Arma 3
MRHMilSimTools
102 Comments
Asmo 5 Feb @ 10:56am 
(isFormationLeader test) && ([test, 'TFAR_rt1523g_big'] call acre_api_fnc_hasKindOfRadio)
How can I modify this so that only a specific player can use it?
Freelancer19 10 Dec, 2024 @ 3:31pm 
so this might be something that isnt possible to fix but I just came across this mod and I really like the hacking and some other parts of it for my group. Problem is that it takes a really long time to be able to load into the role selection screen both in singleplayer and on our server. Is there any way to cut down on that load in time or it just something that can't be fixed
DragonBlade94 30 Aug, 2024 @ 9:30am 
Can we get a fix for the medevac? It flies off, an error pops, and it comes back, with the troops inside still injured.
Shadow 7 Jun, 2024 @ 1:54pm 
does anyone else have the issue when starting a file where it says all players are dead and wont let you continue to spawn in?
Quentin7398 4 Jun, 2023 @ 6:56am 
salut mhr j'ai un probleme avec le mods il fait crash le jeux est ce que tu sais avec quel mods ton mods ne fonctionne pas
Cpt N.Angevin 3 May, 2023 @ 10:29am 
Salut MRH, est-ce que tu pourrais m'aider car je n'arrive pas à voir les images dans le PDA alors que je suis tes instructions.
Los_Gratis 22 Jan, 2023 @ 6:50pm 
Hey MRH, Was wondering how do we make the biometric scanner work? I saw your reply about the code but it doesn't seem to work, I'm trying to give access to specific UID's.
Which codes to put where?
Codes to use when main touchscreen is used
Codes to use when the hand scanner is used
Codes to use when the Eye scanner is used
Condition to open the locked door

Which codes to put where? Thanks a bunch!
3BEIN 18 Jan, 2023 @ 11:18am 
Any chance you could make standalone for some of the futures? Like the Cypress and HALO mask <3
Thomas - ASOT 23 Nov, 2022 @ 8:47pm 
Just to confirm, does the SATCOM boost your TFAR/ACRE radio signal as well or does it only boost your PDA transfer range?

Would be good to have it boost radio range as well. :D
TWright0621 1 Oct, 2022 @ 9:03am 
i am still very confused on how to get this PDA working. i love the concept and love everything else about this mod but even following your wiki, i am very lost.
[NZF]JD Wang 9 Jan, 2022 @ 4:00am 
Just struck another issue on our training server. If you're the admin and hit respawn your admin menu comes up and if you close that, you can't respawn, the whole respawn selection screen is gone and you have to basically quit the mission.

Sorry to keep bring up bugs like this but we really like the mod
Mr H.  [author] 31 Dec, 2021 @ 12:51pm 
Let's say you have a button, put this in it's attributes objetcInit field : [this,destinationObject] call MRH_fnc_Elevator; where destinationObject is the variable name of the object where the player will be teleported to after the sequence.

For exemple you can have two buttons variable names button1 and button2

[this,button2] call MRH_fnc_Elevator; //in button1 attributes object init field
[this,button1] call MRH_fnc_Elevator; //in button2 attributes object init field

