Arma 3
616 oy
MGI ADVANCED MODULES
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Data Type: Mod
Mod Type: Editor Extension
Dosya Boyutu
Gönderilme
Güncellenme
2.386 MB
14 Mar 2019 @ 0:13
28 Nis @ 6:48
78 Değişiklik Notu ( görüntüle )

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MGI ADVANCED MODULES

PierreMGI tarafından 1 koleksiyonda
MGI Workshop Mods
22 öğe
Açıklama
MGI ADVANCED MODULES - V2

This version is widely reworked for already existing modules. Added 3 modules with multiple possibilities.

Thanks for taking time to rate it, comment, report and ask for new features.



Pack of modules for mission writters. SP/MP compatible. Mods compatible most of the time.

PLEASE DO NOT COPY OR MODIFY THIS WORK WITHOUT ANY CONTACT WITH THE AUTHOR.


  • Automatic/semi-auto creation of areas for spawning sided groups patrolling inside them
  • Civilian life spawning/despawning with player(s) distances
  • Heal & revive advanced system SP/MP compatible
  • AI can respawn (SP/MP)
  • SP simple respawn for player
  • Respawn vehicles advanded options
  • Adapt silencers on combat/stealth situation
  • Enhanced turret: AI cannon will fire HE on infantry
  • Drop vehicle/crate instead of standard crate
  • HALO jump, solo or in group
  • Switch on/off ambient lights (runway included)
  • Loot weapons items in houses (mods compatible)
  • Hep taxi! Or jump into any AI driven vehicle and order destination(s)
  • Punish team & civilan killers
  • Transform markers into tasks
  • Blow tires driving on barbed wires
  • Wear what you want
  • Find any class (if exist) or display name or model name on map.
  • One man tank.
  • Prisoners.

Added, sept. 2020:
  • Module for Fire & blast on dangerous items/building, Detonating cord, stick charges / blow doors
  • Module for advanced players : HUD zeroing, repack magazines, IR strobe on fellows, ear plugs
  • Module for terrain interactions : repair workshops on worlds, bright tracers for any mags (under conditions), grp data on map, cursopr aim on map
Added, jan. 2021:
  • Module Spawn Groups Attack spawning single or multiple groups, customized or not, on multiple possible areas, repeatedly or not....
Modified, jan. 2021:
  • Module Blow tires becomes Wires and fences as you can also cut wires, blow tank hedgehogs...

Added, March 2021:
  • Module Traffic spawning cars, civilian or not, often or not... on the way of players.
    Some modules are improved, like the respawn vehicle, enabling a custom respawn time for each vehicle....

Added, July 2021:
  • Module for Rearm AIs can rearm, automatically, at arsenal, crates, vehicles, corpses... loadouts in vehicles/crates...

Added, Dec. 2022:
  • NUKE module.

Some documentation and explanation in module's folder or link on:
https://forums.bohemia.net/forums/topic/222362-mgi-advanced-modules/
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Popüler Tartışmalar Tümünü Görüntüle (7)
29
26 Mar 2023 @ 5:14
Respawn vehicle
PierreMGI
7
2 Mar 2022 @ 7:36
AIs could grab some weapons
PierreMGI
1
12 Tem 2024 @ 1:53
Heal and Revive giving CUP units extra armor
Komodo
559 Yorum
PierreMGI  [yaratıcı] 19 May @ 10:07 
Please, when you refer to a module, take time to mention the exact name of it.
About "AIs can respawn" module:
I created this module for respawning non-playable AIs (playable ones are set by editor). The former intention was to allow enemy/friendly waves, infantry not in vehicles (because this case is supposed to be treated by the "Respawn vehicles" module.
So, respawning multiple AIs can be resource demanding. I focused on type /side /loadout, which is not so bad.
PierreMGI  [yaratıcı] 19 May @ 10:06 
One asked me for carrying over name /voice /face... This is the case but for a reason I don't know, that takes several seconds... If a unit is re-killed at once, that could affect the next respawn (perhaps).
The name is the same as in editor (the full name), and not to be confused with the variable name of the unit (nor carried over). The pitch of the voice is neither carried over. The insignia is not carried over.
Scripted traits are not treated (as any other scripted behavior). But I'm rather sure that native traits (like medic or engineer) are carried over by types of dead/respawning AIs.
Everything is possible but I had to make some choices. That's a balance between general purpose and demanding specific features.
Furthermore, it seems to me Bohemia forums are dead. Arma 3 is no more maintained by devs, Reforger is not my taste. In other words, I spend less time on Arma.
Avibird 18 May @ 8:46 
Hey pierreMGI in no way is this a criticism I think you're a talented scripter and we are lucky to have you in this community. This is just an observation and a wish list.

