
  • Respawn Delay: That's the bleed out time for any unit belonging to bros but not managed by BI respawn feature.
  • AI can be healed: If not, all AIs (except playable units) will die without respawning. But they can heal, as medic, players and playable units.
    That way, this option is less resource demanding and could be good enough for simple mission (especially in SP) without "never ending" respawns.
  • AI needs some kit to heal:
      No kit needed
      Need FAK: remember, BI vanilla "FirstAidKit"
      Need Medikit:  BI vanilla "Medikit" mandatory to be medic in bros
  • Ai must be medic:  The trait "Medic" is required
  • Heal Other Groups:
      Heal only group units: To avoid too much dismissed medics, even temporarily, medics are allowed to heal only units of their group;
      Heal group and any other player: Same as previous but medic can also heal close unconscious players on same side;
      Heal all Bros: all AI medic can heal all bros (same side). That could be tricky for group management while medics leave it.
  • Add white flag healing: All medics in action will wear a white flag during this move. Can be fine for preview/play and see how the module works.

 

 

 

 

Kill punishment

See video

SP/MP compatible -all mods

 

Spoiler

 

Simple module to punish team or civilian killers. The parameters allows more or less penalty time. The transgressor will be renegade for this time and can return back in his group after that. The renegade status makes you an enemy for any AI units. So, this module is not a kick/ban player for dumb asshole, but rather a tool for better attention to "blue on blue" and collateral damage. Compatible with my civilian life module spawning kamikazes (you can kill these civilians).

Parameters:

  • white list: an array of units you can kill with penalty. Useful for scenario with specific target if not enemy.
  • friendly or civilian kills tolerated: some pre-defined amounts for kill clearance. You will not punish up to this number but, on the other hand, all victims will be taken into account if you have to pay the bill.
  • civilian killed:  Default TRUE. If FALSE, the civilian casualties are free of charge... Some scenarios gives to civilians an enemy status.
  • During time for renegade: this is the penalty time which will be multiplied by the number of not allowed victims;
  • vehicle destruction ratio: 0 to 1, 0 by default. On my mind, no vehicle worth a life. So, I decided to give a ratio for destroyed assets but the destruction will not count for the sentence to renegade. In other words, you will never become a renegade, destroying simple vehicles. The ratio will just add some duration if you become a renegade killing too much friendly/civilian souls. Empty vehicle from friend sides are taken into account, same for former enemy vehicles now manned by your friends.

 

 

 

Loot weapons & items in houses

See video

SP/MP compatible - some mods (CUP UNSUNG IFA3 RHS R3F)

 

Spoiler

 

This module will spawn in randomized houses, randomized weapons (+some mags) and/or randomized items. You can choose among some mods, which of them will provide these loots.

Parameters:

  • How many houses: 20%, 40%, 60% or 80% of the houses with building positions (generally enterable)
  • list of mods + Arma you can select for spawning loot. Fail safe if you tick a missing mod.

 

 

Marker to Task

See video

SP/MP compatible - all mods
 

Spoiler

A simple module changing some Vanilla markers for tasks.

While in game, if a player place a marker, like Objective or Ambush or pick up or Destroy or Join, this one will be transformed as task.

The task will be shared by the same units as those listening on the channel used on marker (MP), or by the player's side (by default) in SP.

In the task menu, you will find a short description but, above all, two links:

  • Go,go,go! for ordering the units on channel for move to the task destination. So don't abuse of that in MP on side channel!
  • Delete task. The easiest way to delete the right task and its marker.

Parameter: none

 

 

Respawn vehicles

No video (see an old one about script to have an idea)

SP/MP compatible - all mods

Important note: This module uses EH handleDamage. This EH doesn't work if you apply something like: testedVehicle setDamage 1 from console. The script needs some hits on parts (updating vehicle data before destruction). So, crew and waypoints will be respawned after a current kill/disabled vehicle in game. 

 

Spoiler

 

This module will respawn all vehicles (according to parameters), empty or even AI manned, but not vehicles with players aboard.

You don't need any BI module. This one will replace the BI multiplayer Vehicle respawn. Vehicles and AIs should not respawn in SP? Why?

