Arma 3
MGI ADVANCED MODULES
559 Comments
PierreMGI  [author] May 19 @ 10:07am 
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  [author] May 19 @ 10:06am 
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 May 18 @ 8:46am 
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  [author] May 18 @ 12:25am 
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 May 17 @ 11:39am 
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 May 17 @ 11:38am 
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  [author] May 14 @ 1:45am 
@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 May 13 @ 2:46pm 
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 May 1 @ 10:04am 
@pierreMGI thank you that helps a lot 10 minutes was to short and 20 minutes was too long for this specific mission needs.
PierreMGI  [author] Apr 30 @ 8:53am 
@func_kenobi You just need to right click on it (from crate or corpse) to shift it with your present uniform.
func_kenobi Apr 29 @ 6:00pm 
@PierreMGI Hello There, I am trying to use the "Wear what you want" module, and I am still unable to equip any other faction fatigues. Maybe I am misinterpreting the module's function?
Avibird Apr 29 @ 4:39am 
Hey pierreMGI did you change the time intervals ? I looked at the module and it had no different time intervals or are you still planning on changing it?
Avibird Apr 28 @ 8:14am 
You are the best my brother!
PierreMGI  [author] Apr 28 @ 6:51am 
@Avibird Done ;-)
Avibird Apr 27 @ 5:19pm 
Yo pierreMGI fast question. Your module for AI can spawn the time intervals can that be adjusted. Right now the end time is 20 minutes and the next one is 10 minutes I really need 15 would be the sweet spot for my mission but the module is very limited with the minute intervals and you have a shitload of second intervals. I was wondering if it's an easy fix to add a 15 minute one. Hopefully the behemia Arma3 sites are back up running soon. I have no idea why it's taking them this long to figure out their spam issues.
PierreMGI  [author] Apr 23 @ 4:11am 
Added NIArms in weapons loot.
omar.alhih98 Apr 22 @ 10:12am 
hello bro .. loot weapons in house how ican add niarms weapons
Oatis Mar 30 @ 9:14pm 
Highly underrated mod, must have.
Reticuli Mar 14 @ 6:30pm 
I can't tell if any of this is working, or how to configure any of it. I'm really only interested in getting all AI to loot bodies and supply boxes.
PierreMGI  [author] Mar 5 @ 7:24am 
@msifland The hold action works fine. you need to aim at the fence pole (preferably the middle one).
msifland Mar 4 @ 6:56am 
I just can't seem to get the Wires And Fences module to work, I've tried it on several maps, no prompt ever comes up to cut a fence. I have a toolkit, but it just doesn't work. Anyone else having this issue?
[EE] Zormein Mar 2 @ 3:38am 
Sorry! I meant for them to respawn across an area and not in one specific point.
PierreMGI  [author] Mar 1 @ 2:56am 
@[EE] Zormein. That's already the case. Read the documentation. Use module "spawn groups attack" for multiple areas at random.
[EE] Zormein Mar 1 @ 12:24am 
Is there any way to have AI units spawn across an area and not in one specific spot. Or alternatively set multiple spots for ai to respawn in.
PierreMGI  [author] Feb 4 @ 1:47am 
maze Feb 3 @ 11:42am 
thank you it works if i wanted to script it how can i do that ?
PierreMGI  [author] Feb 3 @ 12:33am 
@maze For respawning some specific groups, you need to untick the respawning for west side (enabled by default), then write in init field of the group icon (editor):
this setVariable ["specGrpForResp", "death"];
"death" or "leader" or "start" .... see documentation.
For spawned group (script) replace this by the variable name of your group just after you create it.
If group is supposed to change its locality in MP , i.e. change for its owner (Player's PC), make this variable public. If you don't understand that, don't script for MP!
maze Feb 2 @ 4:20pm 
pierre im haveing trouble geting the a.i respawn modules to work only on certian groupes im doing it threw editor and going to groupe icon and putting in your code you mentioned to others but i think im puting it in wrong how would you type it in the init field of the groupe icon ? setvariable do i have to write that in as well ?
Ace Dec 12, 2024 @ 12:59pm 
Appreciate the feedback!

Yeah I can tell this is definitely a libertad problem lmao. Your mod is working as intended, but libertad probably does some weird stuff to enable horses to be ridden, which your mod simply doesn't think to account for. It's a bizarre but funny edge case.

