Arma 3
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PGM Logistic System
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Data Type: Mod
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67.777 MB
5 Jun, 2020 @ 9:04am
1 Apr, 2023 @ 10:57am
85 Change Notes ( view )

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PGM Logistic System

Description
This is the THIRD phase of PGM Logistic Mod v 1.9

PGM Logistic System was created to fill the gap in Arma3 with logistic possibility and using some sorts of equipment which are completely static and unmovable.

* * * In the THIRD Phase * * * - I added all class-wide vehicles tunnings and modifications which were stored in missions init.sqfs in the past. More documentations are planned in the near future .

In the First phase - I give You the complete system for rearming and reequipping the forces in the field - on all tactical levels (i.e. from Firetem up to Platoon ) . Of course it is based on our , PGM tactics (which is based on the USMC Field manuals and MCRPs ). The system contains :
- dedicated crates filled with ammo & equipment for all battle groups
- dedicated containers which are used for spawning the crates
- dedicated palettes system - both types: empty and filled up with crates - for easy grouping and managing packs of crates (esp. during paradrop operations)
- extra ammo crates for most RHS OPFORCE and GUERILLA fractions
- some minor modifications of some sort of our equipment (like flexible fuel tanks and so on. )
- and more ...

___________________________________________________________

IMPORTANT : >> NEW MOD ORGANIZATION <<

from the last update (v. 01.980) all PGMLS sorts of equipment (crates, boxes, containers, buildings and so on..)
are grouped together and in the Editor/Zeus interfaces
PLACED INTO ONE MAIN CATEGORY :

MAIN
|
|
\
PGM Logistic System
. . . . . . . |
. . . . . . . |
. . . . . . . PGMLS Containers
. . . . . . . |
. . . . . . . PGMLS Crates and boxes
. . . . . . . |
. . . . . . . PGMLS Buildings
. . . . . . . |
. . . . . . . PGMLS Vehicles
. . . . . . . |
. . . . . . . [...]


___________________________________________________________
IMPORTANT - SOME ADDON CONFIG CHANGES :
:
For better (more immersive) working of PGMLS you should consider few changes in your Addon Settings (in mission or in server - for instance using cba_settings.sqf) :

1) ace_cargo_loadTimeCoefficient = 1.1
This is the optimal value esp for big objects - to be loaded during 20-40 seconds (not a few minutes as default value will produce)

2) ace_cargo_paradropTimeCoefficent = 0.1 (default value is about 1) , which makes paradropping more faster and closer to the realistic time - esp. with objects like palettes, big cargo boxes and even humvees

3) ace_rearm_supply = 1 (default value = 0 )
This change turns on more realistic (limited) amount of ammunition to rearm for every rearming (supply) objects.
The real amount of ammo to rearm - is based on number in it's config variable : ace_rearm_defaultSupply

4) ace_cargo_openAfterUnload = 2 // Very new feature .
This make the ACE Cargo-AirDrop-Menu persistent between every next drops . After using "Airdrop" button - it persists open until You inentionally close it with "close" button. Very usefull - esp. for chain paradropping .

THX - ACE Core Team Guys :)
______________________________________________________________

A lots of minor/major updates (with new equipment, classes and functionality ) will come in the near future .

CREDITS/SPECIAL THANKS:
All kinds of the Russian CSW weapon and ammo crates (based on RHS AFRF equipment) were published with strong work of our friend - Krzycu[PGM]
Lots of thanks for his support !!