Parameters:

  • These objects can respawn. That's a simple "read only" field, remaining the vehicles/ammo crates you linked on module. Do not write here.
  • Where these objects will respawn:  Here you need to write for each objects above, the place where to respawn. If you miss some elements or just don't write the position, the corresponding object (same index of array) will respawn where it was destroyed (default = "death" position)
    available strings: "start"  "death"  "anyMarkerName"
  • Respawn AI West vehicles: will respawn all west vehicles (so manned, not empty) if known by server (once again played vehicles are not concerned).
  • Respawn position for West: Specific objects apart, here you have to choose the respawn position for west vehicles/crates. Same strings available but if a marker is used it must be called "MGIRESPWEST". So, at this time, you can use a unique marker if start and death position don't match your goal.
  • same parameters of East, Independent and civilian sides. Markers, if needed, should be respectively "MGIRESPEAST", "MGIRESPIND" and "MGIRESPCIV".
    Note: Here civilian means all driven vehicles by a civilian AI. That doesn't empty, even if all empty vehicles return an empty as side!
  • Respawn delay: time to respawn after destruction. Halved for disabled vehicles after crew leaves it.
  • Disabled vehicles can respawn: Yes, but they will wait to be abandoned  by their AI crew!
  • Empty vehicle can respawn: Here you can decide if empty vehicles, but also crates (which are empty objects) can respawn. Do not confuse with civilian side.
  • Keep appearance & pylons: default: FALSE. If set to TRUE, it's fine for recovering the exactly same vehicle but this can be resource demanding. Check the number of vehicles you want to respawn, the complexity of your scenario and test.
  • Keep action(s) and Arsenal (if any): One step of complexity further. Now the vehicle should be exactly the same.

 

 

SP simple respawn

No video

Single Player only

 

Spoiler

 

This module is a light code, more handy than the (SP/MP) "heal & revive" advanced module. Complementary to the (SP/MP) "AI can respawn" module, here the player is concerned.

Parameters:

  • Respawn delay: You will respawn after this due time.
  • Radius area without enemy: As you're alone, it's boring to be killed again and again by too close enemies. sweep the area a little bit and show must go on.
  • Loadout same as start: If you're afraid to be short on ammo. Default: FALSE, means you'll respawn as you died.

 

 

Switch ambient lights

See video

SP/MP compatible - all mods so far...

 

Spoiler

 

As soon as you place this module, the code will search for existing classes of "generator". I decided some classes by default but you can designate all terrain objects / edited objects you want as far as you know their classes.

My default generators are : ["Land_PowerGenerator_F","Land_wpp_Turbine_V2_F","Land_dp_transformer_F","Land_spp_Transformer_F"] (all Arma vanilla, so feel free to write your existing ones! Mind for the classes.

These generators will receive an action menu (addAction) according to parameters.

Important: if you link the module to any edited object(s) (so placed on map in editor), the above classes don't matter anymore and the generators will be only the linked objects.

Parameters:

  • Existing classes of generators: As described above. Write classes you want in an array.
  • Module radius: While in 3den, this module will show you (red markers) the available generators which could receive the addAction. Not working if any linked objects.
  • Radius for switching lights: This radius is the active range around each generator for switching lamps and lights, runway ones included (so, mind for the range if you need to switch a whole airport).
  • Start switched off: You can decide to start under the skylight. So romantic!
  • Mark generator(s) on map: all class markers in 3den are just for help you to locate your generators. If you want to keep the generator's) marked in game, tick this option. Default: FALSE.

 

 

Tire puncture

No video

SP/MP compatible - some mods

 

Spoiler

 

I duno why I wanted to burst tires (less damage on wheeled APCs), driving on barbed wires...  That's what this "simple" module does.

Parameters: none

 

 

Touch of class!

See video

SP/MP compatible - all mods

 

Spoiler

 

Well, that's an 3den tools for finding all terrain objects/ edited objects, with specific class(es) or generic type like house, lamps or vegetation!

Not so easy to sort all that mess. What is an hide object, a building or a house, a lamp for BI devs?

As you can see on video, just drag the module on map and discover the location of these objects.

Note: As is, the module does not display a lot of things because I let a unique class of house:  "Land_Airport_Tower_F" as example, and the family class is set to none.

So, let's play with parameters:

  • Search for class(es) on map (1st param): If third parameter is set to none, you start a search for the objects belonging to the written class(es).
  • Radius if search area: That's also the radius of the module. The broader, the more laggy for huge amount of objects. Default: 300 m, up to 3000 m
  • Show these objects (3rd param): Here objects are sorted by family types:
      Houses,
      Buildings (like churches, piers, constructions),
      Elec. comms and lights,
      Walls & fences,
      Vegetation,
      Ruins.