I do not have the "Other mods" tab ticked for the civilian population module; this is only an issue that occurs with the traffic module. So, I don't have civilian horses or anything wandering around as civilians. It's only with cars that this can happen. As you suggested, making a filter to avoid these kinds of issues would be appreciated. Who knows what crazy stuff other modders will come up with! So it'll be helpful to have a way to blacklist anyone we don't want showing up in a car seat.

I'm looking forward to your Expeditionary Forces update!
PierreMGI  [author] Dec 11, 2024 @ 11:13pm 
@Ace The civilian life and car traffic modules spawn decent units filtered by "CAManBase" (and not "man"), so all animals are out of possible classes.... Your issue comes from your libertad mod! Horses and other modded animals (crabs...) have CAManBase as general macro, probably for some purposes like swiming, fatigue and else. That's a quick and dirty solution by the modders.

Anyway, you can populate civilians by Arma Tanoan or else, and not tick uselessly "other mods", because there are just animals as civilian units from libertad mod (no civilian man at all!).

For traffic, crabs, boars... can drive any vehicles. You can check that in editor, dragging an animal above a vehicle, as driver or else. I could change that by a specific filter... Perhaps in the next version of my mod (preparing Expeditionary forces compatibility).
Ace Dec 11, 2024 @ 2:52pm 
Well I just encountered a hilarious bug. Libertad has horses, right? They're under Libertad animals.

The cars module however pulls from all possible civilians. So I saw a horse in default animation floating along clipping through the roof of a car. That was goofy as fuck.

It may be prudent to blacklist certain classnames from appearing as passengers in the civilian vehicles module. Or, make it so if you sync Civilian Life and Car Traffic, it only pulls from civilians that Civilian Life allows.

Other than that, I'm so far having more luck with this mod now that I'm on another map.
Play3r Oct 25, 2024 @ 12:26am 
@Cerberus12113..

As any other modules (and logics or objects) placed in editor (3den), server and clients must have
them, so the addon. If a client doesn’t have the mod, the mission will not run for him. On the other
hand,
this mod is light!.

See the documentation here.
https://www.dropbox.com/scl/fi/6jfyof0g8y3k9zkg5j7gt/MGI-ADVANCED-MODULES-by-Pierre-MGI.pdf?rlkey=qex566h6tfjd8jhevj7t0j4pk&e=1&dl=0
Solstice Lysander Sköllgarðr Oct 24, 2024 @ 6:14pm 
is this server side only?
Ace Oct 15, 2024 @ 8:56am 
If you design it in such a way that it keeps a list of spawned units, and then de-spawns those same units when you leave a trigger area, that would have the added effect of fixing the issue I have where it despawns units I don't want it to despawn.

Aside from these flaws, the civilian module overall has still been very useful, and seems to perform better than other mods that do the same thing.
PierreMGI  [author] Oct 14, 2024 @ 11:08pm 
@Ace Yes, your vehicle spawning can have issue with a map without (or very few) road segments. Road must be correctly built and the segments linked accordingly.
About civilian life, if you don't want a despawn, just tick the spawn at start case. There is no other way. Spawning/despawning saves resources, spawning at start saves scenario and you can use the BI dynamic simulation. Spawn system is made for spawning randomly, each time you enter the area (and that works but, of course, it's not the same unit at the same place). A point you highligthed is the possible path outside the area, leaving some units not despawned. I'll do a fix for that. Previously, try to use squared triggers for areas.
Ace Oct 14, 2024 @ 5:02pm 
Well, that whole issue, I just disabled the vehicle spawning completely. It's most likely a map issue and I can't be bothered to troubleshoot it further.

One thing I am hoping you could help me out with. Is there a command to exclude civilians from the spawning/despawning? Since I keep having civilian units despawned in areas after players leave said area. I have civilians placed in 3den that are part of the mission and I don't want those civilians to vanish. But when players leave the area, because it's shared with an area covered by the civilian module, they disappear, and you never get them back. They're just gone forever.

There should be a check if the civilians the module is erasing were spawned by the module in the first place.

