Arma 3
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MGI ADVANCED MODULES
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Data Type: Mod
Mod Type: Editor Extension
File Size
Posted
Updated
2.386 MB
Mar 14, 2019 @ 12:13am
Apr 28 @ 6:48am
78 Change Notes ( view )

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MGI ADVANCED MODULES

In 1 collection by PierreMGI
MGI Workshop Mods
22 items
Description
MGI ADVANCED MODULES - V2

This version is widely reworked for already existing modules. Added 3 modules with multiple possibilities.

Thanks for taking time to rate it, comment, report and ask for new features.



Pack of modules for mission writters. SP/MP compatible. Mods compatible most of the time.

PLEASE DO NOT COPY OR MODIFY THIS WORK WITHOUT ANY CONTACT WITH THE AUTHOR.


  • Automatic/semi-auto creation of areas for spawning sided groups patrolling inside them
  • Civilian life spawning/despawning with player(s) distances
  • Heal & revive advanced system SP/MP compatible
  • AI can respawn (SP/MP)
  • SP simple respawn for player
  • Respawn vehicles advanded options
  • Adapt silencers on combat/stealth situation
  • Enhanced turret: AI cannon will fire HE on infantry
  • Drop vehicle/crate instead of standard crate
  • HALO jump, solo or in group
  • Switch on/off ambient lights (runway included)
  • Loot weapons items in houses (mods compatible)
  • Hep taxi! Or jump into any AI driven vehicle and order destination(s)
  • Punish team & civilan killers
  • Transform markers into tasks
  • Blow tires driving on barbed wires
  • Wear what you want
  • Find any class (if exist) or display name or model name on map.
  • One man tank.
  • Prisoners.

Added, sept. 2020:
  • Module for Fire & blast on dangerous items/building, Detonating cord, stick charges / blow doors
  • Module for advanced players : HUD zeroing, repack magazines, IR strobe on fellows, ear plugs
  • Module for terrain interactions : repair workshops on worlds, bright tracers for any mags (under conditions), grp data on map, cursopr aim on map
Added, jan. 2021:
  • Module Spawn Groups Attack spawning single or multiple groups, customized or not, on multiple possible areas, repeatedly or not....
Modified, jan. 2021:
  • Module Blow tires becomes Wires and fences as you can also cut wires, blow tank hedgehogs...

Added, March 2021:
  • Module Traffic spawning cars, civilian or not, often or not... on the way of players.
    Some modules are improved, like the respawn vehicle, enabling a custom respawn time for each vehicle....

Added, July 2021:
  • Module for Rearm AIs can rearm, automatically, at arsenal, crates, vehicles, corpses... loadouts in vehicles/crates...

Added, Dec. 2022:
  • NUKE module.

Some documentation and explanation in module's folder or link on:
https://forums.bohemia.net/forums/topic/222362-mgi-advanced-modules/
front page
Popular Discussions View All (7)
29
Mar 26, 2023 @ 5:14am
Respawn vehicle
PierreMGI
7
Mar 2, 2022 @ 7:36am
AIs could grab some weapons
PierreMGI
1
Jul 12, 2024 @ 1:53am
Heal and Revive giving CUP units extra armor
Komodo
563 Comments
Armist 23 hours ago 
1. And in this way, you can create similar cycles for other teams.
2. In each Spawn Group modules remember to choose the team side, and in the Condition field, you need to write custom names for teams:
chosenGroup_BLUFOR \ OPFOR (or custom) == N
3. Now yo need to write code in the same Game Logic object (logical element)
// For BLUFOR\Team1
[] spawn {
while {true} do {
chosenGroup_BLUFOR = floor (random 3); // 0,1,2 for BLUFOR\Team1
publicVariable "chosenGroup_BLUFOR";
sleep 30;
};
};

// For OPFOR\Team2 — another side
[] spawn {
while {true} do {
chosenGroup_OPFOR = floor (random 3); // 0,1,2 for OPFOR\Team2
publicVariable "chosenGroup_OPFOR";
sleep 30;
};
};
4. Now it's done.
Armist Aug 6 @ 9:00am 
@PierreMGI
Thanks for the reply, it made me want to tinker with this thing.
I think I managed to create a completely random spawn with this mod.
1. I created 3 custom groups and 3 Spawn Group modules for each of them - choose spawn time 30 seconds.
2. In each module, in the Condition field, I wrote:
For the first: chosenGroup == 0
For the second: chosenGroup == 1
For the third: chosenGroup == 2
3. I created a Game Logic object (logical element) (you can also use a trigger, but I didn't do that) and in the init of this object I wrote:
[] spawn {
while {true} do {
chosenGroup = floor (random 3); // random number 0, 1 or 2
publicVariable “chosenGroup”; // if in MP
sleep 30; // cycle every 30 seconds
};
};
4. This method truly spawns randomly. Even more so, at the beginning it spawns only one of the three groups, not all 3 at once, which is very good. Then it spawns them randomly, groups can even repeat, and that's good.
PierreMGI  [author] Aug 6 @ 1:38am 
@Armist
Understood. At this time, I can't say when you could work on Arma for that. anyway, you could try to place 3 modules and add a common condition with exclusive effect for spawnng on one module but not the two others. For example, use arma variable time or diag_ticktime with a modulo (mod function) which can trigger a different time for the three modules. I hope this is clear: an extra condition for each module (your usual condition + mine), repeatable (modulo, this way condition is on/off with time), exclusive (not the same cond: ex: (time ... + 1... +2) mod 3)
Armist Aug 5 @ 7:49am 
Hello, I need some help.
I have 3 custom groups (with customized gear, vehicles, etc.).
The task is to create a cyclic spawn of a random group chosen only from these three custom groups (for my infinite battle).
I connected all three groups to the Spawn Group module at the same time, but each time only one specific group kept spawning (only a tank, or only a BMP\IFV, etc.), meaning that no random switching between the groups occurred in the spawn cycle.
I don’t plan to use individual Spawn Group modules for each group, since I want to reduce system load and combat intensity, and also to introduce randomness — but with custom units and vehicles.
How can this be created using this mod?

P.S. The Spawn Group module is amazing, and I use it constantly. I’m very thankful for its creation. Overall, this mod is the best thing that could happen to Arma 3.
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.