    I gave out following the exact BI sorting.
  • Remove above classes (1st param array) on map: Here you can write replacing class(es) for any element of the 1st param array.
    Notes: The classes must exist! In theory, it's possible to replace p3d objects by p3d objects but it's a pain in the butt writing their whole paths!
          You can see an example in video, replacing "Land_i_Stone_Shed_V1_F" by "Land_Airport_Tower_F". Of course, this replacement is OK for game.
  • Show general type(s):
      No info on marker
      class name on marker
      display name of marker
      model name on marker

    Remember that many terrain objects like vegetation, doesn't have any class, barely some display name but a p3d model name.

 

 

Wear what you want

No video

SP / MP compatible - all mods (not all. Some weird mods don't have true uniforms but some skinned units... Nothing to do with that)

 

Spoiler

 

This simple module allows any player to wear civilian or enemy uniforms. I never understood why BI devs can be so strict for that. You can kill a lot, jump into any (unlocked) vehicle, fire any enemy weapons, but it's strictly forbidden to wear their pants... To avoid confusion on field? What about vehicles then?

Absurd! At least, this should be an option accessible in 3den.

Parameters: none

 

 

One man tank

No video

SP/MP compatible - all mods with Tanks or APCs

 

Spoiler

 

Module without parameter. Apply on all tanks and APCs, edited or spawned. Just jump into it (must be a free seat). If remaining crew, they disembark to let you alone.

As soon as you move the mouse, you're pointing the turret while driving. In 3rd person, if you release the mouse for 10 sec., the view comes back to driver (as you are). Stay on gunner in 1st person.

Parameters: none

 

 

 

 

Prisoners

See video

SP/MP compatible (not fully tested in MP) - all mods so far

 

Spoiler

 

This module allows the players to capture some enemy units, depending on conditions. Any linked trigger will be a jail area where the prisoners will stay sat handcuffed.

To process the arrest, you have to be in GUNNER view, and TEMPORARY ZOOM IN (right click by default)

You also must have some AMMO for an OPERATIVE weapon/turret against the mobile you want to arrest.

For example, a rifle against unit or a civilian car, a cannon on APCs or military car, an AA turret against helicopter... Planes are not concerned.

 

Once arrested, if the units are too far, they'll escape without gear. If you can keep them within the escape distance (they'll stay hands on head) yo can order:

- 1st: sit down. While sat and handcuffed the prisoner can't escape any more;

- 2nd: follow me. Then the prisoner will follow you on foot. If distance is too high, the prisoner will escape;
- 3rd (optional): you can escort the prisoner(s) to a jail area. Once at jail, the unit will sit handcuffed (automatic)  but you can free them here.

 

Parameters:

  • Max. distance for capture: Up to 300m (50m hard coded for hand guns).
  • Vehicles can be hijacked: (default: TRUE) You can apply the tempo zoom for arresting vehicles (helicopters included, but not planes). Check conditions about gun/turret efficiency on target.
  • Max. distance to captive: If, for whatever reason, you (or other players) overpass this distance, and if the prisoners are not sat handcuffed, they will escape.
  • Balance of forces: ratio for enemies vs friendly units near the target and the aiming player. Disabled by default, so you can arrest the units independently of the strength of forces.
  • Enemy must be low on ammo: default: disabled. If enabled, the target must be low on ammo (2 shots in mags..) or at reloading phase. More realistic but hard to match.
  • Capture if wounded: default: none. You can set the level of damage on enemies to enable their capture.

 

 

 

Have fun!

Pierre MGI

 

 

 

 

 

 

 

 

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Thank you very much Pierre !

 

This implementation of scripts compiled togethere , is a great addition for the game !

Congratulations for the release !  :thumbs-up:

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Congrats on the release pierremgi!

 

These are all pretty good additions that will make the life of many mission makers A LOT easier!

 

The most important part for me is the MP compatibility that is so hard to find in most modules/addons/scripts and that you are a master off.

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Hello @ricmaughn

If you didn't find a parameter, that means it doesn't exist.

 

I'm staying attentive to bug reports but also improvements. Just mention what module is concerned and/or events to check.

I'll have a look at new request also (as far as I'll be able to script).

Good rating on Steam, like, sharing could increase the reputation of this addon and my motivation to maintain it durably. I'm not an AI (and I'm not supposed to respawn in front of my screen).

Thanks

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I've been waiting for something like this forever. The perfect modules for a single player. Thank you so much.

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Thank you Pierre.  This is very  impressive set of tools for the mission maker.  You have made many different tasks much simpler. 