MGI AI module

Triggers will only carry over one time after the initial spawning any trigger connected to the group or units are lost I believe because individual variable names do not carry over like in JEBUS.

Traits assigned like medic engineer ect will only carry over on the first use after they initial respwans they lose the ability that was a sign to them.

Voice changes will carry over for all respawns.
Faces changed will carry over for all respawns.
Any information but into a unit init will be lost after the first respawn for example forcing a specific ammunition to be used in a weapon ect.
Sincerely Avibird
PierreMGI  [yaratıcı] 18 May @ 0:25 
Spawn groups attack module allows code on groups, full customized groups, and ways for spawning conditions. Advanced patrols module is more a quick and dirty way for spawning enemies when mission makers have no skill about coding. I don't have time for rebuilding or even modifying these modules. Anyway, thanks for your suggestions. I keep note for that.
Avibird 17 May @ 11:39 
Continue....

I don't know if you're done modifying this but if you ever do can you look into those functions. As of now I need to use both to get the mission design that I desire. Avibird. The other possible modification would be to different AI module to spawn different sides at different intervals. Right now whatever the module set for will affect all four sides. This is not a criticism love your scripts and mods just a wish list Avibird
Avibird 17 May @ 11:38 
Hello pierreMGI I know you have stated multiple times there's a difference methods for spawning AI. My method of choice of spawning AI groups is using JEBUS and your AI spawn module
JEBUS has a few really cool features that yours does not and vice versa.

JEBUS allows unit group spawn if a opposing unit is at a certain distance from the initial spawn site the group will not spawn. The other feature is
Unit individual variable names carry over as well as unit init box codes carryover. For example I'm able to use codes like dostop and disabled pathway. These codes only work on the initial setup of MGI after respawn the codes do not carry over.
PierreMGI  [yaratıcı] 14 May @ 1:45 
@avibird (re)Spawning an AI means you create a new unit and delete the dead one (not same as managing damages for just making it unconscious). When you create a new unit, you can pass many attributes like loadout but the init field is not so simple,especially in MP session. I will not do that. What you can do is adding a "entityCreated" MEH on server :
addMissionEventHandler ["EntityCreated", {
params ["_entity"];
<your code here>
}];
Your code must comply with MP requirements like locality for each command you are using (one of the reasons it seems to me hazardous to pass an init code).
NOTE: "entityCreated" MEH must be filtered for AI units (+ side or else) because you don't want animals or weaponHolder... something like: if (_entity isKindOf "CAManBase") then {..};
Avibird 13 May @ 14:46 
Hey pierreMGI one more request if it's possible. AI spawning module. When a group respawns back it loses its knit box codes. For example I have a group with their movement path disabled when they first spawn in. I have a trigger setup that will enable the path once a blue for a unit is present. If the squad is eliminated and using your spawn module it does not carry over disabled path. Is this a simple fix or out of the scope of your script. Thanks Avibird
Avibird 1 May @ 10:04 
@pierreMGI thank you that helps a lot 10 minutes was to short and 20 minutes was too long for this specific mission needs.
PierreMGI  [yaratıcı] 30 Nis @ 8:53 
@func_kenobi You just need to right click on it (from crate or corpse) to shift it with your present uniform.