Arma 3
MGI Tactical Pack V3
209 Comments
Sillor Jul 14, 2024 @ 3:00am 
Very good mod, have a lot of fun with it, big thanks!
Oatis Jan 19, 2024 @ 11:39am 
That code saved me so much time!
Dude I am serious, I feel like I need to donate to you. You have made this soO0000o much FUN!
PierreMGI  [author] Jan 18, 2024 @ 11:27pm 
@Oatis thanks for your comment and your support. It's my pleasure scripting and helping on Arma, so virtual award or thumb up is what makes me happy here. You can use both mods because I wrote some lines of code about redundencies. You can also check that by ticking or not some options. If I remember the "arresting" option is similar in both mods but the module one allows escort, and jail areas. Same for HALO jump, more recent in modules.
So, if you build a scenario, modules are always better than tactical pack (but you can use this last one in official SP missions).
Oatis Jan 18, 2024 @ 10:48am 
Wow, you really go above and beyond. Thank you so much.
I stand corrected, this is in my opinion the Best Mod on the Workshop.
I have much to say however, I realize this should be in the comments on your other mod that I am using and will comment there.
But, first and foremost I want to know how I can buy you a cup of coffee or a beer.
Do you have a Patreon or anything?
OK, so question about this mod. Can I use both or is it redundant to do so?
PierreMGI  [author] Jan 17, 2024 @ 8:13pm 
I gave a look at Project Opfor. You need to prepare, on module, your "trigger tool" for EAST (or else) and in the corresponding activation script (here activation script E for EAST area) the code should look like:
0 = [thistrigger,["LOP_BH"],["infantry","motorized","SpecOps"]] spawn MGI_fnc_spwnUnits

I found "LOP_BH" in config viewer for cfgGroups (always refer to it, as mentioned in pdf documentation). As you can see in config viewer, only 3 sub-classes are active: "infantry","motorized","SpecOps". You can write what you want but at least one of these 3 options must be active. (no error if you write or let null class as "mechanized"). Then the groups are spawning among the possibilities for groups...
PierreMGI  [author] Jan 17, 2024 @ 8:12pm 
As mentioned in doc, you can also choose specific groups like LOP_BH_ArmedOffroadGroup if you don't need all "motorized" classes. The code can be:
0 = [thistrigger,["LOP_BH","LOP_BH_ArmedOffroadGroup"],["infantry"]] spawn MGI_fnc_spwnUnits
Here "LOP_BH_ArmedOffroadGroup" comes from : configfile >> "CfgGroups" >> "East" >> "LOP_BH" >> "Motorized" >> "LOP_BH_ArmedOffroadGroup". The option filter "motorized" or else doesn't apply, but I let generic "faction" LOP_BH for infantry only, for all possible groups of infantry.

Don't forget to modify each opfor trigger you need, or rub the existing area by squarred trigger and re-create your areas. Check for correct lines (west, east or indep) in the module.
Have fun.
Oatis Jan 17, 2024 @ 11:46am 
Got it, mod conflict I guess. Actually I found that I much prefer your other mod.
The one that you place the modules in the editor and has the switch lights in it.
(sorry, I'm on my phone atm so I can't check the name)
That's a Great feature, as well as the hidden gem of det core alt Grenade launcher! And the Taxi system is the best ever! Hell it's all Phenomenal!
I have to say one of best 3 mods of all time!
I am having noob problems with the opfor module synced to trigger. Works great, however I can't get the class names right for Project Opfor Boko HARAM class. Would be great if it had a drop down faction selection like the Civilians module has. Which also BTW is outstanding. I smile every time I see that bus from Cup mods full of civilians.

