Arma 3
AlphaGarg Variety Pack (Core)
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Update: 15 Jul, 2024 @ 8:52pm

Small hotfix for all the non-ACE users affected by the second-last one, sorry it took me so long. I've been real busy as of late and haven't even really been able to play Arma 3 much if at all (outside of working on scripts for a mission I plan to publish.. eventually).

Misc:
Removed funny mine to address PutMuzzle being broken - you might see errors about a missing PBO, and if you do, just edit your mission file to not require Garg_Misc. As in, literally Ctrl+F that term and delete every mention of it. Or merge your mission into an empty one if you're not tech-y enough to do the former. If you binarised your mission file, uhh.. sorry.

Update: 6 May, 2024 @ 8:44pm

Despite having added the correct property to the food items, they still show up in the ACE arsenal's weird bipod category. Nothing I can do about it until they fix it :(

Half-Life:
Added allowAgainstInfantry = 1 to Apache rockets to make doubly sure pilot can fire against infantry

Misc:
Added cows and wild boar from Arma 2
Added Coconuts (green & brown) and Sugar items
Fixed FN FAL still not using CBA magazineWells

Update: 2 May, 2024 @ 9:34pm

Half-Life:
Added several new parameters to Resonance Cascade module, as requested by user Boop in the comments. Sorry for being so late :P
Increased Apache's total number of rockets from 50 to 100
Increased Ichthyosaur swim speed twofold
Removed zombie AnimSpeedCoef changes from zombie AI script
Fixed Apache's rockets being guided missiles
Fixed Apache rockets being too high cost, causing AI to never use them against infantry

Misc:
Updated ALL weapons to use CBA magazine wells where applicable
Added scopeCurator = 2 to the furry factions' units, as they previously lacked that property altogether
Added a funny mine :)
Fixed Arma 3's land animals all moving in slow motion, tweaking each animal's animation speed values manually. May be moved to a separate mod at some point. Don't bug me about it grr >:(((
Fixed faction names inconsistently sometimes having the [AG] prefix, and sometimes not. They now all have the prefix
Fixed foods being in bipod category in ACE3 arsenal
Fixed Yogurt text saying you're eating it
Fixed Bagged Milk text saying you're eating it

And, most important of all:
Renamed white rooster animal from 'Cock' to 'Cock (White)', distinguishing it from the random skin rooster

Update: 14 Mar, 2024 @ 4:15pm

Fixed vehicle scope error and phantom seats issue affecting several classnames that inherit from Car_F, including vanilla stuff

Update: 19 Nov, 2023 @ 10:42am

Small hotfix for the Extras mod

Half-Life
Reduced volume of wind SFX from 1 to 0.25

Update: 17 Nov, 2023 @ 2:09pm

Update for compatibility with Extras mod

Half-Life:
Removed C4A1 (now in the Extras mod)

Misc:
Added pond objects (Eden-usable water squares, like Chernarus's lakes)
Added rallypoint objects
Added Eden-usable bridges from vanilla

Update: 9 Nov, 2023 @ 4:01pm

Little addition for the sake of an upcoming dynamic mission I'm working on

Misc:
Added several food items, meant to be used with ACE's Field Ration system

Update: 24 Aug, 2023 @ 11:33am

Some Quake script stuff, nothing too major... SYKE! Say hello to the Ranger uniform, armour, and helmet

Misc:
Added Ranger uniform, vest, and helmet. Happy Quaking!
Fixed Quake bhop script exponentially multiplying damage in its HandleDamage EH
Fixed Quake bhop script erroring out after team switch
Fixed Quake bhop script only working on units with impactDamageMultiplier set to 0 - now it has an handleDamage EH to stop fall damage, like Dynamic Bulwark's


If you want to give a player Quake movement, use the following script in their init:
[48, this] execVM 'alphagarg_variety_pack_quake\Scripts\bhop.sqf';

If you want to give them Half-Life movement, however, use the following:
[72, this] execVM 'alphagarg_variety_pack_quake\Scripts\bhop.sqf';

To stop them from Quaking, use the following:
this setVariable ["boomer", false, true];

Once again, if anyone has any idea why the strafe jumping is wrong, let me know!

Update: 21 Aug, 2023 @ 9:54am

More fixes. Yeesh. Things were more broken than I thought.

Half-Life:
Increased Resonance Cascade module's alien spawn radius
Decreased Resonance Cascade module's alien spawn rate
Fixed Resonance Cascade module's visual and audio effects not working in dedicated servers
Fixed all Xenian and Race X aliens being rather.. tanky, without ACE
Fixed Houndeye attack teleporting vehicles back in dedicated servers
Fixed Bradley engine noise being silent in dedicated servers
Fixed Osprey not having shadows

Update: 20 Aug, 2023 @ 12:58pm

Some fixes for stuff I noticed while testing a mission. Please do report any issues like these that you find.

Half-Life:
Fixed 5-ton trucks' headlight memory points being incorrect, leading to headlights coming out of the centre of the vehicles
Fixed Apache showing option to put gears up and down
Fixed Apache clipping into the ground when landed (wheels had no collision)
Fixed Houndeyes not behaving correctly in the presence of vehicles
Fixed Houndeyes launching vehicles way too far
Fixed Houndeyes not activating vehicle physics on sonic attack
Fixed Houndeyes not dealing damage to vehicles
Fixed Houndeyes resetting some units' damage values
Fixed Pit Drones not shooting their spikes
Fixed Pit Drones not having a melee animation
Fixed all scripted Xenians dealing damage to units with allowDamage set to false