Travel to and fro between these two buttons!
Pants 30 Dec, 2021 @ 8:43am 
If you open the test mission in editor it shows you there. It is pretty easy :-)
Ancient of Dayz 29 Dec, 2021 @ 6:01pm 
Not sure if you still check this, but would it be possible to get a tutorial on the Elevator function? I saw the example code on the github but I am not sure how to implement it myself and need a clear answer on what to do. I am not a smart man lol.
[NZF]JD Wang 17 Oct, 2021 @ 1:55am 
Sorry to bug you I really must be doing something wrong. If I enter G_AirPurifyingRespirator_01_F into the HALO protective gear then it works fine, if I add MRH_HaloMask, G_AirPurifyingRespirator_01_F then the HALO mask works, but not the gas mask.
It only sees to accept the first classname I enter
Mr H.  [author] 12 Sep, 2021 @ 1:28pm 
No, that's something I never implemented, however you can set the deploy time to be much longer and so very punishing for your medics.
[NZF]JD Wang 12 Sep, 2021 @ 2:52am 
Oh wow thank you I should have read the CBA description better, sorry about that.
One other question, I don't suppose there's a way to empty the medical tent? I've had to stop using it because my medics just use it to resupply all their medical gear :(
Again thanks very much for the great mod
Mr H.  [author] 11 Sep, 2021 @ 12:58am 
@Wang in the mission option you can set vehicles classnames of planes to be "protective gear" it will make them pressurized and pilots will not need a mask if I remember correctly.
[NZF]JD Wang 9 Sep, 2021 @ 11:39pm 
Thanks for the mod, we use it just about every mission.
One issue we found though is the HALO part of things seems to affect pilots (ie they suffer hypoxia) and if I add the pilots helmet to the HALO masks then they have to suffer the breathing sounds the whole time.
Is there any way to exclude pilots?
Boonji 16 Apr, 2021 @ 8:13am 
How do I set up the keycard features?
luckyloup 29 Mar, 2021 @ 12:05pm 
Salut Mr H, malgré ton wiki très bien fait et les template dans les fichiers de ton mod je ne parviens pas a créer des donnés piratable. J'ai créé mon cfg que j'ai mis dans le fichier de ma mission et quand je vais dans les attributs de mon objet a pirater (un ordi) je coche l'option piratable mais quand je télécharge les donnés je n'ai rien, aurais-tu une solution s'il te plait ?
Preacher 27 Mar, 2021 @ 2:56pm 
@Mr H, my unit has just found this mod and we love it, however we come off a static object that we spawn in at roughly 10k in Altitude, we have disabled Hypoxia in the addon options of the server and set it to overwrite the client file and we are still getting the effects of Hypoxia, we are wondering if this is due to the new arma version or if we did something incorrect any help you can offer would be appreciated
J.Mouse 7 Feb, 2021 @ 4:03pm 
Hey, when I deploy the 117 comms station with the sat ant, it will not repack? is this a known bug?
Alceste_Durden 5 Feb, 2021 @ 1:53pm 
Hello, I have a mistake for the halo jump in zeus, when i create a halo jump, i choice my players but it write me " Error : player not selected" what could be the problem ? thx
fabio5551 30 Nov, 2020 @ 3:19pm 
how can I disable permanently the team roster?
UH-60 (Scientist) 11 Nov, 2020 @ 2:52pm 
Pouvez vous fix le mod avec ace car le système de l'evacuation sanitaire marche mais ne nous soigne pas
Sublitiones 15 Aug, 2020 @ 10:29pm 
thanks
Mr H.  [author] 14 Aug, 2020 @ 5:31am 
BB code doesn't seem to work in the comments so of course remove the [code] [/code] tags.
Mr H.  [author] 14 Aug, 2020 @ 5:28am 
You can put this in the conditions to open field in the scanner attributes in the editor but DO REMOVE the comments (what's preceded by // if you do so or it won't work).
Better practice IMO is to declare this in a function and simply call the function from the field.


[code]
//This will let only the logged in admin open the door
if (serverCommandAvailable "#kick") exitWith {true};
false

[/code]

The second method requires that you know the players steam UID

[code]
if (getPlayerUID player in ["01234","12547"]) exitWith {true}; //<---list the uids of the players allowed to open the door between the brackets, in double quotes "" separated by comas
false
[/code]
Sublitiones 13 Aug, 2020 @ 4:54pm 
Would you happen to have that code on hand?
Mr H.  [author] 12 Aug, 2020 @ 2:30am 
@Papa Stalin yes it's absolutely possible, but it requires a bit of coding.
Sublitiones 11 Aug, 2020 @ 9:05pm 
I was wondering if there was a way to make it so that only certain players can use the biometric scanner.
Mr H.  [author] 17 Jun, 2020 @ 5:03pm 
@Lobo, did you mean the map object texture? It can be done but it requires an addon that you make.
Vianna 17 Jun, 2020 @ 3:52pm 
Hello there Mr H, excellent job on doing that mod.

