MitchJC
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Posts posted by MitchJC
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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)
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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. -
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)
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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 valueAdded GarrisonedGroupMax value
Added Error checking step for Garrisoned Groupsv1.5.2
Equipment
Added Warlords Loadouts for Vanilla and RHS factions
Main
Added QS Mag Repack Function
Added Voyager Compass scripted Function
QS Icons
Added AI Names CBA Setting
Added Faction Only CBA Setting
Warlords
Updated Warlords Respawn template
Removed Warlords specific Loadout Script - Handled by default LRG function
LR_Fnc_Loadouts called upon Respawnv1.5.3
AI
Added 3x @IFA3 FactionsMain
Added - Flip Vehicle AddActionTweak - AddAction Order
Tweak - Arsenal Save/Load defaulted to EnabledTweak - 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_LoadoutsTweak - Backend Postinit functions replaced by CBA_Settings call.
Warlords
Added - Persistent CreditsAdded - RHS Asset Vehicle Servicing Pods
Tweak - RHS Apache price to 10,000
Tweak - RespawnTemplate to Respawn on StartWeather
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_SpawnExplosivesInteraction
Fixed - AddHoldAction error
Main
Added - Option to lock third person camera in vehicles
Fixed - VanillaFatigue errorv1.5.7
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
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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 -
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
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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 😉 -
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? -
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!
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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!
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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!- 3
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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
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v1.5.3
AI
Added 3x @IFA3 FactionsMain
Added - Flip Vehicle AddActionTweak - AddAction Order
Tweak - Arsenal Save/Load defaulted to EnabledTweak - 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_LoadoutsTweak - Backend Postinit functions replaced by CBA_Settings call.
Warlords
Added - Persistent CreditsAdded - RHS Asset Vehicle Servicing Pods
Tweak - RHS Apache price to 10,000
Tweak - RespawnTemplate to Respawn on StartWeather
Fix - Time Acceleration
Tweak - Reduced Random chance of rain by 50%- 1
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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. 🙌
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8 minutes ago, Realthinged said:MitchJC, thank you for adding IFA3 factions to your great mod!!! 😃
But there is a problem to spawn any IFA3 vehicles (cars, btrs or tanks). Only soldiers are spawning well and also error messages...
I'll check it out. The issue could be that vehicles and infantry are different factions, it's not the best setup!- 1
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Hey Jezuro,
Really loving this game mode but we're having a couple of issues.
We've started using RespawnTemplates and noticed an interesting problem. Throughout the life of a Warlords mission it seems to create respawn points. The original respawn point remains so it's still playable but something in Warlords seems to be creating respawn points. Have you come across this before or know of a fix? I've yet to track down the exact moment the points are created but will attempt to find out more info, looking at the number it could be when a sector is taken. If I disable "MenuPosition" then players won't be able to respawn.
Fingers crossed for upcoming updates for this game mode, we're looking forward to it!
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Squad name: Last Resort Gaming
Timezone/Location: Coordinated Universal Time (UTC)
Gamemode preference (eg coop or pvp): Co-op (Casual/Milsim)
Contact email: lastresortgamingeu@gmail.com
Website address: https://www.LastResortGaming.net
Short description: We're a gaming community founded in December 2015 and predominantly hail from Europe. Our Arma 3 Community is between 50-60 players and we like to keep at this level to maintain our community feel. Our Community range from the ages of 16-55 and come from all over the world. That being said we're like minded individuals and this has made the community what it is today. We conduct Private Operations on Fridays at 1800UTC and we also host a 24/7 RHS Warlords Server. The best method for contacting us is Discord.LastResortGaming.net.Language: English
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Morning guys,
I'm pleased to announce LRG RHS Warlords is now officially live. It went live on Friday and by the end of the weekend was the highest ranked community made Warlords Server. 🙌 It's built around LRG Fundamentals so if you want to see what this mod can do, check it out!
[LRG] Last Resort Gaming || EU 1 || RHS Warlords || All Maps
IP: 86.1.34.199
Port: 2302
Required Mods Steam CollectionOptional Mods Steam Collection
Further information available on LRG RHS Warlords BIS Page.- 2
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[LRG] Last Resort Gaming || EU 1 || RHS Warlords || All Maps
IP: 86.1.34.199
Port: 2302
Required Mods Steam Collection
Optional Mods Steam Collection
Hi guys,
Coming off the back of the success of our Mod, LRG Fundamentals we're pleased to announce we've launched our Arma 3 RHS Warlords Public Server. Expanding on the Warlords Framework we've integrated RHS Factions as well as LRG Fundamentals to showcase some of the features we use week in, week out.Some features include:
- Persistent Credits (Saves your credits - Keep your progress!)