I have read the manual inside the mod but still can't get those classes right.
I don't I would even want to play Arma without this mod pack.
9.8 * 11, if it had that faction selection!
Thank You for your amazing Mod! 😋
PierreMGI  [author] Jan 13, 2024 @ 1:55am 
@Oatis Are you sure you don't have another mod enabled or a script for some extra displays?
I can't reproduce your lack of menu. Did you test with CTRL + ALT + V (alternate)?
Pdf documentation is inside the mod folder (in your steam \ stemapps \arma3 \!workshop \@MGI Tactical pack V3)
When you are at the board interface (CTRL ALT U or V), you can enable (actions) menu (when scrolling, like addAction command if you script), by clicking on the "Menu" button located in yellow title band, at left of the X (cnl/close board) button. I hope this help.
Oatis Jan 13, 2024 @ 12:01am 
Ok, so I used this mod and nothing else, still no HUD. Anyone got any suggestions?
Oatis Jan 12, 2024 @ 11:53am 
At first use, you will open the addon board interface where you can decide all options you want.
For next uses, you can call this board, stiking CTRL + ALT + U on your keyboard.
Or enable this board in action menu, clicking on the button at left of cnl one.

I don't have any menu of any kind. I have used most all the modules. Ctrl + Alt + U doesn't do anything. The last line makes no sense... "clicking on the button of CNL ONE????

But, this pack is OUTSTANDING....I WILL ALWAYS INCLUDE THIS FROM NOW ON!
PierreMGI  [author] May 22, 2023 @ 10:50am 
@Aya Not sure what happens with S.O.G. I'll have a look.
Aya May 21, 2023 @ 6:28am 
Does it support S.O.G?, I got infinite loading with this enable.
Only enable:
CBA_A3
MGI TACTICAL
LargerSolid0 Oct 26, 2022 @ 5:32pm 
i did some further testing today in singleplayer and in the server and it seems that based on what you said the easy setting for antistasi is the same as regular from arma so it prevents you from setting the mod to recruit for the tactical icons limiting them to 300 meters or disabling fatigue even tho her game is set to recruit so it seems to be antistasi overwriting the mods settings limiting the mods settings like you said so thanks for the response it helped
PierreMGI  [author] Oct 26, 2022 @ 4:34am 
@largerSolid0 Hi, this mod doesn't change anything on server or player settings. But it's referring to these settings for some behaviors like ability for arresting AIs (making them prisoners), as example. Antistasi and some other mods may have their own behavior for difficlty settings.
If I can help, I will, but I need precise reproducible facts. On your hand, you can test simple missions with some separate mods : Antistasi, then,...
LargerSolid0 Oct 25, 2022 @ 6:04pm 
hi my girlfriend and i have been playing arma lately and shes new so i suggested this mod to help her get into the habit of spotting people but so far every time we play the mod for some reason keeps defaulting its settings to veteran from recruit idk if its the gamemode or the type of server we play in i local host antistasi plus so if anyone could maybe help with this issue or know the cause or anything i do have a few mods like rhs and some others which shouldnt interfere with this mod but any help would be appreciated thanks
PierreMGI  [author] Mar 11, 2022 @ 4:41am 
Corrected.
Gopan Mar 10, 2022 @ 3:52pm 
Stick charges doesn`t work anymore for me. I tried to switch on and off switchr in menu. Tried to unload this mod and load again. I don`t know why. Do you have any idea? I played with sticking charges many years...
SonicJohnBH Mar 9, 2022 @ 4:36pm 
I created one and tagged you, thanks!
PierreMGI  [author] Mar 9, 2022 @ 1:13am 
@sonicJohnBH you guess I can't show you and discuss complex codes here. You could ask that on BI forum : https://forums.bohemia.net/forums/forum/154-arma-3-mission-editing-scripting/ You can mention me @pierremgi or warn me to make sure I'll read your post. Have fun.
SonicJohnBH Mar 9, 2022 @ 12:38am 
Do you have any guides or recommendations for how to create a custom display like you have throughout your mods?
I'm attempting to learn the coding skills necessary to make my own version of your scope shown here: https://www.youtube.com/watch?v=OEIhAKD0w6U&t=1s

We're creating an XM157 Fire Control optic for the Next Generation Armory mod we recently launched, and the stuff you've accomplished with your mods is honestly baffling, keep up the great work and keep inspiring dopes like me to learn more!
PierreMGI  [author] Feb 24, 2022 @ 8:45pm 
Yep! I had no time for Arma this week but I'll release that. This red marker will be available for full HUD only. I guess it's not often used. If you are on dedicated server with key signature, please check for the new key in package, to be granted in your server config.

