Arma 3
MRHMilSimTools
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Update: 22 Nov, 2019 @ 4:48am

v1.18.1 changelog: https://github.com/MisterHLunaticwraith/MRHMilsimTools/releases/tag/v1.18.1

Update: 1 Nov, 2019 @ 7:37am

v1.18.0 Changelog : https://github.com/MisterHLunaticwraith/MRHMilsimTools/releases/tag/v1.18.0

Update: 29 Oct, 2019 @ 4:52pm

v1.17.9 view full changelog here: https://github.com/MisterHLunaticwraith/MRHMilsimTools/releases/tag/v1.17.9

Update: 23 Oct, 2019 @ 4:16am

v1.17.8 HotFix
Changelog : https://github.com/MisterHLunaticwraith/MRHMilsimTools/releases/tag/v1.17.8

Update: 22 Oct, 2019 @ 12:47pm

v1.17.7 reupload cause connection crashed
changelog https://github.com/MisterHLunaticwraith/MRHMilsimTools/releases/tag/v1.17.7

Update: 22 Oct, 2019 @ 12:42pm

v1.17.7
see changelog here: https://github.com/MisterHLunaticwraith/MRHMilsimTools/releases/tag/v1.17.7

Update: 24 Sep, 2019 @ 9:04am

Changelog:
MRH Milsim Tools version : v.1.17.6
- Debug tools : Added tab in 3 den under tools: lists all mods and their addons, can be exported to clipboard, can be exported in github bug report format (compliant with the bug report templates for cba and ace 3)

- Heli taxi:
* Fixed, marker was not deleted after fast roping.
* Fixed heli speed when returning to base

- Medevac :
* Tweaked some bigger helis (rhs chinook )would never go to the end of the heal troops and come back function.

- Bio scanner:
* fixed missing text in a hintC message
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Update: 21 Sep, 2019 @ 5:16pm

Changelog:
MRH Milsim Tools version : v.1.17.5
- Core :
* Added setting to disable loading of personal loadouts in Ace Arsenal
* Added attributes checkbox to allow a full zeus for unit (no need to add the module etc.)
* Added utility function to generate ace default loadouts:
>Function name:MRH_fnc_MilsimTools_Core_generateAceDefaultLoadOuts

Description: Generates a ready to paste file to run from mission or addon's init that will set Ace default loadouts for the ace arsenal tab.
HOW TO: create your loadouts on different units placed in the editor, give each unit a variable name that corresponds to the loadout (it will be the loadout name). When you're done, run the function. Paste the results to your mission's init.sqf (or any other sqf filled executed from init.sqf).

The result file also contains a list of the objetcs to allow for the arsenal box if you want a limited arsenal as well as a how to. (see comments at the bottom of the generated file)

Alternatively for sexier loadout names you can set them in the roledescription field of the unit and call the function with true as a parameter (but it will only grab playable units)
Return value: file to paste from clipboard
Public: Yes
Parameters:
0- <BOOL> (optional) to use roledescription instead of variable name
Example(s):
call MRH_fnc_MilsimTools_Core_generateAceDefaultLoadOuts; //will use allunits and variable names
or
true call MRH_fnc_MilsimTools_Core_generateAceDefaultLoadOuts; // will grab only playable units and use role descriptions

- Zeus modules
* Added module to grant any player zeus powers

- Misc Items
* Added Magic Whellie bin:
>Anything placed in the bin wheel be deleted (when the bin's inventory tab is closed) useful if your players are the type to leave stuff everywher, the been can be carried and dragged with ace, have someone on cleanup duty!

Update: 17 Sep, 2019 @ 2:01pm

Changelog:
MRH Milsim Tools version : v.1.17.4

- Heli Taxi revamped:
* The heli taxi system has been deeply reworked!
* You can now also use the system with an editor placed heli. To do that:
> place the heli in the editor and sync it to the heli taxi module. Sync the module to another group, the group will then have controls over this heli. If it's destroyed they will not be able to call a new one. Heli and commanding group MUST be different groups. Do not place anyone inside the heli except its flight crew in the editor. Where the heli is at mission start is its 'homebase', it will fly back and land there when cancelled or sent back. After a while it will shut its engines down and get repaired and refueled.Editor placed helis are not affected by the max number per side setting, but they DO affect it.
* You can now choose between different types of 'final waypoints':
>Land and drop troops: the helicopter will drop troops and fly back to base or go away and despawn (for helis that are spawned).
>land and wait at LZ the heli will land and wait at LZ until instructed otherwise. After a while it will shut its engines down. You can come back to it at any time.
>Loiter: the heli will fly over the waypoint and then loiter in circles around it until instructed otherwise.
>Hover: the heli will go to the waipoint and hover until instructed otherwise.
> fastrope troops: the heli will fast rope troops at given position and fly back to base or go away and despawn (for helis that are spawned)
* Fixed: AI units should be properly left at the LZ if the land and drop troups approach is selected.
* Fixed: units controlled by zeus wille be able to properly use and command the helo defined for their side/ group its linked too.

-Full 9 liner MEDEVAC functionality
>The 9 liner medevac function is quite complex, its settings can be found in addons settings. The different lines of the calling interface change the waiting time. You can require an escort (two helis will come along and loiter around the LZ when medevac is in effect), you can set the number of patients (the mod will select bigger helis for larger numbers). Decide to include a surgeon ( an AI medic will disembark the heli, talking to them with ace interaction will heal players, they will reembark when the heli leaves. You can ask for the heli to bring supplies (if ace medical crate it will be in the ACE3 virtual cargo interface, if you request medical tents 2 will be placed in the heli's inventory).Or ask for the crew to wear NBC gear (from contact dlc, useful if you use a radiation script for example).
>Upon calling the MEDEVAC you will receive a LZ near the position you gave (within 250m). You must then reach the LZ and mark it with the selected method (smoke etc.)to launch the medevac sequence. (failing to do that the medevac will be cancelled after a while).
>You can put uncounscious or severely wounded AIs or players in the Heli and send it away. It will fly back a while later and drop the fully healed units/ players at the LZ.
>Medevac helis can still be destroyed! Only one per side can be in action at the same time, you can set cooloff delays in the options.

- Supports: Artillery /CAS/Supply drops
* Fixed CAS no longer working
* Improved coordinates function should now work on all maps. (And hopefully not break everytime arma is updated).
* Setting the available number to -1 will make each of the supports infinite.
* You can instead or also set a cool off time for each support.
* ACE self interaction>>Contact HQ>>check availability will show available supports or cool off times (including medevacs).

- Insertion handler:
*fixed gear should now be moved correctly to submarine cargo for submarine insertions.

- Core added several functions, added two free public domain fonts: Unifont and BethEllen2

- Functions added MRH_fnc_isDoctor
>[this] call MRH_fnc_isDoctor; will make a unit a doctor (talking to them with ace interaction heals player).

- Vehicle Spawner will now presort categories only on server should save loading time, haven't had time to test it properly and delve into it, expect patch/ full revamp soon.

Update: 24 Aug, 2019 @ 3:42pm

Changelog:
MRH Milsim Tools version : v.1.17.3

- Insertion handler revamped:
* added different insertion types: the default static line jump, the HALO jump and submarine S.D.V. insertion.
* fixed : AI units couldn't be transfered onboard. Unchanged: this works only for AIs that are in groups with players.
*tweaked : added animation when preparing cargo.

- Added several internal functions
- Added submarine map marker
- Fixed sitOnChair function in MP