Author: MitchJC93
Author Website: https://bitbucket.org/MitchJC/lrg-fundamentals/downloads/

Requirements: Community Base addons A3

Version: 1.5.5
Signed: Yes, serverkey included

Short description: LRG Fundamentals is a modular Functions and Media library, created to make mission making quick and easy!

Date: 2019-06-26 13:20


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LRG Fundamentals

by
MitchJC93


Description:
LRG Fundamentals is a modular Functions and Media library, created to make mission making quick and easy! A mod created by the Last Resort Gaming community for everyone to use, this mod is designed to work either on it's own or with any other mod you wish to use. The development team has worked on various Arma 3 projects over the last 4 years and we're keen to pass on our work. LRG Fundamentals has been privately used for the best part of 2 years but now it's time we share all that we've achieved. This is a tried and tested system but we've still got work to do to add even more!

LRG Fundamentals is entirely open source and our source files can be downloaded here. You're welcome to view the files and create your own changes.

LRG Fundamentals can create your mission all within the Eden editor. Using the LRG Modules you can create a complete mission with huge amounts of variation, all without any additional mission files!

Not only that, we provide Template Missions[bitbucket.org] that you can use to see how much functionality is available. Using the templates you can easily create a mission in under 10 minutes and have the full setup that would usually take hours!

LRG Fundamentals is designed to work either with just CBA or with other mods. It's functions will change depending on what other mods are selected. e.g. If ACE is enabled it will use the ACE Interaction Menu. If ACE is disabled it will use vanilla scripts. This mod is best used with ACE and TFAR for full functionality but still works without.

Key Features
Configure your entire mission using CBA Settings in the Editior!
Spawn multiple customisable AI Obectives by placing AI Spawn Modules on each location.
Create multiple safezones by placing Safe Zone Modules where you need them.
Customise Chat Channels and Duration using the Channel settings
Intergrated @ACE Cue Cards and writable notepad.
Custom respawn on start template.
Preset Arsenals and Ammobox (ACE compatible) Functions
Various IED/Explosive functions
Player Configuration - Sets traits, loadouts and TFAR frequencies (When TFAR enabled)
Zeus Configuration - Sets AI skill level on placement and Dynamic Simulation.
Intel/AddAction functions for easy to make Objectives!
In game Cue Cards and Notepad
Various IED and explosives Functions
Pilot Restrictions
Dynamic Weather
Side chat restrictions
Casualty Simulation (Training)
Pop Up Target resetting (Training)
and many many more!

We also include the following open source external functions, modified to work with LRG Fundamentals:
AIS Revive (When ACE not available)
CHVD View Distance
Use of DERP Occupy functions
Use of YAINA Crewnames and FPS counter Functions

What else does LRG Fundamentals do?
The modules is only a part of what LRG Fundamentals can do. This mod also includes a library of functions that you can call from the editor. These functions can do things from setting players default radio frequencies by group to simulating air crashes. To see the growing list of Functions, check out the Functions Library[bitbucket.org] for a guide on how to use them.

Example 1;
[_object, _title, _time, _sound] call LR_fnc_LaptopHoldActions;
Example 2:
[_vehicle, _detonationRadius, _proximityRadius, _secondaries, _announce, _announceInterval] call LR_fnc_IEDVehicle;


Installation:
To install LRG Fundamentals you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3.


Included files:
*.pbo


Usage:
For usage instructions and information of how to use the LRG Fundamentals please refer to the included documentation and/or example mission.

Important Update Info!
We're pleased to announce the latest version of LRG Fundamentals. In Version 1.3.5 we have move various settings to the CBA Settings system (Settings - Addon Options in the editior.)
Therefore the following modules are no longer required:

AI Difficulty Settings
Channels
Mission Setup

These settings are now defined in CBA Settings, you can go ahead and delete these modules. If you already have these modules placed, don't worry, this update won't break your game - just be aware the settings you put in the module will not be used.

Long story short, remove the modules named above and use Addon Options instead!

The Spawn AI and Safe Zone modules are unaffectied in this update.

If you're unsure what to do or have an concerns or issues with these changes, let us know in the comments, exciting times ahead!



Media:


Armaholic.com has its own Youtube channel where we will cover the Community made releases.
Subscribe to the Armaholic.com Youtube channel


Future plans:
Spawn AI available from Zeus
Player and Object attributes (checkboxes for traits, loadouts ect)
Various Factions to be added to Spawn AI module


Notes:
Discord: http://Discord.LastResortGaming.net
Last Resort Gaming: https://www.lastresortgaming.net/

I have an issue, how do I report it?
If you find something not working as expected, let us know by posting a briefing outline of the problem in the Issues post on this page. Alternatively join our Discord[Discord.LastResortGaming.net] page and message one of the development team.

I have a suggestion for a new feature, how do I submit this?
Again, use the suggestions post on this page with a brief outline of what you'd like to see. We'll be sure to get back to you and let you know if it's possible. LRG Fundamentals was founded on the demand and supply principle. If our mission makers requested a function, we'd add it to the library. The idea is you can create a vast array of complex objectives just by calling 1 function in the init field of an object, copied from the library!

Will this mod create a dependency??
This Mod will create a dependency if you use modules, such as the Spawn AI or Safe Zone module. However, this mod is designed to be used in a multiplayer environment and for best results should be on both server and client.

Can I get involved?
If your thinking of getting involved, either playing Official LRG Missions or wanting to contribute to this mod, come speak to us on Discord.