I also made a variable MGI_admins, as first step for updating an array of admin player Id(s) . This variable is supposed to be updated and exists on all PCs. I need some checks on your side to tell me if that works. The second step will be how to force the admin configuration (for this mod) on all clients.
Tau Tau der Benn5001 Feb 22, 2022 @ 5:15am 
Hi, is there already a hotfix available for the cross problem? ;)
PierreMGI  [author] Feb 8, 2022 @ 9:07pm 
OK, thanks for that. This red cross is so old, I forgot it! I added that as an help for marking nearest fire. I have to dig into the code for adding a condition about this display.
Tau Tau der Benn5001 Feb 8, 2022 @ 8:15am 
Yes i'm using a lot of other mods but the problem comes only when MGI is activated. It's a little bit difficult to describe but when the enemy opens fire there is a little red cross at their position. This red cross can even be seen trough walls. I've uploaded a small video where you can see the issue. https://youtu.be/yC9_Hqjfmmw
PierreMGI  [author] Feb 7, 2022 @ 8:09pm 
@Tau Tau What do you mean by shot markers?. Are you using any other mod than mine?
Tau Tau der Benn5001 Feb 7, 2022 @ 2:43pm 
Hi, since the new version i got big issues with this mod. Even with all features deactivated all players see shot markers when the enemy opens fire (dedicated server). Would be nice if you could publish a fix for this. Would also be cool if the admin could disable some of the features.
BLKCandy Oct 19, 2021 @ 8:14am 
This was great. I have been looking for future warfare SP run and this fits really well. The features are all awesome, though Layout can be awkward at times. The player info (weapon ammo count) and target id are very intrusive, and I really would prefer to move the camera view, either away from the center line and always on, or right in the middle (replacing the reticle) and toggle by hotkey.
GySgt~SPARTA~ Oct 6, 2021 @ 11:27pm 
yes its not MGI doing the napalm its from a mod IDK what mod tho :/ i ran the game w/o ur mod and i was still getting the Napalm effect..
PierreMGI  [author] May 15, 2021 @ 7:56am 
@Aya Works for me. Check you key binding, if any other use. Or check your other addons... You can use also CTRL + ALT + V
Aya May 15, 2021 @ 7:22am 
Dont know why the CTRL + ALT + U not working.
GySgt~SPARTA~ Mar 25, 2021 @ 7:19pm 
ok thanks im not running Unsung i will dig deeper and post what i come up with
PierreMGI  [author] Mar 24, 2021 @ 1:25am 
@soundWave Depending on mods. Some aircraft (from Unsung at least), have their own logic for napalm. I didn't remember cases of Napalm effect with vanilla aircraft iif napalm is not enabled on my mod. But I'll investigate deeper. You can try in debug console:
MGI_NAPALMONOFF = 0 That should skip all napalm effects (from my mod, not the other ones).
GySgt~SPARTA~ Mar 24, 2021 @ 12:52am 
I an issue I'm not using napalm and every time i kill a soft target or tank i get crazy fire all over :\
PierreMGI  [author] Feb 4, 2021 @ 12:14am 
Lanius Corvida Feb 3, 2021 @ 11:12pm 
greetings.
we want to make a HUD for our server, but overlay the interface like the Spartans from helo.

