Arma 3
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Macaco's Mod
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23.343 MB
20 Dec, 2018 @ 1:53am
19 Aug, 2023 @ 7:29am
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Macaco's Mod

In 1 collection by Lux
Brigata Lancieri - Liberation Modset
23 items
Description
If you appreciate the work done, vote the mod with a "like" !!!! Thank you so much !!!

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MACACO'S MOD ver 2.4.8

Tutorials (ITA) on Youtube: https://www.youtube.com/channel/UCNF1SmLeys9IHx1zqRpMTag

BUG TRACKER: https://docs.google.com/forms/d/e/1FAIpQLSdCNHU7iZOFIE7NB2eIsuGwXqwC6MZ3jPNxh3HBRAv2wS-uaw/viewform?vc=0&c=0&w=1
Aug 2023

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Macaco's Mod is a "collection" of my scripts in a single mod (now much more intuitive to set up)
and offers these features:

- AI Reaction (Requires CBA, TASKFORCERADIO)
With this module you can activate the "hearing" of the AI, which will hear you when you speak with TASK FORCE RADIO

- Timer (Requires CBA, ACE)
With this module you can activate a timer, based on the DAYTIME variable. (totally rewritten)

- FollowMe (Requires CBA, ACE)
With this module it is possible to enable an ACE interaction menu that allows the
player to have some AI commands run:
*follow me
*stop
*lying
*stand up
* go up to the nearest vehicle
* wears protective clothing (helmet + harness)
* handcuffing (use a band)
*to free

- "Logistic Vehicle" module. (Requires CBA, ACE)
With this module (can be synchronized with just one faction vehicle) it is possible to create a logistic vehicle for refueling / resetting and
vehicle repair ...
Also you can use an AI that "simulates" the repair of the vehicle but that if killed will make subsequent repairs impossible ...

- "Earthquake" (Requires CBA, ACE)
The module allows to create earthquakes with destructive areas; the intensity of the earthquake is adjustable ...

- Module "HQ" (Requires CBA, TASKFORCERADIO)
The module allows you to create an HQ vehicle with different features:
* Equip the vehicle with aeronautical radio with 40km range (Task Force Radio)
* Equip the vehicle (in the inventory) with UAV backpack (Darter), batteries and terminal (depending on faction)
* Equip the vehicle with an omnidirectional radio disturbance antenna (Task Force Radio)
* Equip the vehicle with a directive antenna (movable) to increase the range / power of the radio (Task Force Radio)

-"Sounds Of War" module (Requires CBA, ACE)
The module allows you to create areas with war sound effects and possibly (real) explosions and light flares, useful for example to delimit areas
  game recreating a more realistic situation ...

-"Supplies" module (Requires CBA, ACE)
The module allows you to request a supply case, with a virtual arsenal set by the editor. The module is equipped with various options for operating dynamics.

-"Watch" Module (Requires CBA, ACE)
With this module it is possible to activate a clock (with graphic interface) that creates two alarms, publishes useful variables for triggers and executes sqf files at the end of alarms ....

- "Tablet" module (Requires CBA, ACE)
With this module it is possible, for those who have the appropriate tablet in the inventory, to use a team tablet for the management of multiplayer teams

- "Radio/Sensor" module (Requires CBA, ACE,TFR)
With this module it is possible to change / exclude the vehicle radio and exclude the sensors (by type)

- "Sonic Boom" Module (Requires CBA)
With this module it is possible to attribute the characteristic "sonic boom" and the related steam cone to supersonic planes.

- "Helicopter" Module (Requires CBA,ACE)
With this module it is possible to create a ground-based refueling / helicopter service system, with radio communications and more ....

- "Medevac Help" Module (Requires CBA,ACE)
With this module it is possible to create a treatment system to help doctors ....

- "Military Ranks" Module (Requires CBA, ACE, INIDBI2)
With this module it is possible to create a persistent system of military ranks (patch on arm + military rank in game) for all those who visit the same server; at each login the same military rank is "recognized" and "reassigned".

- "Persistence" module (Requires CBA, ACE, INIDIBI2) (BETA)
With this module it is possible to create persistent missions, saving loadouts, vehicles, cargo, waypoints, building damage situation and more ... the module is under development and may have some problems (I'm working to improve it ...)

