Arma 3
Macaco's Mod
51 Comments
minhduc-dev 4 Jan, 2022 @ 1:36pm 
oh I just found out, thanks
Lux  [author] 24 Nov, 2021 @ 3:14pm 
Grazie per il feedback! Tutti spunti per il futuro...
RedCrow 24 Nov, 2021 @ 10:10am 
Ciao Lux
Ti devo ringraziare io per il tempo dedicato a crearla la mod , e per il tempo che mi fai risparmiare grazie ai tuoi moduli !!
ottimo per le classi in mappa, ora ho un idea piu chiara ed in caso so come ovviare al problema.
Per quanto riguarda le casse rifornimento lo propongo come upgrade per un futuro update, se ne avrai voglia, magari con la possibilita' di inserire anche veicoli come airdrop e non solo casse!
Per il momento ho ovviato con uno script :P
Lux  [author] 23 Nov, 2021 @ 11:48pm 
Ciao, prima di tutto come al solito ci tengo a ringraziarti per aver scaricato la mod!!!!
Ora cercherò di rispondere alle tue domande;

Putroppo al momento non è possibile avere più di un modulo...

Ripeto per comodità la procedura per il tablet:
Il Tablet utilizza un massimo di due casse ben distinte che dovranno "chiamarsi" (variabile):
- tablet_cassamedica (per la cassa....medica)
- tablet_cassarifo (per la cassa di rifornimenti generici...ovvero tutto il resto)
Al momento non sono previste altre casse...
Lux  [author] 23 Nov, 2021 @ 11:45pm 
Per quanto riguarda le fonti di acqua, il modulo "vede" gli oggetti in mappa (già presenti, no n quelli messi da editor)...Le classi "riconosciute" sono:
"pumpa","water_source_f","waterbarrel_f","watertank_03_f","watertank_f","watertank_01_f","watertank_04_f","watertank_02_f",""waterbottle_01_stack_f","waterbottle_01_full_f","waterbottle_01_pack_f","barrelwater_f","stallwater_f","barrelwater_grey_f","stand_water_ep1","barrel_water","tank_rust_f". Attenzione però, a seconda del tipo...il grado di "non-potabilità" aumenta... esempio... una fontata è più sicura di un bidone.
Per gli oggetti da mappa, potresti, ma non ho verificato se funziona, provare a mettere la classe nella sezione del modulo ove identifichi i veicoli...
Comunque, per una prossima release ne terrò conto! Grazie!
Spero di esserti stato d'aiuto!
RedCrow 22 Nov, 2021 @ 6:30pm 
Ciao Lux
E' possibile avere in qualche modo 2 o piu' moduli rifornimento assegnati ? se per esempio come per il tablet volessi una cassa medica ed una munizioni da poter scegliere ?
Un altra cosa, nel modulo stamina avanzata, per riempire la borraccia dalle zone ambientali, noto che si riempie nelle mappe vanilla, ma non per esempio dagli oggetti posizionati in editor, mi potresti dire meglio come il modulo identifica le fonti d'acqua per il riempimento in mappa? (non quelle da veicolo che si aggiungono nel modulo)
Lux  [author] 15 Nov, 2021 @ 11:53am 
Hi, the module is designed for use in MP with a player ... In order to carry out the procedure, the driver / driver player must make the request with ACE interaction and then submit following the instructions.
Thanks for the question, I hope I was helpful.
Vsauce ™ 14 Nov, 2021 @ 6:12pm 
Hi, I wanted to know if the Medevac module could be used all automatically (i.e. an AI comes to pick up the players and takes them to the medical area) or if a player has to bring the wounded soldiers every time to the base
tommi.1978 15 Jul, 2021 @ 2:20am 
Thank you for the advice. Everything works perfectly now. It seems i was not paying enough attention when watching the tutorials. Thank you once more!
Lux  [author] 14 Jul, 2021 @ 2:41pm 
Hello!
First of all thank you for downloading the mod ...
I'm checking what you wrote to me and I'll try to give you a solution, waiting for me to make an updated video on the tutorial ....
Supplies module: If you don't sync it, it auto syncs with the tablet ...
At the moment the module is usable in cooperative games, as it is usable only by one faction ... (but I plan to divide it by factions).
If you want to use it yourself, give the cashier a name and report it in the form (set the cashier as a virtual arsenal if you select virtual arsenal in the form).

....CONTINUE...
Lux  [author] 14 Jul, 2021 @ 2:40pm 
If, on the other hand, you want to combine it with the tablet, you have the possibility of having two different speakers which you will have to call tablet_cassamedica (medical supplies) and tablet_cassarifo (various supplies); in this case you will not have to synchronize the module ...
HQ module: remember that you must activate at least one option (radio jammer or amplifier) ​​to be able to see the interaction .... synchronize the module with the vehicle (I tried to be careful and it works) ...
Let me know!
As soon as I have a moment, I will update and integrate the tutorials ...
tommi.1978 14 Jul, 2021 @ 12:18pm 
Hello! I have little trouble with the supplies and the hq modules. I synced them according to the tutorial videos but i am not getting the ace interactions to appear on the interaction menu. What could be the trouble with them? The logistics module on the other hand works fine for me. As does the "follow me" module.
Lux  [author] 13 Jul, 2021 @ 2:46pm 
New Release
acquadiroccia 8 Mar, 2021 @ 3:32am 
@Lux okei grazie mille!
Lux  [author] 8 Mar, 2021 @ 12:31am 
I moduli per la persistenza sono in fase di test... non appena saranno testati per bene li aggiungerò alla mod!
Purtroppo in questo periodo, la situazione contingente che tutti purtroppo stiamo vivendo, crea qualche ritardo (lavoro, famiglia,ecc...)
Lux  [author] 8 Mar, 2021 @ 12:29am 
Per acquadiroccia :
Non è possibile "comunicare" con le AI alleate, ma è possibile , come per le AI nemiche renderle "sospettose" e poi farle intervenire (ovvero, iniziano una ronda in cerca di nemici), con la differenza che essendo alleate in pratica "aiutano" i giocatori in quanto passano alla modalità combat... Diciamo che non è la funzione primaria del modulo, consideralo più come un "accessorio".

