Arma 3
[OUTDATED] 1st MEU Aux Mod
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Update: 6 Jul, 2022 @ 8:25pm

**Changelog for 7/6/2022**

- __General__
- Added some missing scopes n shit, plox do tell if any other scopes/muzzle devices, and pointer stuff is missin. I am part of M7 gang so o7
- Actually fixed c7 throwable lmao. I hope.
- LR heavy is actually LR again, woopsie
- __Cent Related__
- :pepesad:
- __Prae Related__
- LMAO recession
- In matching praes budget cuts, the prae uniform has been slimmed down by around 33%
- __Vulc Related__
- The merkava is still an IFV
- __Equited Related__
- Aye yo wat the dog doing
- __Peggie Related__
- Weebs

Update: 29 Jun, 2022 @ 2:12am

small bug fixes #1
Oryx changes
Mag changes
Scope changes
Cent and Equite backpacks are now all the same

Update: 29 Jun, 2022 @ 12:17am

**Changelog for 6/28/2022**

- __General__
- Koso AA guys have m41 AA missiles, have fun
- Renamed Koso enviroment types to be less memey but still memey.
- Added various Under Water Useable Munitions to almost all the guns. For various reasons I also created 1st MEU version of all these guns. They are the exact sameish of what we use, just different classname so we can change stuff easier later in the future. Take your time to edit your kits to use those guns. Like vests/helmets theres only 6 arsenal items for each type of weapon (Rifle, BR, AR, Long Gun, SMG, and Shotgun) with options.
- Each class of weapon has a different type of under water mag, dont want to give a SRS a 15 round underwater mag lol.
- Rifle has 15
- AR and SMG has 30
- Shotgun has 6
- Marksmen has 4
- Added the new stun mags to SRS, all shotguns and the 2 1st MEU pistols. Will do the other pistols a bit later.
- Added ability to turn on lowlight without needing HUD, cause lol I personally would like to keep my frames
- Go peep the controls under 1st MEU
- @greenback
- Also added ability to change lowlight "brightness" I guess. Its really the aperture.
- Go peep the controls under 1st MEU
- If u use same keybind as OPTRE, ur gonna have to unbind it.
- Icons go brrr :)
- @greenback
- Fixed spelling mistake on one of the sprayable posters @baseplate
- __Cent Related__
- :)
- __Prae Related__
- HEV can rotate, keybinds are Q and E, can be changed under 1st MEU section of keybinds
- by default rotates 45 degrees over 1 second.
- Angle and time to rotate can be changed via CBA addon options.
- Added radio to drop pod
- __Vulc Related__
- Merkava is a IFV
- Added [TEST OG + AA] Oryx and [TEST AA] Oryx that has extra weapons for AA testing @kantus
- __Equited Related__
- Added more colors for backpack
- __Peggie Related__
- 2rnd and 6rnd C2G missiles back. Create a problem and offer a solution to be praised by the plebs :D
- Jackknives back for hornet, falcon, and peggie
- Added laser to single seater



TLDR for u lazy folk

- Made 1st MEU versions of all guns, switch at ur lesuire
- New more reliable stun for shotguns, SRS, and pistols(only 1st meu ones) (idk what else has narqs, maybe I missed something)
- Lowlight changes

Update: 14 Jun, 2022 @ 9:20pm

**Changelog for 6/14/2022**

- Pegasus Related
- Fixed single seater versions main gun bullet spawning above the pelican, lol.
- Fixed script so only pilot can release maglock
- Added single seater of unarmed and unarmed MG
- Gear Related
- You can switch between visual polarize/depolar, and vaccum seal instantly. @Greeback
- Same for uniform rolling
- Added icon of polarize
- Fixed instant promotion to praetorian company when using the default praetorian helmet lol. @venom
- Vulcan Related
- Merkava has 2 more seats. Just like pelican since these seats are not modeled in your head is ahhh well in the gun, o7.
- https://i.gyazo.com/thumb/1200/a3a2491e01369cf816aa2754e544080e-png.jpg
- AR Related
- added 400rnd to M250, was only available to vics before
- Reduced mag size of m75,m247x and m250 mags by around 20%
- General Changes
- Throwable c7 has its old throw velocity back, my bad
- Fixed flash bangs to not double flash lol. plz try gl falsh :}
- Weapon Changes
- Added stun mag to m45xt. This stun mag is a big different because it is based of ACE pain. It causes no bleeding and only pain, thus relying on the target being pain knocked to be stunned.


**-------- BIG NOTE FOR ALL U SMOOTH BRAINS --------**
**-------- BIG NOTE FOR ALL U SMOOTH BRAINS --------**
**-------- BIG NOTE FOR ALL U SMOOTH BRAINS --------**
- Added Test M250 for Starbucks testing, plox no abuse, ty. o7
- four mags, 100/400 round HEDP, and 100/400 round APFSDS. Legit same as SRS ammo.
- lowered recoil, lowered rate of fire, improved accuracy
- suppressor

Update: 13 Jun, 2022 @ 7:15pm

accidental push to steam

Update: 13 Jun, 2022 @ 5:44pm

https://gitlab.com/first-meu-mod-team/firstmeuaux

Update: 6 Jun, 2022 @ 6:28am

Small update for spelling mistake.

