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About MitchJC

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    Amateur SQF meddler, author of LRG Fundamentals, a mod for Bohemia Interactive's Arma 3. Founder of Last Resort Gaming, est Dec 2015.

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  1. 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
  2. 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)
  3. 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.
  4. 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)
  5. v1.5.1 AI 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
  6. v1.5.0 AI Backend rewritten to be easier to update in future Added AI Spawn Module Description Removed redundant AI Settings Module CBA Settings Added CBA Settings to Repo (no effect on mod) Channels Removed Redundant Channels Module Main Removed Redundant Main Module Removed unused YAINA Commands Medical Facility Removed Medical Facility Attribute Replaced with Medical Facility Module Added Module Description Included new Medical Facility Icon QS 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 Description Warlords Added Warlords Specific Respawn Template Added Warlords Params Added RHS and RHS Pacific Faction Preset Added Function to set custom loadout on joining YAINA Earplugs Changed Default to out. Vehicle Servicing Changed to use Object Bounding Box for Servicing area instead of being defined. Added Module Description
  7. 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!
  8. 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 😉
  9. Hi Adam. I can't say I've heard of that issue before. Can you post any details about the error you're having?
  10. 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!
  11. 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!
  12. Evening all, I'm pleased to announce we've just released some updated videos on the various LRG Fundamentals features and settings. Hopefully they'll explain everything you need to know!
  13. The following factions have been added in v 1.5.4 East @3CB Factions - Chernarus Communist Militia @3CB Factions - Takistan National Army @3CB Factions - Takistan Insurgents @3CB Factions - Takistan National Police Independent @3CB Factions - Chernarus Nationalist Militia @3CB Factions - Takistan National Army @3CB Factions - Takistan Tribal Fighters @3CB Factions - Takistan National Police @3CB Factions - UN Peacekeepers West @3CB Factions - Afghan National Army @3CB Factions - Afghan National Police @3CB Factions - Chernarus Local Defence Volunteers @3CB Factions - Takistan National Army @3CB Factions - Takistan Pro-Government Militia @3CB Factions - Takistan National Police @3CB Factions - UN Peacekeepers
  14. 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%
  15. MitchJC

    LRG RHS Warlords Server

    All, I'm pleased to announce that our Warlords Server now has persistent credits. What this means is your credits are saved so if you leave the server, they'll be added back to your balance when you rejoin the server. The credits are tied to you so as soon as you spawn in your credit balance will be applied. Think of it as King of Hill for Warlords. 🙌