I would like to know where I can write to discuss one detail with you?
PierreMGI  [author] Jul 24, 2020 @ 7:45pm 
This mod is issued from the V2 which worked with tactical glasses on /out of eyes. The reason why there is the 3rd person filter. I didn't notice some bugs on enemy icons but you can develop the conditions/settings/used mods . There is no reason for having non reproducible bugs, so any hint could help.
Heart of Stone Jul 24, 2020 @ 3:59am 
:steamhappy:this is a very great mod that i have seen, i have found this kind of mod for a long time.
How can i make it work on the 3rd person?
i have found some bugs that some enemy(or static enemy) can't be marked on the HUD.
i really hope you can fix it.
Perhabs May 19, 2020 @ 7:30am 
i have no idea how to do it.
im just a looser who is using mods but cant code
PierreMGI  [author] May 19, 2020 @ 3:45am 
@perhabs If you disable stamina tuning, so you can read that Arma 3 engine applies. You can also check that global variable MGI_Fatigue_Choice is set to -1 (see debug console). So, on my side, there is no script at all applied for stamina in this case. You have to check on the other mod.
Perhabs May 18, 2020 @ 10:12am 
you mod get in collision with a other mod.
the other mod removes weapon sway and recoil.
you mod basically overrides it even if the option is turned off
PierreMGI  [author] Apr 16, 2020 @ 1:55am 
@[CG]Stormzilla Yes It's in doc. CTRL + PgUp/PgDown
Stormzilla Apr 15, 2020 @ 10:54pm 
is there a way to change the hud colour?
PierreMGI  [author] Jan 21, 2020 @ 6:11pm 
" I cant get the hud to open."
Some mods or even official mission like "old man" doesn't allow any extra mod.
Some other mods, like ACE are roughly imcompatible with other mods, especially about menus.

Please report all facts or possible bugs in vanilla context only. That said, for evident reason try to describe a reproducible & short vanilla scenario.
Roy Jan 21, 2020 @ 8:01am 
What I mean is it wont allow me to enable the Hud or gps on the right side with the turn switch
Roy Jan 21, 2020 @ 8:00am 
Maybe I'm stupid but I cant get the hud to open. The Control alt U works but I cant get the advanced hud to come up.
Also can you move the zoom in camer to one side?
PierreMGI  [author] Dec 31, 2019 @ 9:56pm 
Happy new year all.
This addon is not supposed to evolve... I'm rather on an improved version of my advanced modules. Right now, I'm scripting for mission maker (modules). I'll add some features like mags repack or breaching charge... All HUDs things, or player's features, stay here (without link with tactical glasses items). I'm looking for some better ideas... but not my priority. So, feel free to submit wishes (not too specific. The addon stays public).
Thanks for feedback.
neman.ekd Dec 31, 2019 @ 8:46pm 
Hey Pierre...Thanks for your Great content mate....Is this Tactical Glass still a thing these Days ?
PierreMGI  [author] Jun 7, 2019 @ 9:01am 
@KMS Prinz Eugen:
- limit addons;
- limit units and use the dynamic simulation in editor + the garbage management especially for MP;
- do not spawn too many objects/units;
- script keeping on mind the code optimization (see BI Arma3 forum) IMPORTANT

As far as this addon is concerned by displays, limit the icons usage and/or complex HUDs.
Jefuty Jun 7, 2019 @ 1:59am 
Umm sorry for the question but how can i raise fps at least for 40 if it possible
PierreMGI  [author] Apr 1, 2019 @ 10:03pm 
You can't adjust it on your own.
I chose two possiblilities for keyBinding: CTL + ALT + U, or CTRL + ALT + V. I'm rather sure that doesn't interfere with plenty of mods.
The UI is not moveable. I don't know how to do that, even if I wished.

This is a rather old mod. For example, I scripted the autoZoom GPS far before BI enhanced his (in jet DLC). Now, my GPS is probably useless. Over time, I'm more on a new version with essentials. And essentials are not the HUD's ones but rather: mags repack, stick charges, and some other things, player oriented which are not scripted as module from: MGI Enhanced modules mod.
Also, I'll probably keep icons and the lightest version of the zeroing. Any suggestion welcome... in this way.