- "Vehicle Tactical Lights" module (Requires CBA, ACE)
With this module it is possible to equip vehicles with low visibility blue lights and an IR detector

- "Advanced Stamina" Module (Requires CBA, ACE) (feat. Hollywood)
This module manages advanced stamina, adding the possibility of drinking, eating, etc ...
Note for those who used the previous mod "Advanced Stamina Mod": Edit the missions with the old mod and then re-insert the modules with Macaco's Mod
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The mod is translated into:
-English
-French
-German
-Spanish
-Russian
-Czech
-Polish
-Portuguese
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For now ... 18 modules .... but I'm working ... .... I'm working on more modules !!!!
51 Comments
minhduc-dev 4 Jan, 2022 @ 1:36pm 
oh I just found out, thanks
Lux  [author] 24 Nov, 2021 @ 3:14pm 
Grazie per il feedback! Tutti spunti per il futuro...
RedCrow 24 Nov, 2021 @ 10:10am 
Ciao Lux
Ti devo ringraziare io per il tempo dedicato a crearla la mod , e per il tempo che mi fai risparmiare grazie ai tuoi moduli !!
ottimo per le classi in mappa, ora ho un idea piu chiara ed in caso so come ovviare al problema.
Per quanto riguarda le casse rifornimento lo propongo come upgrade per un futuro update, se ne avrai voglia, magari con la possibilita' di inserire anche veicoli come airdrop e non solo casse!
Per il momento ho ovviato con uno script :P
Lux  [author] 23 Nov, 2021 @ 11:48pm 
Ciao, prima di tutto come al solito ci tengo a ringraziarti per aver scaricato la mod!!!!
Ora cercherò di rispondere alle tue domande;

Putroppo al momento non è possibile avere più di un modulo...

Ripeto per comodità la procedura per il tablet:
Il Tablet utilizza un massimo di due casse ben distinte che dovranno "chiamarsi" (variabile):
- tablet_cassamedica (per la cassa....medica)
- tablet_cassarifo (per la cassa di rifornimenti generici...ovvero tutto il resto)
Al momento non sono previste altre casse...
Lux  [author] 23 Nov, 2021 @ 11:45pm 
Per quanto riguarda le fonti di acqua, il modulo "vede" gli oggetti in mappa (già presenti, no n quelli messi da editor)...Le classi "riconosciute" sono:
"pumpa","water_source_f","waterbarrel_f","watertank_03_f","watertank_f","watertank_01_f","watertank_04_f","watertank_02_f",""waterbottle_01_stack_f","waterbottle_01_full_f","waterbottle_01_pack_f","barrelwater_f","stallwater_f","barrelwater_grey_f","stand_water_ep1","barrel_water","tank_rust_f". Attenzione però, a seconda del tipo...il grado di "non-potabilità" aumenta... esempio... una fontata è più sicura di un bidone.
Per gli oggetti da mappa, potresti, ma non ho verificato se funziona, provare a mettere la classe nella sezione del modulo ove identifichi i veicoli...
Comunque, per una prossima release ne terrò conto! Grazie!
Spero di esserti stato d'aiuto!
RedCrow 22 Nov, 2021 @ 6:30pm 
Ciao Lux
E' possibile avere in qualche modo 2 o piu' moduli rifornimento assegnati ? se per esempio come per il tablet volessi una cassa medica ed una munizioni da poter scegliere ?
Un altra cosa, nel modulo stamina avanzata, per riempire la borraccia dalle zone ambientali, noto che si riempie nelle mappe vanilla, ma non per esempio dagli oggetti posizionati in editor, mi potresti dire meglio come il modulo identifica le fonti d'acqua per il riempimento in mappa? (non quelle da veicolo che si aggiungono nel modulo)
Lux  [author] 15 Nov, 2021 @ 11:53am 
Hi, the module is designed for use in MP with a player ... In order to carry out the procedure, the driver / driver player must make the request with ACE interaction and then submit following the instructions.
Thanks for the question, I hope I was helpful.
Vsauce ™ 14 Nov, 2021 @ 6:12pm 
Hi, I wanted to know if the Medevac module could be used all automatically (i.e. an AI comes to pick up the players and takes them to the medical area) or if a player has to bring the wounded soldiers every time to the base
tommi.1978 15 Jul, 2021 @ 2:20am 
Thank you for the advice. Everything works perfectly now. It seems i was not paying enough attention when watching the tutorials. Thank you once more!
Lux  [author] 14 Jul, 2021 @ 2:41pm 
Hello!
First of all thank you for downloading the mod ...
I'm checking what you wrote to me and I'll try to give you a solution, waiting for me to make an updated video on the tutorial ....
Supplies module: If you don't sync it, it auto syncs with the tablet ...
At the moment the module is usable in cooperative games, as it is usable only by one faction ... (but I plan to divide it by factions).
If you want to use it yourself, give the cashier a name and report it in the form (set the cashier as a virtual arsenal if you select virtual arsenal in the form).

....CONTINUE...