Arma 3
HelpMe Mod
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Update: 8 Oct, 2021 @ 2:16pm

What a dingle head I am! Deleted 'A' when I should have deleted 'B'! Duh!

It only affected the 'VAM - Vehicle Appearance Menu' part of the mod.

Corrected and sorry about that!

:)

Update: 8 Oct, 2021 @ 12:39pm

v31.98 -

Major Updates:


#1 - You can now call in 'Helicopter Troop Reinforcements' for the BLUFOR,CSAT, INDFOR sides. These units are NOT added to the 'Spawn Manager'. Just pick a starting location, a landing/disembarkation location, and an attack location. They SHOULD move from the landing location to the attack location, perform a 'Search And Destroy' for 3 minutes (or until all the enemy are gone), then return to the starting location. The helicopter will despawn on its own. This option is in the 'Support Menu' under each side.


#2 - You can now access the current change logs (and other items) for the 'HelpMe Mod' from your map. These links will open up that webpage in your default browser.


#3 - You can now 'turn off/turn on' lights within a range or the whole map. If you select a range, it will 'remember' that range and location selected. Do note, the larger the area, the more lag ARMA will create! This feature is in the new menu labeled 'World Menu'. The 'remember range/location' ONLY shows up AFTER you have used this feature at least once.


#4 - You can now 'damage/restore' areas within a range or the whole map. If you select a range, it will 'remember' that range and location selected. Do note, the larger the area, the more lag ARMA will create! Also, ANYTHING ALIVE OR ANY VEHICLE in the selected areas will die/explode! This WILL include YOU unless you have 'god mode' enabled! This feature is in the new menu labeled 'World Menu'. The 'remember range/location' ONLY shows up AFTER you have used this feature at least once.


#5 - Added an 'Armored Mohawk' from RHS and a German 'painted' Fennek from Project BLUFOR. Both can be found under the 'Spawn Menu'; Air and Land menus.


#6 - Included in the mod folder are 3 text files; 'Included Mods', 'KeyCodes', and 'Optional Mods List'. These are not required reading, but if you're curious about the 'M##' after some vehicle listings, this will show you what optional mods are required to use those vehicles. Links for these optional mods are also included in this list. These were formally in the PBO itself.

Update: 3 Oct, 2021 @ 1:14pm

v31.56 -

Minor Update:


#1 - I am surprised no one has reported this. I noticed it a time or two and ignored it over the past two years. If you used the 'Air/Ground Support Menu' and called in support aircraft or any platoon/half-platoon armored vehicles, the aircraft would spawn and fly to the bottom left hand corner (0,0), and the armored vehicles would never spawn.

This only affected the CSAT and Independent sides only. As these scripts were a 'copy and paste' from the BLUFOR scripts, I 'overlooked' a few lines in the CSAT/IND scripts that referenced BLUFOR in those scripts and did not replace them with either CSAT or Independent code. So, they would never work.

I have no idea how I was able to test or do a proper quality control like this. :(

Regardless, it is now fixed!


Update: 3 Oct, 2021 @ 11:34am

v31.51 -

Minor Updates:


#1 - Re-ordered the 'Players Menu' - cosmetic only


#2 - Second stage to having and using 'Custom Config Files' has been completed. The goal of these files will permit you to create your own loadouts, spawns, and other things easily and the ability to use them. This will expand 'HelpMe Mod' beyond what is hard-coded into the mod now.

The creation of these files will be simple as well as a template provided once completed.

In the '2nd Statge', 'HelpMe Mod' 'sees' these custom config files. Next stage will be the format of these files as well as actually executing them.


Note: Sadly, due to ARMA's security methods put in place a while back (Arma 3 v1.49), these custom config files can ONLY be located in the 'UserConfig' folder with file patching turned on, in the mission folder itself, or both.

Update: 2 Oct, 2021 @ 10:09am

v31.42 -

Minor Updates:


#1 - The was a 'conflict' that has existed for 10+ years with god mode for your team mates and vehicle god mode, which would turn off your team's god mode. This has been fixed.