- Revive
- Earplugs
- Flip Vehicles
- Dynamic Weather
- View Distance
- Repack Mags
- Compass HUD
- Vehicle Crew List
- Map Icons (QS Icons)
- Channel Management
- Custom Slot Selection on Joining and respawning
- Respawn Tickets
- Active Server Admin Team
- RHS Factions (AFRF, USAF, GREF)
- Vanilla Map Rotation (Currently over 10 custom missions across all 4 vanilla maps)
The Server officially launched this weekend and we're pleased to say the LRG Server went straight to the top of Community Made Warlords Servers on Gametracker, we're glad to see you guys like it!
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On 2/25/2019 at 7:55 PM, Realthinged said:Sorry for asking... Will be a possibility in future to add IFA3 factions in your awesome mod? So we will can play World War II random missions. That would be so cool!
Thanks again for your great mod!
I'll see what I can do. 😉
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Hey guys,
Just a heads up we've just released our Vanilla Public Warlords Sever. This has many features of LRG Fundamentals within a Vanilla Mission files. We're working on an RHS version which will include LRG Fundamentals as a mod so you can see the full functionality of Fundamentals on one of our servers. We'll of course be releasing our mission files publicly so you can use them on your own servers. Further details will follow in due course but in the mean time, feel free to check it out.
[LRG] Last Resort Gaming || EU 1 || Public Warlords || All Maps
IP: 86.1.34.199
Port: 2302- 1
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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- 2
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v1.4.6
The AI Spawn Module has been split into 3 side specific Modules
Added Module specific icons
Added another 24 Factions, including additional 3CB, CUP, RHS AFRF, RHS GREF and RHS SAF, bringing the total preset faction count to over 60.
v1.4.6 Factions List
East- @CSAT Mod Project - CSAT (Iran, Mediterranean)
- @CSAT Mod Project - CSAT (Iran, Pacific)
- @CUP - Chernarussian Movement of the Red Star
- @CUP - Russian Federation
- @CUP - Sahrani Liberation Army
- @CUP - Takistan Army
- @CUP - Takistan Militia
- @OPTRE - Insurrectionists
- @Project OPFOR - African Militia
- @Project OPFOR - Middle Eastern Militia
- @Project OPFOR - Boko Haram
- @Project OPFOR - ChDKZ
- @Project OPFOR - Irish Republican Army
- @Project OPFOR - Islamic State
- @Project OPFOR - Sahrani Liberation Army
- @Project OPFOR - Takistani Armed Forces
- @RHS AFRF - Russia - MSV
- @RHS AFRF - Russia - VDV
- @RHS AFRF - Russia - VMF
- @RHS GREF - ChDKZ Insurgents
- @UNSUNG - NVA
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Vanilla - CSAT
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Vanilla - CSAT (Pacific)
Independent
- @CUP - National Part of Chernarus
- @CUP - ION PM
- @CUP - Royal Army Corps of Sahrani
- @CUP - Takistani Locals
- @CUP - United Nations
- @Project OPFOR - Iranian Armed Forces
- @Project OPFOR - Chernarussian National Insurgents
- @Project OPFOR - Kurdish Peshmerga Forces
- @Project OPFOR - Private Military Company
- @Project OPFOR - Royal Army Corps of Sahrani
- @Project OPFOR - Ultranationalists
- @Project OPFOR - Ukrainian Armed Forces
- @Project OPFOR - United Nations
- @Project OPFOR - Ulster Volunteer Force
- @RHS GREF - Chernarus (Ground Forces)
- @RHS GREF - ChDKZ Insurgents
- @RHS GREF - Nationalist Militia
- @RHS SAF - SAF (KOV)
- @RHS SAF - SAF (UN Peacekeepers)
- Vanilla - AAF
- Vanilla - Syndikat
West
- @CUP - Army of the Czech Republic
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@CUP - British Armed Forces
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@CUP - Bundeswehr
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@CUP - United States Army
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@Project OPFOR - Afghan National Army
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@Project OPFOR - Iraqi Armed Forces
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@RHS USAF - USA Army - Desert
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@RHS USAF - USA Army - Woodland
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@3CB BAF - Army - Arctic
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@3CB BAF - Army - Desert
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@3CB BAF - Army - MTP
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@3CB BAF - Army - Temperate
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@3CB BAF - Army - Tropical
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@3CB BAF - Army - Woodland
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Vanilla - NATO
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Vanilla - NATO (Pacific)
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2 hours ago, Tuskegee_99th said:Just curious, any chance you'll add support for ACRE2 in the future? I know your group uses TFAR but for groups that perfer ACRE2 that'd be cool.
I'll add it to my to do list. I'm not very familiar with ACRE so will do a bit of investigating.- 1
LRG Fundamentals
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
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