Date: 2019-11-22 13:23
This mod adds a team roster as well as features for Milsim Teams, see video for full explanation.
This mod also adds some features: (See documentation in pdf in the mod directory)
Hacking function / file download with interface ==> Requires ace3
Lift function ==> Requires ace3
To install MRHMilSimTools 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.
Armaholic.com has its own Youtube channel where we will cover the Community made releases.
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Changelog : https://github.com/MisterHLunaticwraith/MRHMilsimTools/releases/tag/v1.18.0
view full changelog here: https://github.com/MisterHLunaticwraith/MRHMilsimTools/releases/tag/v1.17.9
Changelog : https://github.com/MisterHLunaticwraith/MRHMilsimTools/releases/tag/v1.17.8
reupload cause connection crashed
see changelog here: https://github.com/MisterHLunaticwraith/MRHMilsimTools/releases/tag/v1.17.7
- Debug tools : Added tab in 3 den under tools: lists all mods and their addons, can be exported to clipboard, can be exported in github bug report format (compliant with the bug report templates for cba and ace 3
- Heli taxi:
* Fixed, marker was not deleted after fast roping.
* Fixed heli speed when returning to base
- Medevac :
* Tweaked some bigger helis (rhs chinook )would never go to the end of the heal troops and come back function.
- Bio scanner:
* fixed missing text in a hintC message
- Core :
* Added setting to disable loading of personal loadouts in Ace Arsenal
* Added attributes checkbox to allow a full zeus for unit (no need to add the module etc.)
* Added utility function to generate ace default loadouts:
Description: Generates a ready to paste file to run from mission or addon's init that will set Ace default loadouts for the ace arsenal tab.
HOW TO: create your loadouts on different units placed in the editor, give each unit a variable name that corresponds to the loadout (it will be the loadout name). When you're done, run the function. Paste the results to your mission's init.sqf (or any other sqf filled executed from init.sqf).
The result file also contains a list of the objetcs to allow for the arsenal box if you want a limited arsenal as well as a how to. (see comments at the bottom of the generated file)
Alternatively for sexier loadout names you can set them in the roledescription field of the unit and call the function with true as a parameter (but it will only grab playable units)
Return value: file to paste from clipboard
0- <BOOL> (optional) to use roledescription instead of variable name
call MRH_fnc_MilsimTools_Core_generateAceDefaultLoadOuts; //will use allunits and variable names
true call MRH_fnc_MilsimTools_Core_generateAceDefaultLoadOuts; // will grab only playable units and use role descriptions
- Zeus modules
* Added module to grant any player zeus powers
- Misc Items
* Added Magic Whellie bin:
>Anything placed in the bin wheel be deleted (when the bin's inventory tab is closed) useful if your players are the type to leave stuff everywher, the been can be carried and dragged with ace, have someone on cleanup duty!
- Heli Taxi revamped:
* The heli taxi system has been deeply reworked!
* You can now also use the system with an editor placed heli. To do that:
> place the heli in the editor and sync it to the heli taxi module. Sync the module to another group, the group will then have controls over this heli. If it's destroyed they will not be able to call a new one. Heli and commanding group MUST be different groups. Do not place anyone inside the heli except its flight crew in the editor. Where the heli is at mission start is its 'homebase', it will fly back and land there when cancelled or sent back. After a while it will shut its engines down and get repaired and refueled.Editor placed helis are not affected by the max number per side setting, but they DO affect it.
* You can now choose between different types of 'final waypoints':
>Land and drop troops: the helicopter will drop troops and fly back to base or go away and despawn (for helis that are spawned).
>land and wait at LZ the heli will land and wait at LZ until instructed otherwise. After a while it will shut its engines down. You can come back to it at any time.
>Loiter: the heli will fly over the waypoint and then loiter in circles around it until instructed otherwise.
>Hover: the heli will go to the waipoint and hover until instructed otherwise.
> fastrope troops: the heli will fast rope troops at given position and fly back to base or go away and despawn (for helis that are spawned)
* Fixed: AI units should be properly left at the LZ if the land and drop troups approach is selected.
* Fixed: units controlled by zeus wille be able to properly use and command the helo defined for their side/ group its linked too.
-Full 9 liner MEDEVAC functionality
>The 9 liner medevac function is quite complex, its settings can be found in addons settings. The different lines of the calling interface change the waiting time. You can require an escort (two helis will come along and loiter around the LZ when medevac is in effect), you can set the number of patients (the mod will select bigger helis for larger numbers). Decide to include a surgeon ( an AI medic will disembark the heli, talking to them with ace interaction will heal players, they will reembark when the heli leaves. You can ask for the heli to bring supplies (if ace medical crate it will be in the ACE3 virtual cargo interface, if you request medical tents 2 will be placed in the heli's inventory).Or ask for the crew to wear NBC gear (from contact dlc, useful if you use a radiation script for example).