 

Merci, mon ami!!!

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This whole thing is amazing! 

 

one thing I noticed from your Heal and Revive module:

I can't seem to get my AI to heal wounded soldiers. They have to go unconscious first before they can be revived. Not sure why this is. If one of my units gets shot in the leg and has a limp I find myself having to shoot him till he is unconscious, revive him and he is all healed up. 

 

squad re-spawn Idea from a ARMA 2 : 

I absolutely love the AI re-spawn module and have been looking for something like it for sometime. I especially love that they spawn with their original kit!!!

I have been using this with them spawning back at a specified marker because i don't like them re-spawning where they died, but this makes it so they have a long run back to the AO or wherever I am. I remember in Arma 2 their was an option (might have been a mod) when your squad mates died to have they transported via heli or para drop back at your position. this option would be amazing!! just an idea  from a fan 🙂

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17 minutes ago, darrenin said:

one thing I noticed from your Heal and Revive module:

I can't seem to get my AI to heal wounded soldiers. They have to go unconscious first before they can be revived. Not sure why this is. If one of my units gets shot in the leg and has a limp I find myself having to shoot him till he is unconscious, revive him and he is all healed up. 

 

DISREGARD THIS PART! I had a conflicting mod medical mod 😉

 

 

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is this mod dependent or server side?

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On 3/17/2019 at 3:10 PM, Jnr4817 said:

is this mod dependent or server side?

As any module(s) mod, all players must have the addon. But most of scripts are server side.

Any module is a 3den entity, so, like modded units, you need to have the addon. If not, an entity is not recognized.

 

Note: This is a "light" addon (you can compare with heavy mods). And most of codes run during 3den edition. So, you just prepare some codes for server and/or players.

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Corrected the Advanced transport and added the possibility for waiting the player at destination.

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Thanks for the update 🥂

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Hello pierremgi (sorry for my english is english by google translate

 

 

I use your mods of games, on an official server only one camp gets the option taxi, locally both get the option destination here is a screen of the placement in the editor of the two camps and the module. Do you know how to help me? Thanks for you and good evening.f5n1.jpgfw88.jpg

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Hello tonyOnLine I'm not sure of what I'm supposed to see on pictures. Post me a private message in French if you want.

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Hello
Some bugs corrected on taxi, improved vehicle and AI respawns.

Added new module: One man tank (see front page).

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Hi, Added a module for prisoners. You can arrest some enemies or civilians. See video from Steam.

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great mod mate

 

i have a question , can we increase the AI spawned units per location? now it spawn only 2 groups or 3 in large areas or anywhere else 

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Civilian or enemy units (2 different modules)?

Anyway you can copy/paste spawn AI triggers, once created by module.

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enemy units, and the trigger spawns only 2 or 3 groups 

any way to increase spawned groups? and spawn distance from player to trigger?

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The number of groups depends on the number of units in all played groups (group with 1 player at least), in the vicinity of the trigger area.

The result is randomized a little bit to add suspense. So, playing alone or managing AIs but penetrating alone in an area will spawn 2 or 3 groups, which can be a 1 vs 24 ratio, depending on what you spawn.

I could add a parameter more... 

Meanwhile, you could multiply the areas. In this case, 2 ways:

- copy/paste triggers at same place >> usually, as soon as you enter 1st trigger, the 2nd one will spawn after the 1st are is cleared. Like a late reinforcement or retaliation.

- copy/paste small areas (you can change the size) and place them side by side (geographic). You'll add occurrences to spawn groups.


 

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Hi Pierre, thank you for the mod.

 

I have placed a pick up marker to call for a chopper, gogogo it came but it didn't land so I couldn't board. And, the taxi module doesn't have a call option.

 

Do you have any other great idea about how to call for extraction. 

 

Forget about bi module because if the vehicle is destroyed then it respawns without the crew.  

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Hi quickdagger. I'll have a look at this. I don't have a clear idea for now. Spawning an extra chopper or respawning one each time it's destroyed...

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Hey pierremgi!

 

How to whitelist in kill punishment module?

 

What is the array I can use? I tried unit_classname and unit_variable_name and it still gives me a warning... And what about multiple units in that whitelist, how do I put?

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You must add (pushBack) the unit(s), as object(s), in the variable: WHITE_LISTED_PUNISH

This variable must be shared (public) for each client,  due to the code of the event handler.

 

You can also apply a: ... setVariable ["kamikaze",true,true] on what civilian unit you want.

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