Update: 5 Jun, 2022 @ 10:25pm

# Changelogz for 6/5/2022
## Gear Related
* ACE Arsenal expansion mod added, because im using it duh. Look at arsenal and u will seeeeeee.
* U can self interact under gear to remove polarization (without effecting the hud showing or not) and vacc seal.
* Parachute LR doesnt bait you and is a parachute LR after deploying chute and when landing on ground (gives you the anc 515 or whatever). Since parachutes are vics when u deploy the LR channel values will change so dont forgor about that.
* Added LR version of heavy rucksack: CE, Marine and Snow colors. Under Centurion Packs section.
* Koso AA guys should have titan now instead of spanker.

## Weapon Related
* ma39s returns. Has semi and 2 round burst. x2 and x4 scopes (m7 ofc).
* Impact nade created
* plasma and 319 impact nades. Goes boom on hit. Basically a GL round thats thrown.
* 9 bang GL.
* 1rnd and 3rnd mags
* all MAxxx variants (only 1rnd),
* individual launchers both primary and secondary.
* Made so that anything can now be a flashbang in the future (flashbang bombs @pegedsus?, flashbang elastic bandages????).
* Sticky nade created
* New Plasma, 3 second fuse
* Did edit the optre one too.
* 319 version, 2 second fuse
* c7, 7 second fuse
* c12, 12 second fuse
* sticky bomb, 6 seconds, basically Arma m112
* Each has different settings like explosion, how long till they blow up after sticking and sticky effect.
* Throwing with ace probably works fine, idk I couldnt find it failing sooooooo hopefully u dont become instant_grunt_4head.exe.
* Working on adding a sound effect to play while stuckied, but thats later.
* Inspiration from https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1528499292
* Airburst rounds
* Experimental, no where near balanced, the special gun that uses it is for test of concept/trying it out.
* Ace self interaction, tho for somereason sometimes it doesnt spawn it, so I guess use the keybind (soon tm)
* Must have the airburst gun and its under the equipment section in self interact
* AI can airburst too, tho not change the distance (maybe in future soon tm?)
* Press T (peep custom bindings under 1st meu) to auto set range at crosshair point
* Different parameters like min/max distance to explode and a random +/- to the selected distance for variance.
* Made a test oryx for vulcan't, <3
* Added to GL for MAxxx series, the rounds are just copy of normal GL HE rounds so you can play with that if allowed by the nerds.
* Basically uses the ACE airburst stuff thats on AA turret with some extra things to make work for arma man.

## Balancing
* For reference:
* Cent Basic Pack = 100
* Cent Heavy = 250
* Cent Medic = 300
* ODST Heavy = 350
* c12 placeable and throwable are now 100 (buff), c12 sticky is 10 (hella big nerf). Before placeable was 110, and throwable was 12
* c12 throwable is now same as placeable (before it was way weaker)
* m168 is now 250, so u can actually take it and not need the fucking medical backpack lol. Radius is now 15 (before 10) meters. Remember arma explosive damage goes out to x4 of radius, 15x4 = u guessed it 60 meters. Updated the effect to look like the cruise missile one lol.
* c7 throwable is now 16, sticky is 20 and placeable is 16 (didnt change). Before throwable was 8 and placeable was 7.

## Medical
* Recent ace update did some medical changes, as a result broke plasma weapons which do 0 damage
* I think I restored plasma back to how to was before, but im an AFK nerd so idk.

## Other Shit
* Began classname rework to not override optre/zulu stuff
* First up is peggie with the pelican, everything is same except for the addition of single seater pelican so that pilot can tab lock
* IE no copilot seat, in arma if a heli has no copilot seat then the pilot can tab lock. If it has copilot then go fuck ur self I guess????
* So theres two version of pelicans now, old classname stuff is where they where, and new classname stuff. New classname stuff starts with `[test]`. So just keep using what u normally do, while also seeing if the `[test]` stuff works as they should.
* Added MEU sabre, vtol and heli version. I am noble 6 now >:)
* Started to try and reduce our mods dependencies on other stuff.

## Bugz that are hopefully fixed now
* Fixed issue with 1st MEU changes to spartan shields, for a recap of what MEU changes are:
* Added support for Elites, and future vests/armor/suits
* Mission settings to customize the various elites shield modifiers
* Mission settings support to add certain vests as shielded + their shield modifiers
* Follows pattern of `["vest classname",number for shield multiplier]`. One big array.
* Example `["ur_cool_vest",1.54,"ur_cool_vest2",2.0]`
* Will give the first vest with 154 shield health (1.54x100)
* Second is 200.
* There is one bug, I dont think these play the lightning effect on hit. Will look into later, I wanna touch grass first.
* Extra energy loss due to velocity of bullet
* if typical speed is 900 to 1199 does x2 more
* if typical sped is > or = to 1200 does x4 more
* can do more different multipliers based of other stuff in future if need be
* Added effect to play when shields are zero, same as hit but bigger. More Lightning go brrrrr.
* Added mission file settings via CBA that allow you to change the shield modifier for each of the Sangheili vests we have. Under the 1st MEU section in game options. (Screenshot below)

Update: 5 May, 2022 @ 3:34pm

https://gitlab.com/first-meu-mod-team/firstmeuaux

Update: 2 May, 2022 @ 7:23pm

https://gitlab.com/first-meu-mod-team/firstmeuaux