Changelog:
1.5.5
Equipment
Added - Additional selection for Ammoboxes
Tweaked - Selection and function titles renamed and matched.
Vehicle
Removed - Vehicle specific loadouts - Merged with Equipment settings.

1.5.4
AI
Added 16 Factions from @3CB Factions (see Factions list below)
SafeZone
Permanent value changed from -1 to 0
Default value changed to 0

1.5.3.13
1.5.3.12
1.5.3.11
1.5.3.10
1.5.3.09
1.5.3.08
1.5.3.07
1.5.3.06
1.5.3.05
1.5.3.04
1.5.3.03
1.5.3.02
1.5.3.01
1.5.3
CBA Settings saved to Mission Namespace
Further info to follow

1.5.2
Equipment
Added Warlords Loadouts for Vanilla and RHS factions
Main
Added QS Mag Repack Function
Added Voyager Compass scripted Function
QS Icons
Added AI Names CBA Setting
Added Faction Only CBA Setting
Warlords
Updated Warlords Respawn template
Removed Warlords specific Loadout Script - Handled by default LRG function
LR_Fnc_Loadouts called upon Respawn

1.5.1
AI
Fixed number of units spawning for all types (values falling above max defined value)
Fixed Heavy Vehicles not spawning independently
Fixed Light Vehicles not spawning independently
Removed GarrisonedGroup Exact value
Added GarrisonedGroupMin value
Added GarrisonedGroupMax value
Added Error checking step for Garrisoned Groups

1.5.0
AI
Backend rewritten to be easier to update in future
Added AI Spawn Module Description
Removed redundant AI Settings Module
CBA Settings
Added CBA Settings to Repo (no effect on mod)
Channels
Removed Redundant Channels Module
Main
Removed Redundant Main Module
Removed unused YAINA Commands
Medical Facility
Removed Medical Facility Attribute
Replaced with Medical Facility Module
Added Module Description
Included new Medical Facility Icon
QS Icons
Added Option to Show/Hide AI
Added Option to Show/Hide Rectangular Group Icon on Map
Added Option to Show/Hide own Group only.
Safe Zone
Added Module Description
Warlords
Added Warlords Specific Respawn Template
Added Warlords Params
Added RHS and RHS Pacific Faction Preset
Added Function to set custom loadout on joining
YAINA Earplugs
Changed Default to out.
Vehicle Servicing
Changed to use Object Bounding Box for Servicing area instead of being defined.
Added Module Description

1.4.9.14
1.4.9.13
1.4.9.12
1.4.9.11
1.4.9.10
1.4.9.9
1.4.9.8
1.4.9.7
1.4.9.6
1.4.9.5
1.4.9.4
1.4.9.3
1.4.9.2
1.4.9.1
1.4.9
Dynamic Sim check controlled by CBA Switch

1.4.8
Added OPTRE UNSC Faction
Updated CUP Faction Groups
Added LR_Fnc_Sound3DOnObject
Mission specific scripts migrated to LRG Mission Assets Mod
Dynamic Weather moved to own folder
Dynamic Weather now has it's own Addon Settings.

1.4.7
Tools files moved outside of Addons
Updated and Included preset loadouts for 3CB and RHS classes
Fixed Multiple SafeZones not working MP
Added independent durations for Safe Zones
Fix CreatorActions in SP
Added Additional Customisation to Dynamic Text
Fixed Vehicle Loadouts being duplicated when selecting between values.

1.4.6
The AI Spawn Module has been split into 3 side specific Modules
Added Module specific icons
Added another 24 Factions, including additional 3CB, CUP, RHS AFRF, RHS GREF and RHS SAF, bringing the total preset faction count to over 60.

1.4.5
Added @Unsung NVA Faction
AI Factions seperated into individual functions

1.4.4
Added BLUFOR Vanilla Factions to Spawn AI Module
Sorted AI Factions by Mod.

1.4.3
Added 18 new factions to Spawn AI Modules from the @Project OPFOR Mod

1.4.2
Faction names updated
Added OPTRE Factions
Backend AI Spawn changes
Reload Speed Tooltip corrected.

1.4.1
Various attributes added to objects
verify signature issue resolved
updated key version

1.4.0
Major git structure update
Added Main switches for Dynamic Groups, Vanilla Fatigue and Vanillia Earplugs
Converted Vehicle Service Area into Sync Module.
Media path changed to : to z/LRG Fundamentals/addons/media

1.3.9
Enable Saving default settings removed.

1.3.8
Updated LRG Logging Function to be public - Requires @A3Log.

1.3.7
Master Switches added to LRG Main, LRG Channels & LRG QS Icon Settings - Master Switches are defaulted to off, enable to use all other settings, these are on default settings useless changed.

1.3.6
QS Map Icons CBA Settings added
Fix for Vanilla Earplugs

1.3.5
Migration to CBA Settings for standard mission variables

1.3.4
Added @OPTRE faction to AI Spawn.

1.3.3
Major modular folder restructure.
You can now delete all but the folder you require. If you just want AISpawns, you could delete all folders but the AI Folder.

1.3.2
AI Difficulty Settings Module added.
Various interal functions adjusted to use AI Difficulty Module.

1.3.1
CBA Settings Migrated to https://steamcommunity.com/sharedfiles/filedetails/?id=1618742520

1.3.0
Added the following factions to AI Spawns:
@RHS GREF - ChDKZ Insurgents
@RHS AFRF - Russia - MSV
@RHS AFRF - Russia - VDV
@RHS AFRF - Russia - VMF
Also Includes Fix for updates CUP Factions



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