Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Dude I am serious, I feel like I need to donate to you. You have made this soO0000o much FUN!
So, if you build a scenario, modules are always better than tactical pack (but you can use this last one in official SP missions).
I stand corrected, this is in my opinion the Best Mod on the Workshop.
I have much to say however, I realize this should be in the comments on your other mod that I am using and will comment there.
But, first and foremost I want to know how I can buy you a cup of coffee or a beer.
Do you have a Patreon or anything?
OK, so question about this mod. Can I use both or is it redundant to do so?
0 = [thistrigger,["LOP_BH"],["infantry","motorized","SpecOps"]] spawn MGI_fnc_spwnUnits
I found "LOP_BH" in config viewer for cfgGroups (always refer to it, as mentioned in pdf documentation). As you can see in config viewer, only 3 sub-classes are active: "infantry","motorized","SpecOps". You can write what you want but at least one of these 3 options must be active. (no error if you write or let null class as "mechanized"). Then the groups are spawning among the possibilities for groups...
0 = [thistrigger,["LOP_BH","LOP_BH_ArmedOffroadGroup"],["infantry"]] spawn MGI_fnc_spwnUnits
Here "LOP_BH_ArmedOffroadGroup" comes from : configfile >> "CfgGroups" >> "East" >> "LOP_BH" >> "Motorized" >> "LOP_BH_ArmedOffroadGroup". The option filter "motorized" or else doesn't apply, but I let generic "faction" LOP_BH for infantry only, for all possible groups of infantry.
Don't forget to modify each opfor trigger you need, or rub the existing area by squarred trigger and re-create your areas. Check for correct lines (west, east or indep) in the module.
Have fun.
The one that you place the modules in the editor and has the switch lights in it.
(sorry, I'm on my phone atm so I can't check the name)
That's a Great feature, as well as the hidden gem of det core alt Grenade launcher! And the Taxi system is the best ever! Hell it's all Phenomenal!
I have to say one of best 3 mods of all time!
I am having noob problems with the opfor module synced to trigger. Works great, however I can't get the class names right for Project Opfor Boko HARAM class. Would be great if it had a drop down faction selection like the Civilians module has. Which also BTW is outstanding. I smile every time I see that bus from Cup mods full of civilians.
I have read the manual inside the mod but still can't get those classes right.
I don't I would even want to play Arma without this mod pack.
9.8 * 11, if it had that faction selection!
Thank You for your amazing Mod! 😋
I can't reproduce your lack of menu. Did you test with CTRL + ALT + V (alternate)?
Pdf documentation is inside the mod folder (in your steam \ stemapps \arma3 \!workshop \@MGI Tactical pack V3)
When you are at the board interface (CTRL ALT U or V), you can enable (actions) menu (when scrolling, like addAction command if you script), by clicking on the "Menu" button located in yellow title band, at left of the X (cnl/close board) button. I hope this help.