>Upon calling the MEDEVAC you will receive a LZ near the position you gave (within 250m). You must then reach the LZ and mark it with the selected method (smoke etc.)to launch the medevac sequence. (failing to do that the medevac will be cancelled after a while).
>You can put uncounscious or severely wounded AIs or players in the Heli and send it away. It will fly back a while later and drop the fully healed units/ players at the LZ.
>Medevac helis can still be destroyed! Only one per side can be in action at the same time, you can set cooloff delays in the options.
- Supports: Artillery /CAS/Supply drops
* Fixed CAS no longer working
* Improved coordinates function should now work on all maps. (And hopefully not break everytime arma is updated).
* Setting the available number to -1 will make each of the supports infinite.
* You can instead or also set a cool off time for each support.
* ACE self interaction>>Contact HQ>>check availability will show available supports or cool off times (including medevacs).
- Insertion handler:
*fixed gear should now be moved correctly to submarine cargo for submarine insertions.
- Core added several functions, added two free public domain fonts: Unifont and BethEllen2
- Functions added MRH_fnc_isDoctor
>[this] call MRH_fnc_isDoctor; will make a unit a doctor (talking to them with ace interaction heals player).
- Vehicle Spawner will now presort categories only on server should save loading time, haven't had time to test it properly and delve into it, expect patch/ full revamp soon.
- Insertion handler revamped:
* added different insertion types: the default static line jump, the HALO jump and submarine S.D.V. insertion.
* fixed : AI units couldn't be transfered onboard. Unchanged: this works only for AIs that are in groups with players.
*tweaked : added animation when preparing cargo.
- Added several internal functions
- Added submarine map marker
- Fixed sitOnChair function in MP
- added Laser designated tripod item (a modification of the remote laser designator introduced by the marksman DLC, can and must beused without uav controler, weighs the same as its real world counterpart) more realistic than using laser designator binoculars , or remote controlled designator).
-Added empty protective case.
-Added protective case containing all items from the mod.
-Fixed missing classnames in cfgPatches
- added RHS_CBPS_optional an optional module that can be found independantly on the workshop but requires milsim tools to function.
- fixed : attributes set in 3Den editor did not work in MP.
- Tweaked: Halo Mask hud can be completely disabled, or enabled elements can be selected.
tweaked: For better practice. Heli Taxi, Cas Supports,Fire Supports and supply drops are now disabled by default.
Mission makers and server owners can enable them if they need /want them.
added: ACE 3 medics, both players and AI will wear a medic patch insignia (if available on the uniform). Can be disabled from options.
added: deployable fob functions & objects.
In editor under MRHItems >> Utilities are a cargo container and a supply box both can be used to spawn a F.O.B. and a camp. The time it takes to deploy and repack them is configurable via CBA settings. By default they spawn compositions that are built in the mod but you can easily create and configure your own in an addon or in mission description.ext. See the function header for MRH_fnc_generateComposition on github or in the functions viewer for more information. Compositions are compatible with refill ammo and ammocrate functions as well as with my other mod MRH Satellite (if you use the generate function settings will be conveyed to the composition spawned).
added: field medical tent item & object.
tent item can be deployed and repacked and contains ACE 3 medical items. When deployed it serves as an ACE3 medical facility. How long it takes to deploy and repack tent can be modified in CBA settings.
added some configurable eden attributes:
The hack and collect data function can be now configured from eligible objects attributes in 3DEN editor. Requires little to no scripting knowledge.
The object search function can be now configured from eligible objects attributes in 3DEN editor. Requires little to no scripting knowledge.
The simple conversation function can be now configured from units attributes in 3DEN editor. Requires little to no scripting knowledge.
The ammo box function can be now configured from eligible objects attributes in 3DEN editor. Requires little to no scripting knowledge.
The auto refill box function can be now configured from eligible objects attributes in 3DEN editor. Requires little to no scripting knowledge.
added: an empty crate and an empty supply box. Because sometimes having them empty from the start is realy useful ;-)
added: AceX food crate, if ACEX is enabled the box will contain ACEX field rations.
added: Tents based on Land_MedicalTent_01_base_F receive an ACE3 open/close action (when closed action appears at the bottom of the entrance , when opened at the center of the tent, visible from the threshold)
tweaked: Enhanced Map , map collect now uses core additem function. (if inventory is full object will spawn on the ground).
tweaked: CBA versioning: wrong version will return player to the lobby with message from this version onward.
-Code optimization: started to move conde to unscheduled environment only for addons: Core, Zeus Modules, Halo Gear, Admin Menu
-Added unfoldable/draggable shooting mat that flattens grass.
-Elevator function can now be used by zeus remote controlled units.
