Arma 3
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MGI Tactical Pack V3
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Data Type: Mod
Mod Type: Equipment
File Size
Posted
Updated
6.867 MB
26 Apr, 2016 @ 12:21pm
11 Mar, 2022 @ 12:13am
31 Change Notes ( view )

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MGI Tactical Pack V3

Description
MGI TACTICAL PACK Version 3 by Pierre MGI - April 2016

Hi everybody,

This add-on is a pack of tools such as AUTO-REPACK, FATIGUE MANAGER, ENHANCED GPS, ENHANCED MAP TOOLS, TACTICAL ICONS, ARSENAL TEST, HALO JUMP,.. and much more! (details below and more info in readme.txt)
Forget the "too heavy backpack" penalty, adjust Zeroing, use map tool for MK6 mortar computing, treat yourself at full with a 2nd FAK, auto repack your magazines,...

Your settings are persistent from mission to mission.

MP environment compatible.


This add-on is not a heavy one! Just test it with the tools you want.
I'll be please to receive your minute feeback and instant rating. I'll be responsive if any bug or suggestion.

Best regards
Pierre MGI


______________________________________________________________

DESCRIPTION
MGI TACTICAL PACK V3 is the follow-up of the HUD TACTICAL GLASSES V2.3... with major changes.

Now, the add-on comes with an interface board in a versatile manner. You can choose what you need but also what you want in action menu. Then, to avoid a too long scrolling list of actions, just adapt it at your convenience.

Furthermore, all your settings, icons on or off, auto-repack or not... are persistent. You can leave Arma 3 and retrieve your choices (see below) at further start.

This add-on is "player" sided. I mean, most your actions and settings are for your local environment. Very few need a dialog (a remote execution) with the server.
- Totally unrestrained options for SP and for mission maker tests (SP or 3DEN multiplayer). Feel free to try all you want. Switchable unit compatible.
- With restrained possibilities while playing on hosted servers, coming from difficulty level on server, but you can choose harder settings.
- With major restrictions or disabled options when player on dedicated servers (some differences for admin).


1 - Tools with difficulty settings or restrictions (see above):

FATIGUE - Instead of enabling/disabling fatigue, weapon sway... I decided to graduate all these parameters from almost zero to Arma engine. The add-on manages the "overloaded" backpack.

TACTICAL ICONS (action in menu is optional) - depending on distance, direct line intersect (along with side), and even knowledge of enemy for hardest skill. (See documentation)

ENABLE PRISONERS - This tool was already in Tactical Glasses V2.3. As it was for SP only, I modified it to make it possible on servers, with very drastic conditions when playing on a dedicated server. For mission makers, these parameters are far easier and you can test your mission quicker than killing enemies! I often use it.

MANAGE GROUP - Already in Tactical Glasses V2.3. - Make units join or dismiss if your rating is better than his.
Attention: You must enable GROUP Situational Awareness before. This option was available after enabling Unit data in previous versions, I changed for GROUP S.A.
Then, right click (temporary zoom) on it and you toggle join/dismiss for this unit.

ALWAYS LEADER - I mean "become the leader of your group". (see conditions)
Work also in SP while switching unit.


2 - Tools available in SP, 3DEN MP only (mission making)

TELEPORTATION (add action in menu) - clearly, in SP or testing your mission, do what you want. But there is no chance to get this tool in MP! (Even if you enabled it in a previous SP mission...)

ARSENAL TEST (add action in menu) - same consideration as for teleportation. In SP, mission testing, you can open arsenal anywhere.


3 - Tool available in hosted servers, not dedicated ones.

ENHANCED CAS / NAPALM - (see readme.txt)


4 - H.A.L.O. - enable HALO jump with Jump and safety altitudes (and your exact amount of ammos in magazines). You need to place an object called MGI_HALO on the map (not a marker!). Then the player has to enable the HALO jump option and close to the object.

5 - Tools with free usage
(see comments)

________________________________________________________________________
TO GET STARTED

At first use, you will open the addon board interface where you can decide all options you want.
For next uses, you can call this board, stiking CTRL + ALT + U on your keyboard.
Or enable this board in action menu, clicking on the button at left of cnl one.

Choose your preferred HUD colors, strike Ctrl + pgup (prior) or Ctrl + pgdown (end).
You can also define the HUD visibility (transparency vs. brightness), striking Alt + pgup or Alt + pgdown
Change for your preferred mode (full HUD, nav, zeroing, nav + zeroing), striking Ctrl + Alt + pgup/pgdown

Zoom/unzoom GPS with Ctrl (right) scroll mouse. (if Ctrl right is set for the "switch command" menu).


For more infos, please refer to documentation (WIP).

Thank you for all your comments. Do not hesitate to send me email with remarks, questions or wishes.
Maruruuru Faaito'ito

Pierre MGI
211 Comments
PierreMGI  [author] 29 Jun @ 5:45pm 
@KhanTheMad No problem. You can work on this mod. The custom is to mention somewhere the author of the initial work.
KhanTheMad 29 Jun @ 8:32am 
would you mind if i made a custom version of your HUD system for a server i am working on?
Sillor 14 Jul, 2024 @ 3:00am 
Very good mod, have a lot of fun with it, big thanks!
Oatis 19 Jan, 2024 @ 11:39am 
That code saved me so much time!
Dude I am serious, I feel like I need to donate to you. You have made this soO0000o much FUN!
PierreMGI  [author] 18 Jan, 2024 @ 11:27pm 
@Oatis thanks for your comment and your support. It's my pleasure scripting and helping on Arma, so virtual award or thumb up is what makes me happy here. You can use both mods because I wrote some lines of code about redundencies. You can also check that by ticking or not some options. If I remember the "arresting" option is similar in both mods but the module one allows escort, and jail areas. Same for HALO jump, more recent in modules.
So, if you build a scenario, modules are always better than tactical pack (but you can use this last one in official SP missions).
Oatis 18 Jan, 2024 @ 10:48am 
Wow, you really go above and beyond. Thank you so much.
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?
PierreMGI  [author] 17 Jan, 2024 @ 8:13pm 
I gave a look at Project Opfor. You need to prepare, on module, your "trigger tool" for EAST (or else) and in the corresponding activation script (here activation script E for EAST area) the code should look like:
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...
PierreMGI  [author] 17 Jan, 2024 @ 8:12pm 
As mentioned in doc, you can also choose specific groups like LOP_BH_ArmedOffroadGroup if you don't need all "motorized" classes. The code can be:
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.
Oatis 17 Jan, 2024 @ 11:46am 
Got it, mod conflict I guess. Actually I found that I much prefer your other mod.
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! 😋
PierreMGI  [author] 13 Jan, 2024 @ 1:55am 
@Oatis Are you sure you don't have another mod enabled or a script for some extra displays?
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.