kuIoodporny 45 Posted August 31, 2009 (edited) zGuba's Gameplay Modifications for ARMA2 21.09.2009 - Silvie Fix - makes cars spawned by SILVIE module randomly damaged and fueled 13.09.2009 - Disposable launchers updated to meet Inkompetent's addon features, decreased M136 happiness 08.09.2009 - Stick2gether simplified to maximum level possible 07.09.2009 - Triggerhappy Gunners - makes AI gunners useful again 05.09.2009 - Anti-Breakdance Vaccine for Russian armor, improved M134 performance 03.09.2009 - Stick2gether performance improvement 02.09.2009 - English translation as per Cole's request 01.09.2009 - fixed typo blocking visual feature of Disposable Launchers 31.08.2009 - initial release The pack contains addons changing gameplay logics or adding special effects. Does no harm to remote machines, so don't worry about using it on servers. Addons are signed, public key stored in the package. Contents of the pack - zgb_choppers (Triggerhappy Choppers) Moves control over FFARs directly to gunship pilots. Use manual control to use gunner's weapons. - zgb_disposal (Disposable Launchers) Makes using of disposable launchers closer to reality. Player and AI don't have to care about "magazines" anymore. Additionally changes vehicle/crate cargo so magazines got replaced with weapons. After firing launcher, switch the weapon when desired to see the tube getting thrown on the ground. Known issue #1: empty tubes tend to fly high in the sky when pushed by splash damage. - awaiting BI Sample Models release in order to fix this and improve visual side of the addon.Known issue #2: player cannot test disposable launcher in the Armory because of lack of handling type 0 magazines. Created in cooperation with Inkompetent. Using tube clearance script by Rocko. Thank You guys! Requires CBA. - zgb_disposal_en (Disposable Launchers in English) Optional addon changing display names of used tubes to English. Requires zgb_disposal. - zgb_disposal_ru (Disposable Launchers in Native Language) Optional addon changing display names of RPG-18s to Russian with localized comments. Requires zgb_disposal. - zgb_gunners (Triggerhappy Gunners) Makes AI gunners under player's command actually shoot at something without asking them for. Additionally makes it possible to reload ammo belt manually in mounted weapons like M2 and Mk 19. - zgb_stick2gether (Stick 2gether) Makes AI stay in formations when overwhelmed. Based on Mr Centipede's addon. Thank You! Requires CBA. - zgb_silviefix (Silvie Fix) Makes cars spawned by SILVIE module randomly fueled and damaged. - zgb_stabilization (Anti-Breakdance Vaccine) Limits or disables stabilization on main turrets of certain vehicles to prevent "tank breakdance". Additionally tweaks rotation speed values for T-72 and T-90 to meet their real possibilities. Limited stabilization (vertical only): T-72, T-90 Disabled stabilization: BMP-2, BMP-3, BTR-90 - zgb_vapourtrails (Vapour Trails) Adds vapour trails to aircrafts, just like Cole's addon. Thanks to Cole for finding the script in game's files out! Requires CBA. Download Gameplay Modifications 21.09.2009 (196 KB) ArmAholic mirror 21.09.2009 ArmedAssault.info mirror 21.09.2009 Thanks for mirroring! Remember about using Community Base Addons! Edited September 21, 2009 by zGuba Update Share this post Link to post Share on other sites
Inkompetent 0 Posted August 31, 2009 Nice stuff! Only complaint I have is the generic thread name. "zGuba's Gameplay Modifications" would have hit the spot ;) Share this post Link to post Share on other sites
kuIoodporny 45 Posted August 31, 2009 Hmmm... I'm not the only author of the addons collected here, so I chose generic one ;) Share this post Link to post Share on other sites
Inkompetent 0 Posted August 31, 2009 Just thought that since all addons are tagged ZGB anyway ;) Share this post Link to post Share on other sites
kuIoodporny 45 Posted August 31, 2009 Just thought that since all addons are tagged ZGB anyway ;) Okay, written as in readme :) Share this post Link to post Share on other sites
.kju 3245 Posted August 31, 2009 Good job and thanks to all involved! Share this post Link to post Share on other sites
kremator 1065 Posted August 31, 2009 Well done all ! It's a keeper ! Share this post Link to post Share on other sites
kuIoodporny 45 Posted August 31, 2009 (edited) An update for missing main feature of disposals - fancy tubes :) Download - 01.09.2009 Known issue is that disposed tubes tend to become too happy when pushed by explosions. Edited August 31, 2009 by zGuba Share this post Link to post Share on other sites
cole 0 Posted September 1, 2009 Nice work zGuba, always good to see stuff from you :) One question: I noticed ZGB_Disposal is translated to various languages, including Czech. Could you, in a new version, include a .hpp where I could force it to use English instead? Like keeping the translations on by default, but being able to set it to a language I want through the .hpp I know this request sounds weird since I'm Czech, but I'd like to keep my ArmA2 as English as possible. (yeah, I'm using the language mod to force English on in my copy) Share this post Link to post Share on other sites
kuIoodporny 45 Posted September 1, 2009 No problem, optional English only mod gotta be released tomorrow. Share this post Link to post Share on other sites
cole 0 Posted September 1, 2009 No problem, optional English only mod gotta be released tomorrow. You're my hero :inlove: :D Share this post Link to post Share on other sites