I really want to ask you, is there any way to actually change the foldable map picture into custom pictures? I was working on a mission and wanted to display a custom map (Chernobyl) not included in the folders from the mod. Any idea on how to do that?
ArganinyCZSK 3 Jun, 2020 @ 2:19am 
@Mr H.
I asked you about the license in the discussion section. Could you answer me, here is the link:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1196049538/2288338831428061416/
Mr H.  [author] 31 Oct, 2019 @ 1:20am 
Hey thanks for your input! For the record I'd rather have suggestions on the github issue report it allows me to organize my stuff. As per your requests:
- And the initiation point for the static line jumps to pick the direction the jump comes from
Yeah It's been asked a lot, I will get to it eventually. For the moment the origin point is always above the insertion handler.

- maybe the same experience with halo as the static line
I'm not sure I quite understand this one ? Do you mean putting players in the plane and all?

- and a blu4 tracker in the PDA
That one was alreadsy planned, but it will be something simple, don't expect something as elaborate as CTAB (well you never know...)
SSG C. YonV [183] 30 Oct, 2019 @ 6:58pm 
Just in case you're not busy, a few feature requests.

- And the initiation point for the static line jumps to pick the direction the jump comes from 
- maybe the same experience with halo as the static line
- and a blu4 tracker in the PDA,

thank you for every thing the mod currently does
Mr H.  [author] 3 Oct, 2019 @ 1:02pm 
though I do not provide help to people doing such things, the mod is completely open source, you are free to reuse parts of it or it's entirety, modify and redistribute it. You don't need my explicit consent to do so. The only conditions are that you give proper credit and provide your own support for modified version. Your work will also have to be distributed under the same licence and conditions: ADPL-SA.
That includes p3d file for which I can happily provide the original blender files.
I'm not much of a modeler so if you come up with better models consider donating
XerXesCZ 3 Oct, 2019 @ 12:44pm 
Hey, @Mr H.! Excellent work with this awesome mod! One question though; would you mind if I adapt some of your work to use in my SP campaign framework (to use in my SP campaign without ACE). I would of course credit you and your work in the credits, as I do always with any stuff I use with permission. Thanks in advance!
SSG C. YonV [183] 18 Sep, 2019 @ 9:10am 
A notification, yes, all for that, just not in the middle of the screen, and without an ok button. Thank you for responding
Mr H.  [author] 18 Sep, 2019 @ 3:34am 
Thanks YonV it's always nice to have feedback from the community. As per your ideas: I could remove the popups, I'm all for the less intrusive visual hints as possible but in both cases I think they are useful. As for grid cooridnates for the heli taxi, it completely feasable but it might be a bit tedious, I may add it but as an option deactivated by default.
SSG C. YonV [183] 17 Sep, 2019 @ 3:14pm 
Nice update, but a few idea's if you have time, there is a pop up after the Dr heals, and I believe after you set the destination for the whole taxi, is there a way to stop them, and having to enter grids for the taxi would be awesome,.,, thanks again for the great mod
Pants 28 Jul, 2019 @ 4:32pm 
Thanks Mr H you are super responsive and that is a great credit to you! Yeah its the scripting knowledge here that i am lacking. Thanks for the tip, if you can point me where to look i am happy to self teach and do some trail and error.
Mr H.  [author] 28 Jul, 2019 @ 5:38am 
Hi Pants! Again sorry I'm way behind on the documentation. A scanner put next to a door will control that door (works on all vanilla buildings and if memory serves I also did it for cup buildings) you can also alternatively provide a building variable name and door number. A lot of options are available from the scanner's attributes. It does require some scripting knowledge to set conditions and codes in the attributes
Pants 28 Jul, 2019 @ 5:00am 
Hi Mr H love the mod. Having trouble working out how to use the biometric scanners. I went to the wiki and nothing is detailed there. Can you share how they work? Many thanks
Mr H.  [author] 28 Jul, 2019 @ 2:45am 
Hi @JD WANG the simplest way is to use the zeus module. It is my intent to also add it to the insertion handler very soon.
[NZF]JD Wang 27 Jul, 2019 @ 8:56pm 
How does the HALO system work? There's nothing on the wiki
Michael Main 12 Jul, 2019 @ 5:09am 
Submitted on Github
Mr H.  [author] 11 Jul, 2019 @ 7:37pm 
I'm sorry but I need more information to be able to help you. Please go to the github issue tracker and fill the issue report including your rpt file.