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Collection of systems, tweaks and enhancements for Arma 3
- All rockets have muzzleImpulseFactor inheriting from this one magazine.
- Sick of this function. - AI stand in place, won't do anything and I think it's combat mode doing it.
- Removes "ALL" as an option. - Types is now an array - Added Combat type, re-enables PATH/MOVE on AI entering combat mode. - BWC support for old syntax. Seen...
- Reverted the 0.6 AI damage, shouldn't be necessary anymore. **Trench Stuff:** Me and Mick have been balancing out trenches trying to move us away from digging sandcastles everywhere we...
**[ACE3 Translation Guide](https://ace3.acemod.org/wiki/development/how-to-translate-ace3.html)** (Keep in mind, TAC Mods project and repository information is different!) Total number of keys: 236 | Language | Missing Entries | Relevant Modules | % done...
**When merged this pull request will:** - Add framework for saving player data only relevant to the runtime of the current mission (data that does not need to be saved...
- [x] Add periodic saving if no inventory save happened in case of crashes -> #204 - [x] Use `getUnitLoadout`/`setUnitLoadout` (also requires database changes) - includes magazine round count ->...
**Description:** - "We could automate emptying vehicles inventories based on mission type." - JJ Additional thought: Add some way of preventing it if mission equipment is given in a vehicle.
**When merged this pull request will:** - Use OCAP Enabled Administrative UI setting instead of custom Admin UI blocking **Requires https://github.com/OCAP2/addon/pull/30!**
- [x] Rewrite scripts (MFD/FLIR handling) - #592 - [x] Remove top HUD Radar (replaced with new Sensor panels) - #592 - [x] Add camera ground lock (GEOLOCK) - _Without...