kuIoodporny 45 Posted September 1, 2009 As per Cole's request: Download 02.09.2009 - optional English only mod for Disposable Launchers Share this post Link to post Share on other sites
kremator 1065 Posted September 2, 2009 This mod seems to break getting money for kills in Benny's Warfare. Not sure why. Will do more testing. Share this post Link to post Share on other sites
NoRailgunner 0 Posted September 2, 2009 Is it possible to make a single-shot M136 without extra ammo/rockets to reload? So player can only choose + use the complete system. :) Are there differences between Cole's and ZGB VapourTrails? At which conditions ZGB_Stick2gether start and stop? Share this post Link to post Share on other sites
Inkompetent 0 Posted September 2, 2009 (edited) Is it possible to make a single-shot M136 without extra ammo/rockets to reload? So player can only choose + use the complete system. :) It is quite easy to make for player use only, and if not caring about compatability for missions not designed for this. If caring about AI use and compatability the complexity increases dramatically (especially if one want to be able to carry spare tubes) but it is doable. Edited September 3, 2009 by Inkompetent Share this post Link to post Share on other sites
kuIoodporny 45 Posted September 3, 2009 (edited) Here comes the last update in this week: Download 03.09.2009 Improved performance management in Stick2gether. This mod seems to break getting money for kills in Benny's Warfare. Not sure why. Will do more testing. It's probably mission designer's fault, since I don't break namespace rules. Which addon causes conflicts? Is it possible to make a single-shot M136 without extra ammo/rockets to reload? So player can only choose + use the complete system. :) Good questions. At this stage I am satisfied with Disposal, since it's compatible with most mission designs and makes it possible to have additional rifle ammo and launcher. Inkompetent's right - it is difficult to get it to work the most desired way, hence it's possible. Are there differences between Cole's and ZGB VapourTrails? AFAIK both VapourTrails addons work exactly the same way, the only difference between them are tags. It does not matter if You're using addon signed by Cole or me, but it's wise to use only one at time since one is not blocking the other one and the effects will get duplicated. At which conditions ZGB_Stick2gether start and stop? Stick2gether (03.09.2009) compares group's strength (count + morale - damage) to the sum of own group count and known enemies within 500m count (armored targets are counted as 3). When group strength / group count + enemy count >= 0.7, AI is allowed to break formation. Otherwise AI shall disengage targets (gotta be improved to take current orders for individuals into account). Enemy aircrafts, helicopters and parachutes won't make any difference (however they can f.e. lower group morale). Edited September 3, 2009 by zGuba Share this post Link to post Share on other sites
Cionara 10 Posted September 3, 2009 I liked the official INKO launcher more. Now when I pickup one Launcher and two ammo I automaticaly have 2 Launchers, no one could carry 2 or 3 or even 4 of this beasts. With INKO I had 1 Launcher that I picked up and could only fire one time no matter how many launcher-ammunition I have with me. Would have been better if you just added the "throw-away" to the INKO and not changed the ammo, my opinion. Share this post Link to post Share on other sites
Inkompetent 0 Posted September 3, 2009 (edited) Actually it is not entirely unusual for soldiers to carry two AT4 launchers since they "only" weight 6.7kg each, but it is of course heavily depending on the unit's task and expected distance of march. I am looking at a better way to treat the disposal of tubes though. A 1.1 version is in the works of INKO Disposable. Just that I've got into the more annoying things of it to code now :) Edited September 3, 2009 by Inkompetent Share this post Link to post Share on other sites
Alex72 1 Posted September 3, 2009 The vapour trails is longer on the F16 Myke reworked and released. Did he add that himself and yours and Coles are original BIS trails? Works great though and i do see them from the ground. :) Alex Share this post Link to post Share on other sites
nullsystems 0 Posted September 3, 2009 By your own admission these scripts are like others, or include other peoples work? What was the point, wouldnt it be just as easy to use the other addons? Share this post Link to post Share on other sites
Cionara 10 Posted September 3, 2009 I am looking at a better way to treat the disposal of tubes though Easiest way is to drop the launcher manually in the inventory though =) It's "G" and one click, thats not the problem I think.... Rather is the ammunition you usually don't have for such a disposable launcher. greetz Cionara Share this post Link to post Share on other sites
l mandrake 9 Posted September 3, 2009 It says I need XEH to run ZGB disposal, any ideas where can I get this? Share this post Link to post Share on other sites
Cionara 10 Posted September 3, 2009 It's Extended Eventhandlers for ArmA 2 =XEH= CBA = Community Base Addon Search for it should be very easy to find. Share this post Link to post Share on other sites
Inkompetent 0 Posted September 3, 2009 It says I need XEH to run ZGB disposal, any ideas where can I get this? It is part of the CBA addon, which you can find here Share this post Link to post Share on other sites
kremator 1065 Posted September 3, 2009 PAH .... second person today to ask about XEH ! Aren't you guys constantly reading these forums? :) Share this post Link to post Share on other sites