Special thanks to the Bohemia Interactive TEAM for creating such a fantastic military sandbox - called Arma(x)
And also my personal thanks to the ACE3 Core team members - for your hard work Guys and all support which also let me made this mod better ... :)

Mod Depandencies:
- CBA
- ACE3
- TFAR beta (in the future the support for ACRE planned)
- RHS USAF
- RHS AFRF
- RHS GREF
- CUP Core
- KAT - Advanced Medical REWRITE

As for now - PGM Logistic Mod - consists of:
~ 150 types of ammo and equipment crates for BLUEFOR based on our (PGM) USMC tactics (including CSW and UAV crates)
~ 50 types of ammo and equipment crates for Russian factions (including CSW and UAV crates)
- 20 types of ammo and equipment crates for Guerilla factions (including UAV crates)
~ 16 types of Logistic palettes (both empty and preloaded with ammocrates). Only for blue side (USMC)
~ 50 types of Logistic containers - dedicated for spawning crates and other equipments.
~ 220 types of Training Crates (Big & Medium sized crates filled with training equipment, ammunitions etc.) Those are for fulfil our (PGM) training needs :)
~ 3 types of special >>Add Respawn Pont<< crates for all 3 sides (BLUEFOR, OPFOR, INDFOR)

- over 300 classes (types) of Vehicles (Arma Vanilla and RHS) with modified parameters, triggers, eventhandlers and funcionality - to fulfill the PGM Logistic needs and features . These modifications included : dragging/carrying , ACE3 cargo space/size , rappeling possibility, FRIES configured and Ready2Go, engine and steering parameters and so on .

Here you've got an idea diagram for these class-wide vehicle cargo changes :
https://markooff.net/obrazki/PGM/kacik_missionmakerow/PGM_Logistic_System/changes_in_vehicle_ACE_cargo_parameters_ideas_ang.pdf
// NOTICE the fact - that it was written in 2019 and that there were some minor tweaks in those system during last 2 years...

- over 200 classes of (former totally static) military and civilian equipment such as: cargo pobxes, crates, palettes, barrels, wood planks, empty palettes, cinder blocks, metal parts, other builder's materials, IDAP all types equipment,humanitarian supply rations, junk containers, service and rearming trolleys, palette trolleys, and many, many more .
They all has ACE3 cargo parameters and carry/drag/load functionality as well
- over than 75 types (classes) of military furnitures and other equipments (like Serhat Radar, all rubber computers and laptops, desks, military shelves and ammoboxes
- over than 20 types of military tents, camonets and such equipment - ready for in-field deployment
- and more ....
51 Comments
Hound 17 Feb @ 5:29pm 
May i recreate your mod for use in Starsim/Halo communities?
Japetin08 12 Jan @ 4:23pm 
Is this good for antistasi?
Asmo 11 Oct, 2024 @ 6:04am 
why no visible ACE interaction carry and drag
Illu 2 Sep, 2024 @ 9:39pm 
can i repack this in our community modpack?
AStarryColdNightWalk 19 Oct, 2023 @ 1:32pm 
Hi , i have to say you done a great job , only issue is i cant get ai rearmed from the crates , is there any way to make them take ?
Fercho 26 Sep, 2023 @ 7:50am 
Can run without TFAR??? Is possible edit to delete TFAR references for own use??
markooff  [author] 6 Jun, 2023 @ 3:16pm 
Heh, maybe later I think...
The truth is that - I hardly managed to deal with some new stuff :) You see...
dan 4 Jun, 2023 @ 3:34pm 
Whens acre compat? Love the mod, i just dont use tfar.
markooff  [author] 2 May, 2023 @ 4:00pm 
It just depends on Your needs and philosophy.
Somebody like CUP (weapons+vehicles+units) someone preffer RHS, anothers rather 3CB factions ... :)
I wrote this mod to be compatibile with modpacks which are based on RHS + CUP(Core) + vanilla stuff, because most Arma 3 groups/clans are using them (and my own group use it as well). But also there is possibility to make some addditionall compats for another mods of course (just like I did with, forinstance, great mods with desant vehicles (see https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2492226114 for more info), but , of course there is some work needed to be done - to do so. :)
Itz_JJ 30 Apr, 2023 @ 4:07am 
does this work with alive persistance ? i used to use R3F but this looks like a better alternative