Arma 3
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LRG Fundamentals
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Data Type: Mod
File Size
Posted
Updated
13.142 MB
23 Jul, 2018 @ 10:02am
12 Nov, 2021 @ 2:31am
234 Change Notes ( view )

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LRG Fundamentals

Description
Version 1.6.5



Description
LRG Fundamentals is a complete mission makers tool, used to create complex missions with ease. Using the huge Library of functions, settings and modules you can create almost any type of mission. LRG Fundamentals is designed to be entirely modular, meaning you can use as much or as little as you want. By default, the master switches are set to off so only what you want to use will be used. See the Key features below for further details. LRG Fundamentals has been used by the LRG in one form or another for nearly 3 years. At the turn of 2019 we decided to publish our work and make all our files open source. That means your free to download, edit, change and create your own work, based on what's we've already made.

Key Features
  • AI Spawn
  • LRG Main
  • LRG Channels
  • LRG QS Icons
  • LRG Weather
  • Player Attributes
  • Safe Zones
  • Vehicle Loadouts
  • Equipment Loadouts
  • Vehicle Servicing
  • Medical Facilities
  • Zeus Configuration
  • Functions Library
  • Third party Features
More information on available functions and features as well as our functions library, our Wiki is available here.[github.com]

How do I get in touch?

If you want to find out more about LRG Fundamentals or about the community itself, the best way to get in touch is to join our Discord Server.[Discord.LastResortGaming.net]

Issues/Suggestions/Faction Requests
If you come across any issues, have an idea for an improvement or simply want another faction added to the AI Spawn module, please submit your request here.[github.com]

Useful Links:
Donate[www.paypal.com]
Discord[discord.gg]
Github[github.com]
Youtube Playlist
99 Comments
Rockapes 10 Nov, 2021 @ 9:47pm 
Looks like the AIS component is broken, if configured during mission setup you receive an error that AIS Stabilise basically has no reference and it refuses to disable even on other missions where LRG AIS Revive is disabled ( so never able to heal anyone ) was never supposed to be operating. Shame as overall I like the tools for mission creation, makes life easy
Josh 9 May, 2021 @ 7:17am 
The issue I had where AI will not move when player is inside vehicle is somewhat resolved. On one mission I was making I ticked the box for dynamic simulation inside add-on options>LRG Main and it worked, AI pilot would move and land no problem. Then on another separate mission AI would not move even after ticking the box, I then un ticked the box and un ticked enable dynamic simulation in Attributes>Performance. Any idea as to why dynamic simulation seems to be the problem and why both on and off seem to fix the issue Mokka?. Both missions were the exact same set up for testing purposes just slightly different locations on the map.
Mokka  [author] 15 Sep, 2020 @ 9:34am 
You can disable dynamic simulation in the editor. Settings -> Performance c:
This shoudl stop this from happening (but has a performance cost, as you mentioned)
Nullified 15 Sep, 2020 @ 5:07am 
Hello sir, i have a problem where i'll place a module down. coordinate the settings, and then once in game the AI basically freeze, they freeze then un-freeze when i place an enemy near their position at first i was like this is smart for performance purposes however, i find a lot of the time nobody is actually shooting at each other?
Mokka  [author] 28 Jul, 2020 @ 8:33am 
Or (if you are not afraid of a bit of scripting) you can call the SpawnAI function yourself at appropriate rates and with the correct settings.

The call syntax for SpawnAI is documented here: https://last-resort-gaming.github.io/LRG-Fundamentals/docs/files/AI/Functions/fn_SpawnAI-sqf.html
Mokka  [author] 28 Jul, 2020 @ 8:30am 
Alternatively, there are Zeus Modules for the Spawn AI features, which you can use with the Zeus Enhanced mod. c:
This will allow you to spawn in AI dynamically using Zeus
GhillieInTheMist 14 Jul, 2020 @ 6:01pm 
Thank you for the reply! Ill keep looking and see what else i can do to improve it
MitchJC793  [author] 24 Jun, 2020 @ 2:40am 
Do you have Dynamic Simulation enabled?

The modules are designed to be used with Dynamic Simulation to help manage frames if you want to put large numbers of AI down. We hoped that method would be more efficient than spawning/despawning units. Have you got it enabled on your mission?

One thing on my todo list, is to slow down the spawning rate, so areas are populated slower, but this will significantly reduce that sudden frame drop when using the modules.
GhillieInTheMist 21 Jun, 2020 @ 5:33pm 
Is there any chance we can get a option for a Spawn distance? I am trying to make a large scale mission on altis and it kills frames when i put more modules in as it tries to spawn all of the units in at one time.
MitchJC793  [author] 8 Mar, 2020 @ 1:32am 
That is a strange one. Not sure why having a player inside would stop the aircraft from moving. If you send me your mission file and mods list I can try and have a look at it. My best guess is it's to do with Dynamic Simulation. Is the Pilot spawned in the editior or Zeus?