-Fixed Folded map Ace Illumination
-Enhanced map can now be used by zeus controlled units.
-Fixed: Admin Menu heal all players no longer JIP. (Won't spam arriving players)
-Tweaked: Changing a remote player's gear will result in remote player receiving a notification.
-Tweaked: Unit insignia set with BIS_fnc_setUnitInsignia will be preserved.
-Added: cba local event when gear is changed: MRH_admin_menu_playerloadoutchanged_eh local to the admin's machine. Parameters passed to the event: [admin player, remote player,old loadout, newloadout]
-Fixed widthRailWay error on all map controls
-Fixed missing textures on HALO mask, AAD, Elevator button (thx Diveyez for the reports)
-Fixed VIP surrender
-Fixed Scanner Ace Actions not working since last ACE update
-Fixed CAS support (thx Larrow)
-Vehicle spawner should display RHS Mk V patrol boat in maritime spawns
-Fixed set unit surrender module not working as intended (testing to be done)
-Halo Jump module:
tweaked >groups of objects parachuted along the players will be transfered to the server
added > The zeus menu now displays the altitude above sea level where the module is placed.
ADDED: Debug mod
>Disabled by default can be enabled in CBA options menu, don't forget to disable before exporting mission
-Shows all debugs messages in a box at the corner of the screen (latest is displayer)
-CTRL + SHIFT + X opens a log with all MRH Milsim Tools error logs
- You can add your own logs to the log by calling
[<STRING>] call MRH_fnc_MilsimTools_DebugTools_trace
#define IS_DEBUG ["MRH_MilsimTools_DebugTools_isDebugMode"] call cba_settings_fnc_get
#define TRACE(ARG) [(##ARG##)] call MRH_fnc_MilsimTools_DebugTools_trace
>When in debug from ace self actions you can:
draw/undraw all triggers in game (activated triggers will show in green)
draw / undraw cursortarget selections positions with names
draw/undra model to world positions
*fixed units surrendering from the zeus module should now behave properly in MP
*Yet another attempt to solve the movein cargo function in MP, honestly I'm at my wits' end on that one and since it requires testing on a large scale with several guinea pigs / players on the server for each test its quite hard to solve...
Added: module to make unit surrender
Fixed: Halo Jump did not teletransport all players in the group (some testing remains to be done)
Added : ambient conversation function
Fixed: Animate data terminal video was not played on the screen in MP
Tweaked: VIP surrender function overhauled, makes use of new ambient conversation function, allows playing a customized sound when unit surrenders,allows setting a chance percentage that the unit will surrender. See function header for more information
-Function to test if percentage chances are met
Added modules for the tablet
-Module to create data on the fly
-Module to attribute data to a player /an object as a collect point/ an unit as a conversation upon which the player will receive the data
-Module to add hack action to an object and let player hack and download data
-Animate data terminal
-Hack download and give data function
-Some UI related functions
HOTFIX: tablet pictures were not showing
*Added new functionality :
-Module to change a variable name in game (for coders/mission makers /advanced users)
-Module to add a conversation to an unit (see functions)
-Module to set availability of items for halo parachuting (see halo gear)
-Module to generate a HALO jump (see halo gear)
-Module to set how many helicopter taxis are available for each side
-fixed: MRH_fnc_MoveInCargo func should now work properly in MP and not cause server desync (large scale testing remains to be done)
-tweaked: Massive overhaul of the "simple ace conversation" function, new interface with unit's name and video feed to replace the previous hintC box, unit lip movement when talking (only on local machine),you can now pass parameters to the executed script see function header for guidelines. The conversation can now be added/removed dynamicaly via a zeus module. Deleting the module will remove the conversation.
*Milsim Tools Core:
-tweaked: newly added internal functions
-Changed: >in preparation for the upcoming zeus module data can now be created by script midgame.
>tablet will now also look for data in configfile in addition to mission configfile and you can create data and pictures cfgs in an addon. New nearly empty addon added to the mod that will contain more preconfigured data in the future.
-Added AAD inventory object & model. This AAD can be used to prepare an ammobox or a vehicule (Land vehicles and boats) for a paradrop (ACE 3 object interaction), and then set to open parachute at desired altitude when object is dropped.
-Added two zeus modules:
>HALO list object add module: place it on any object and it will be made available in the list for the HALO module
> Simple HALO drop module: Very powerful module, place on LZ on the map and it will allow you to program and execute a complete HALO drop for a player/ group of players and paradrop objects and vehicles along with them. You can disable every option enabled by default and let the players ready themselves and their gear for the drop but you can also automaticaly set the player's and objects' AADs to open at desired altitude, add rebreather mask (if possible currently equiped goggles will be stored in inventory), AAD capable parachute. Player's backpack will be attached to their chest and automatically restored upon touching ground and parachute left on the ground UNLESS the mod BackPack on chest is activated in which case it will be used to put backpack on chest and players will have to get rid of the parachute themselves and manually put their bags back on their backs.
