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Dude I am serious, I feel like I need to donate to you. You have made this soO0000o much FUN!
So, if you build a scenario, modules are always better than tactical pack (but you can use this last one in official SP missions).
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?
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...
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.
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! 😋
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.
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!
Only enable:
CBA_A3
MGI TACTICAL
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,...
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!
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.
MGI_NAPALMONOFF = 0 That should skip all napalm effects (from my mod, not the other ones).
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?
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.
im just a looser who is using mods but cant code
the other mod removes weapon sway and recoil.
you mod basically overrides it even if the option is turned off
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.
Also can you move the zoom in camer to one side?
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.
- 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.
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.