Arma 3
MGI ADVANCED MODULES
Showing 71-78 of 78 entries
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Update: Apr 4, 2019 @ 5:50pm

Modified Respawn vehicles module for better compatibility with players' vehicles. Players/playable units respawn independently as all other embarked AIs will respawn in their vehicle. So, keep on mind where you want to respawn the vehicles you want to be manned by player(s). The correlation between the places where player(s) respawn and vehicle(s) respawn is at your hand.

Update: Apr 4, 2019 @ 5:47pm

Update: Mar 30, 2019 @ 7:29pm

Corrected a frozen anim in MP for PRISONERS module.

Update: Mar 30, 2019 @ 1:16am

Added a new module to make AI enemy units prisoners (see doc on forum).

Update: Mar 26, 2019 @ 5:40pm

Update: Mar 24, 2019 @ 11:14pm

Hi all,
Corrected bugs on vehicle or AI respawn. I totally reworked the scripts! Better compatibility beween modules.
Now AI in vehicles can respawn (if designated for that), even if the vehicle doesn't belong to the respawnable vehicle.

The taxi module is a little bit corrected. Added the action for switching player but it needs to use the units switchboard. And don't switch and use taxi if a previous destination is underway. (I didn't dig for that).

Added on demand, the One man tank (and APCs) module.

Thanks for your reports and support. All your positive rates are the best engine for motivation.

Update: Mar 20, 2019 @ 6:18pm

Corrected the Advanced transport (Taxi) and added the possibility to ask the driver for waiting the player.

Note: Land vehicle has some delay before starting due to the path calculation (Arma engine). So wait a little bit, especially for far destination. I can't do anything for that. Thanks.

Update: Mar 14, 2019 @ 12:13am