*Tweaked & improved
-nearest door finding function optional parameters
==> The scanner includes functions to enhance its use, see the object's attributes in eden editor to access settings.
Functions added to MilsimTools_Core:
detect nearest door in nearest building, detect if door is locked, autoclose/lock door.
-Move in cargo function hopefully improved and won't cause desync making all other functions using this one safely usable.
-Elevator button, to be used with the elevator function
-Usb key (prop for now, will have its use with the tablet later on)
-Inventory item: RFID pass (by side), have no use for now (but you can scripr use for them in your mission, will be used in upcoming feature)
*Added new functionality : Parachuting addon (Halo Gear)
* 2 Masks and 2 Parachutes with auto opening possibilities (CYPRES II Auto Activation Device).
*Special HUD for Halo Mask
*Chances of mask breaking (Halo Mask With ESS only)
*Emulation of Hypoxia effects
*Configurable key to open parachute (default SPACE) instead of scrollwheel action menu.
*Objects that are attached to the player with ace interaction (IR Strobes chemLights etc) will also appeared attached when the chute is deployed.
Version Changelog :
MRH Milsim Tools version : v.1.14.6
*Demo mission updated
> changing player gear with ace arsenal should now work properly even if the admin isn’t formation leader
> added setting to allow non admin players to open the admin menu if they are in zeus interface (disabled by default)
> when opening the admin menu and viewing a specific player the view camera will not be displayed (it fucked with the zeus cam) but the zeus cam will be centered on selected player instead.
>incorrect texture path for proving grounds would cause sharable map to be invisible
>added icons for actions
>foldable map actions can now be used in vehicles
>some players wouldn’t get the actions
> all functions now have complete headers
>paradrop script now functions as intended
> passed ace self-interactions from script to config, should be much more stable
> you can call supports when in a vehicle or on the map
> missing “talk” localization for simple ace message function
>paradrop script now functions as intended
-changed & tweaked:
> massive overhaul of the heli taxi system
> helis and their owners are now created and handled on & by the server
> you can set waypoints to reach the destination
> all members of the group that called the heli are now able to cancel it and set its course while inside
> you can change the course of the heli midflight and give it new waypoints at any time (except if the heli is in its landing phase.
> you can choose LZs over water and MOST helis will safely hover over the water. (be careful some bigger helis will sink)
> If you are in the water and the helicopter is coming to pick you up, since you are too far for classic arma action, helis will receive an ACE3 “climb in” interaction allowing you to move inside from the water.
> compatibility with some helis that do not land completely (RHS super stallion)
>Sometimes helis do not land, in that case passengers will receive an ace3 action to force the landing after 3 seconds
>settings are now parsed only on the server, no risk of overwriting by new connected player
> all functions now have complete headers
>paradrop script now functions as intended
>scrollbars in listboxes
>Only groups with players will appear in the group choice combo
>Added exclusion list for cargo prepping, list is to be expanded with further use/users feedback.
*Milsim Tools Core:
> function to return wether a player is alive and conscious (ace + milsim tools status)
> func that returns alive and conscious group members
*Tweaked and fixed
-Some functions updated and improved
-Admin menu ace arsenal fixed
-Actions to call supports (airstrikes, CAS, supply drops) are now regrouped under a "call HQ" ace self interaction.
-Coordinates are checked before calling support if the input is incorrect you cannot call support
-Color changes as you type to indicate that the coordinates are correct
-Supply drops requester
-Enhanced map settings should now be applied properly to non vanilla units.
-Version info on Arma 3 main screen
-Artillery and CAS support call
-Enhanced sharable map
-Correct cba versioning
-Fixed missing localization key
-Fixed LZ selection for players without a map: They will no be able to access the map for LZ selection.
-Fixed and tweaked: editing player gear with ace arsenal, should now work for all gear including backpacks and weapons, arsenal is not opened on player but on a dummy copy of the player, so no sea sickness involved if target player is moving. Dummy is lit at night, you'll see what you are doing
-Fixed fiberscope was not working after latest cba update, hotfix didn't correct the issue. Now it works properly.
*hotfix error on arma 3 loading since latest cba update
*Fixed refill box
-Custom heli taxi module
-Zeus invisibility toggle
-Set player goggles function
added sniper training module.
*preparing ground for massive update*
updated staticline jump function will work in MP
Minor fix mrh functions
added new ETA function
removed some assets that were privy to my team
Fix du module admin
Correctif variables publiques de la fonction hack/download
Patch du menu des pertes qui s'ouvrait en démultiplié.
Inclusion de MRHFunctions (bêta) voir doc en pdf dans le répertoire du mode.
- Community Base addons A3