A less common unconfirmed issue is it looks like civilians who are able to leave the area are also not despawned when players leave, causing them to pile up after especially long missions. When their area is no longer valid they try to path to 0,0,0
PierreMGI  [author] Sep 30, 2024 @ 8:13am 
@Ace I can't help without any clue about your mods and chosen map, and ideally something to repro. Only sure thing, traffic module works fine for numerous mods and vehicles. Check your other mods and scripts.
Ace Sep 28, 2024 @ 8:00pm 
I keep having issues with civilian vehicles crashing into and piling up against each other, creating a huge mess.
PierreMGI  [author] Sep 12, 2024 @ 12:43am 
@nodeslammer27 Yes, you must have module(s) (of any sort) on server + clients. (like objects).

I will not create a module for a so specific task, like you flags with interaction, condition and textures. But I can help on BI forum if you open a topic about that. I guess there are already some relevant scripts or hints like:
https://forums.bohemia.net/forums/topic/234864-capture-flag-bis_fnc_holdactionadd/
https://steamcommunity.com/sharedfiles/filedetails/comments/1937443167
Nodeslammer27た Sep 11, 2024 @ 7:00pm 
nvm i just clicked a shitton of links i found out it HAS to be in the modset for the mission either way thanks for making an easy addon mod also a suggestion can you add a module that when synced to a flag will allow you to change between two textures on a flag after an interaction the only things configurable for the mission maker will be original texture and texture to change to aswell as seconds might be too big of an ask but will be a very nice addition
Nodeslammer27た Sep 11, 2024 @ 6:46pm 
Is this clientside or does it need to be on the server
PierreMGI  [author] Aug 20, 2024 @ 6:25am 
@gsx123hehe I can't set anything for you. All triggers linked to the module are made for spawning area possibilities. And they are not mandatory as far as the module area is OK by defaut. Don't place them (the module or the trigger(s)) too close from player(s) at due time. The nemies arte able to chase the nearest enemy player, or enemy AI... or do nothing... Just read the documentation So, on the other hand, if you want to activate the module, with a player or else, place a trigger (somewhere else I guess) with any condition you like. You just have to name this trigger and add the condition of its activation in module as explained below.
gsx123hehe Aug 19, 2024 @ 6:00pm 
@PierreMGI I replaced TRUE by 'triggerActivated t2' in condition field. If I replaced TRUE by 'triggerActivated t1', they just spawned in t1.
gsx123hehe Aug 19, 2024 @ 5:56pm 
@PierreMGI I placed two trigger areas synced to the SPAWN GROUPS ATTACK . One area named t1 is for providing a condition for spawning AI when player enterring this area. Another area named t2 is for spawning AI. But when I enterring t1, AI didnt spawn in t2
PierreMGI  [author] Aug 19, 2024 @ 2:44am 
@gsx123hehe Just place a trigger area synced to the module (or manage the default area of the module), and place another trigger area (the one you must name) for the condition of presence... what else?
gsx123hehe Aug 18, 2024 @ 11:04pm 
@PierreMGI Yes.Thanks for your help!. How can I adjust AI spawning postion? Because they spawned in the trigger area, they were too close to the players.I want to let them spawn in another area after the trigger activated.
PierreMGI  [author] Aug 18, 2024 @ 7:30am 
@gsx123hehe Do you mean you need a condition for spawning group(s) when player(s) enterring a trigger? If yes, name the trigger (variable name) (ex: trigAttack1 , the condition of activation is at your hand) then , in condition field of the module (jus below enable dynamic simulation), replace TRUE by: triggerActivated trigAttack1 .
If you need to repeat this event, you must set the trigger to repeatable AND set the repeat occurrence in module (-1 for infinite), with a decent timer. This way, the module is waiting for timer AND trigger (trigAttack1) condition met in order to spawn a new wave.
gsx123hehe Aug 17, 2024 @ 6:13am 
@PierreMGI Great mod! How to set the AI to respawn when the player enters the trigger range with SPAWN GROUPS ATTACK? I find I cannot set whether SPAWN GROUPS ATTACK is running through triggers
gsx123hehe Aug 17, 2024 @ 6:12am 
Great mod! How to set the AI to respawn when the player enters the trigger range with SPAWN GROUPS ATTACK? I find I cannot set whether SPAWN GROUPS ATTACK is running through triggers
PierreMGI  [author] Aug 9, 2024 @ 9:37am 
@zombie Map is not the issue. Faction neither if you are sure of their side. I bet for something like ALIVE or another mod playing with event "killed" for the unit(s). Thanks for your report. Nothing to do so far.