Per Maxjoiner:
Grazie Max! Ti seguo sempre e fai sempre mod davvero interessanti!!!
Maxjoiner 7 Mar, 2021 @ 11:02pm 
Ottimo lavoro! Great work! :steamthumbsup:
acquadiroccia 7 Mar, 2021 @ 4:13am 
Scusa il tutorial sull'ai reaction non è molto chiaro, ho capito che i nemici possono sentirti ma invece comunicare con l'ai della medesima fazione come funziona? Grazie
Lux  [author] 3 Jan, 2021 @ 3:22pm 
New Release
Lux  [author] 13 Dec, 2020 @ 12:06pm 
Hello everyone!
I am working on a new set of modules to create a persistent system for Zeus missions which is based on the well known Inidbi2 (May someone bless its creator) ... Stay tuned ...
Lux  [author] 19 Sep, 2020 @ 4:43pm 
New small version with bug fixes and new support for four new languages!!!
Lux  [author] 18 Sep, 2020 @ 4:06pm 
New Release
Lux  [author] 28 Aug, 2020 @ 7:00am 
Two new modules coming...stay tuned!
Lux  [author] 8 Jul, 2020 @ 2:10pm 
New Release
Lux  [author] 11 May, 2020 @ 1:58am 
New Release
Lux  [author] 22 Apr, 2020 @ 6:00am 
For tablet users... i'm fixing some bugs... and improve with more options!
Lux  [author] 13 Apr, 2020 @ 9:49am 
New Release
Lux  [author] 16 Mar, 2020 @ 2:14pm 
Hi Aram !!! Thanks for the feedback and I am pleased that everything works! "stay tuned" ... I don't have much time, but I'm working on other features
♣♦ Aram ♥♠ 16 Mar, 2020 @ 12:18pm 
Been using the AI_reactions module for a couple weeks now and its a very cool setting to have. Much better than TFAR Beta version of AI hearing, because with your version they actually start to look for you (with TFAR they don't search when they have heard you). Also we are running your mod along with ALiVE and VCOM and its working no problem.
Lux  [author] 24 Feb, 2020 @ 7:35am 
Stay Tuned... i'm workin'... new module
Lux  [author] 19 Feb, 2020 @ 2:22pm 
A "debug group" just for me ???? :-) Tnx !!!
I hope everything works ... And if you have ideas, tell me everything ... I always write everything down for future developments!
♣♦ Aram ♥♠ 19 Feb, 2020 @ 1:09pm 
Ok we plan to conduct some test on server this week in preparation for our upcoming campaign starting this month. Will let you know how your mod runs with ALiVE and also VCOM AI behavior mod.
Lux  [author] 19 Feb, 2020 @ 1:53am 
Hello!
Thanks for trying the mod!
As for the AI Reaction module, it has been studied and built with Task Force Radio (not with the beta version, which in turn includes a similar but not the same function), so it is necessary to check with TFAR Beta .... however I will check as soon as possible!
For compatibility with Alive, I have not tested since I do not use it and do not know it thoroughly ... indeed at this point I ask for feedback on this thing ... thanks again!
♣♦ Aram ♥♠ 18 Feb, 2020 @ 2:36pm 
Interesting mod. I will need to test more as I have been wanting a feature where AI can hear (and react). Tested out TFAR Beta and wasn't satisfied since AI hears you, turns to face you, but then if they cannot see you, they do nothing. I like the idea of generating waypoints to search, as well as the randomness of AI hearing. Is this module compatible with ALiVE mod?
Lulu56 5 Feb, 2020 @ 6:58pm 
awesome!
Lux  [author] 5 Feb, 2020 @ 5:41am 
New Release
Lux  [author] 6 Jan, 2020 @ 9:50am 
New Release.... New module is in BETA VERSION...pls FEEDBACK!!!!
Lux  [author] 11 Dec, 2019 @ 3:04pm 
Stay Tuned... i'm workin'....
Lux  [author] 25 Oct, 2019 @ 4:13am 
New Release
Lux  [author] 10 Oct, 2019 @ 12:00am 
New Release
Lux  [author] 8 Oct, 2019 @ 3:29pm 
In a few days, ADVANCED STAMINA MOD will be included in MACACO's MOD.... Stay tuned!!!
Lux  [author] 6 Oct, 2019 @ 3:49pm 
New Release with minor bug-fix
Lux  [author] 27 Sep, 2019 @ 1:05pm 
New Release
Lux  [author] 3 Jul, 2019 @ 8:23am 
New little release with a BugFix
Lux  [author] 30 Jun, 2019 @ 2:57pm 
New Release
Lux  [author] 3 Apr, 2019 @ 1:01am 
New Release
Lux  [author] 17 Mar, 2019 @ 5:44am 
Minor sound bug-fix
Lux  [author] 14 Feb, 2019 @ 12:35pm 
New Release
Lux  [author] 8 Feb, 2019 @ 1:11pm 
New Release
jacobs_7th 20 Dec, 2018 @ 3:50pm 
olha o macacoooooooo!