#2 - There is now and option for 'Team HALO Jump' in the 'Teleport Menu' located right below the option 'HALO Jump'. If you use this feature and any of your team are in vehicles, they will be removed from that vehicle during the HALO jump. All of your unit's gear, including your own gear, will be preserved and restored upon hitting the ground. The parachute will automatically deploy at 150m.


#3 - On some occasions, the 'Auto Fire' feature would not switch to auto when it should. This should be addressed at this time. This was a timing issue it appears (the script was running faster than ARMA was).


#4 - While it is not an bug or issue, some people would activate the 3rd party script 'Join Team Menu' from the 'Teams Menu'. The author of this script did not put in any 'error checking' in it to see if it had already been launched. Thus, you could have multiple menus runnning at one time and no way to exit out of any of them. Now, 'HelpMe Mod' checks to see if you have already started this script. If you have not, it will run. If you have already started the script, then you will get a message about such and it will abort out.




Notes:

For the following hotkeys which are in ACE3 and the 'HelpMe Mod', it is NOT recommended that the use the SAME KEY! Both CAN be active, just use different keys for each.


For example:

RIGHT: 'D' = ACE3 Holster, 'H' = 'HelpMe Mod' Holster

WRONG: 'H' = ACE3 Holster, 'H' = 'HelpMe Mod' Holster



The keys you need to look far are:

Hotkey to turn on your vehicle engine.

Hotkey to turn off your vehicle engine.

Hotkey to select your personal weapon such as your pistol.

Hotkey to select your primary weapon such as your rifle.

Hotkey to select your secondary weapon such as your rocket launcher.

Hotkey to holster current/active weapon.


This is ONLY to help prevent possible issues with these two mods. For me personally, I removed the above hotkeys from ACE3 as I can not always load ACE3 due to mission/campaign 'conflicts'. 'HelpMe Mod' does not have such conflicts, thus I can use those keys at all times with no issues.

NOT changing these keys should NOT cause issues, it MIGHT though! But it WILL 'slow things down' a bit as ARMA now has to run 2 scripts to holster as an example, instead of just one.


* The above notes ONLY applies if you use these hotkeys in ACE3 and/or 'HelpMe Mod'. Do not use them? Do not worry! *


Update: 30 Sep, 2021 @ 5:32pm

v31.33 -

Very Small Update:

#1 - Small typo. Instead of 'Engine Off' and 'Engine On', it was 'Engine On' and 'Engine On'. Typo corrected.

Update: 30 Sep, 2021 @ 2:52pm

v31.31 -

'Fix My Stupidity' Update:

#1 - I have NO idea how it happened! All the code was there AND tested, yet somehow, somewhere, the means to holster your weapon via the hotkey was gone. The hotkey setting itself in ARMA was not even there!

Duh! I do not have a clue how this could have happened!

Well, it is fixed and tested now. As a 'good thing', when you un-holster your weapon and you had 'Full Auto' feature enabled, your weapon will now automatically switch to the automatic firing mode.

Sorry for my dumb mistake!


:)

Update: 30 Sep, 2021 @ 12:30pm

v31.24 -

Minor Updates:

#1 - The usage of Zeus has been added. The need for modules being placed prior (map edits/saves) to use, are NOT required. Just 'use and go'! Once enabled, use your normal Zeus keys to move, open, close, and any other functions as normal. These controls can be found in 'Game Controls', 'Zeus' section in the ESC menu.

Also, once 'enabled', you do not need to 'enable' it each time you wish to use Zeus. Just 'enable' Zeus, then use your normal Zeus 'Open' key from there on out.

When selecting 'Deactivate/Close Zeus' from the 'Players Menu', this will 'turn off' Zeus. You will not be able to open Zeus until you 'turn it back on' via 'Activate/Open Zeus' in the 'Players Menu' again. If you set the hotkey for 'Deactivate/Close Zeus' and you have Zeus open when selecting that hotkey, Zeus will close automatically for you.

