Arma 3
590 ratings
MGI ADVANCED MODULES
5
6
2
3
3
4
4
2
2
2
   
Award
Favorite
Favorited
Unfavorite
Data Type: Mod
Mod Type: Editor Extension
File Size
Posted
Updated
2.228 MB
14 Mar, 2019 @ 12:13am
16 Jun @ 2:04pm
75 Change Notes ( view )

Subscribe to download
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
26 Mar, 2023 @ 5:14am
Respawn vehicle
PierreMGI
1
12 Jul @ 1:53am
Heal and Revive giving CUP units extra armor
Komodo
1
12 Jul @ 1:53am
Paradrop from a heli/plane module
Komodo
528 Comments
Play3r 25 Oct @ 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
Cerberus12113 24 Oct @ 6:14pm 
is this server side only?
Ace 15 Oct @ 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] 14 Oct @ 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 14 Oct @ 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] 30 Sep @ 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 28 Sep @ 8:00pm 
I keep having issues with civilian vehicles crashing into and piling up against each other, creating a huge mess.
PierreMGI  [author] 12 Sep @ 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://steamproxy.com/sharedfiles/filedetails/comments/1937443167
Nodeslammer27ツ^冰 11 Sep @ 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ツ^冰 11 Sep @ 6:46pm 
Is this clientside or does it need to be on the server