Turning Zeus 'off and on', can be found under the 'Players Menu' and both have hotkeys setup for your use and ease.




#2 - A 'copy' of:

"ARMA's Perspective Camera"

"ARMA's Arsenal"

"ARMA's Virtual Garage"


Are now located in the 'Players Menu' in the same section where the 'Zeus' feature (mentioned above in #1) is located.

These features are still in their original location as well. They are grouped in the 'Players Menu' to aid in their simplicity of usage for the user.




#3 - Due to the many menus, at times, spacing was set to 'one space' and at other times, it was set to 'two spaces'. This has been corrected and is now the spacing consistent throughout the 'HelpMe Mod' menus. This was a purely a cosmetic fix, thus the big jump in version numbers.

Update: 29 Sep, 2021 @ 4:27pm

v29.73 -

Small Major Updates:

9 new hotkeys added (total of 66 hotkeys now)! Woo hoo! Other small changes noted below the hotkeys info.


How can I set and/or see my HelpMe Mod hotkeys?

Hit ESC -> Options -> Controllers -> Configure Addons -> HelpMe Mod


Note: The hotkeys for the 'engine' and 'weapons' can also be found in ACE3 as well. Ensure you're do not have both set. Nothing bad will happen, if you do, however, you and/or ARMA might get 'confused'. I put these in as there are some missions/campaigns that do not like ACE3 being loaded. This brings those features from ACE3 to the 'HelpMe Mod' while allowing you to use these features without some mission/campaign 'sqawking', 'not working', etc., about you having ACE3 loaded.


Note: All hotkeys below can be activated via the normal ARMA 'Action Menu'. The only one that can not be activated at first from the normal ARMA 'Action Menu', is the 'Holster Menu' option which is found in the 'Added Mods Menu'. Once you activated it from the 'Added Mods Menu', it will be shown in the normal ARMA 'Action Menu'. You can use the holster option WITHOUT selecting it from the 'Added Mods Menu', the only difference is that without selecting the menu option, you will not see it in the 'Action Menu', but it will still work. These hotkeys are OPTIONAL to make things a lot easier for ya!



**********

Hotkey to turn on your vehicle engine.

Hotkey to turn off your vehicle engine.

-----

Hotkey to select your personal weapon such as your pistol.

Hotkey to select your primary weapon such as your rifle.

Hotkey to select your secondary weapon such as your rocket launcher.

-----

Hotkey to holster current/active weapon.

-----

Hotkey to select your UAV terminal. You MUST have one in your inventory. If you do not, nothing 'bad' will happen.

Hotkey to select your UAV driver's position. You MUST have an active UAV 'selected'. If you do not, nothing 'bad' will happen.

Hotkey to select your UAV gunner's position. You MUST have an active UAV 'selected'. If you do not, nothing 'bad' will happen.


**********


If you select the 'Auto Fire On Dismount' feature from the 'Players Menu', it will set your primary weapon to 'full automatic' at that time without you having to set the rate of fire to 'full automatic'.

If you have activated the 'Auto Fire On Dismount' feature from the 'Players Menu' and place your weapon on your back (holster), when you 'unholster' your weapon, 'HelpMe Mod' will put/ensure the weapon is in the 'full automatic' rate of fire with no intervention from you. Anytime you have activated the 'Auto Fire On Dismount' feature from the 'Players Menu', 'HelpMe Mod' will always check your weapon to ensure the firing mode is correct.

Do note: If the 'Auto Fire On Dismount' is activated and you pick up a weapon from anywhere other than the primary weapon you already have, it will NOT set/change the 'rate of fire' automatically. For example; you have an AK47 and you activate the 'full auto' mode and then you drop your AK47. Then you pick up a M16. The M16 will NOT reflect that you have the 'full auto' mode. All you have to do is to change to some other weapon such as your pistol, then back to your primary weapon and it will be 'activated'. I am looking into how to 'fix this' so you do not have to do 'tricks' to get around this.



Update: 29 Sep, 2021 @ 6:58am

N/A - Ignore, can not delete.