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mods's Introduction

Theseus Mods Version Theseus Mods Issues Theseus Mods License Theseus Mods Build Status

Requires the latest version of CBA and ACE3.

Theseus Mods is a joint effort by the members of Theseus Inc. to bend the features and game-play of Arma 3 to the community's needs.

The mod is on the same foundation as the ACE3 mod, using its framework, systems, tools and standards. It is entirely open-source and licensed under the GNU General Public License (GPLv2).

Huge appreciation and thanks to ACE3 Team for their open-source nature and permission to use their systems.

Setup

Requirements

  • Arma 3
  • Arma 3 Tools (available on Steam)
  • Run Arma 3 and Arma 3 Tools directly from Steam once to install registry entries (and again after every update)
  • HEMTT (>=v1.5.1) in project root (Windows users can double-click tools/setup.bat)
    • hemtt (Linux) or hemtt.exe (Windows)

Procedure

Replace hemtt with hemtt.exe on Windows.

  • Open terminal (Linux) or command line (Windows)
  • Run $ hemtt build to create a development build (Windows users can double-click build.bat)
  • Run $ hemtt release to create a release build
    • Only Windows release builds are currently supported due to binarization!
    • Add extension builds from CI!
  • Run $ hemtt dev to create a development build with file patching
    • mklink /J <Arma 3>\x\tac <Mods>/.hemttout/dev (/D instead of /J for network paths)
    • $ hemtt launch is not supported. Use ArmaQDL.

Extensions

Requirements:

  • Rust (>= 1.59)

Extensions builds must be invoked manually or via CI:

  • Run $ cargo build [--release] in extensions directory

mods's People

Contributors

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mods's Issues

Items duplicated on Armory stashing

Some items gets "duplicated" when stashed on the Arsenal, they are not removed from inventory. You put the item, go to the Arsenal, stash it, it disapears from the arsenal to stash, but when you go back to check the inventory the item is still there so you can stash it again.

By now it happend with:

  • Sunglases (CfgGlasses items) -> CBATeam/CBA_A3#217
  • Binoculars / Laser Designator / Rangefinder

Ill be editing the thread if i find more items that get duplicated.

Remove health vehicle

Remove restriction that only allows for "broken legs" to be healed in a vehicle/helicopter by the medic.

ACE setting. Is more a hassle at the moment than anything else. Especially with small groups.

Translations

ACE3 Translation Guide
(Keep in mind, TAC Mods project and repository information is different!)

Total number of keys: 236

Language Missing Entries Relevant Modules % done
English 0 - 100%
German 60 main, medical, armory, breaching, noactions, performance, servers, ratelmarker, bodybag, radios, difficulties, insurgents, supplies, gimmick, apollo, headless 75%
Polish 226 main, medical, armory, zeus, breaching, shootingrange, noactions, performance, servers, ratelmarker, mission_autotest, bodybag, radios, difficulties, insurgents, supplies, gimmick, apollo, headless 4%
Portuguese 234 main, medical, armory, zeus, breaching, shootingrange, noactions, performance, servers, ratelmarker, mission_autotest, bodybag, radios, difficulties, insurgents, supplies, gimmick, apollo, headless 1%
Russian 234 main, medical, armory, zeus, breaching, shootingrange, noactions, performance, servers, ratelmarker, mission_autotest, bodybag, radios, difficulties, insurgents, supplies, gimmick, apollo, headless 1%
Czech 234 main, medical, armory, zeus, breaching, shootingrange, noactions, performance, servers, ratelmarker, mission_autotest, bodybag, radios, difficulties, insurgents, supplies, gimmick, apollo, headless 1%
Spanish 228 main, medical, armory, zeus, breaching, shootingrange, noactions, performance, servers, ratelmarker, mission_autotest, bodybag, radios, difficulties, insurgents, supplies, gimmick, apollo, headless 3%
Italian 234 main, medical, armory, zeus, breaching, shootingrange, noactions, performance, servers, ratelmarker, mission_autotest, bodybag, radios, difficulties, insurgents, supplies, gimmick, apollo, headless 1%
French 135 main, medical, armory, breaching, shootingrange, noactions, performance, servers, ratelmarker, mission_autotest, bodybag, radios, difficulties, insurgents, supplies, gimmick, apollo, headless 43%
Japanese 235 main, medical, armory, zeus, breaching, shootingrange, noactions, performance, servers, ratelmarker, mission_autotest, bodybag, radios, difficulties, insurgents, supplies, gimmick, apollo, headless 0%

Armory Wishlist

  • Replace hints with ACE3 displayTextStructured -> #98
  • Add framework for Vanilla gear -> #151
  • Use ACE3 events (+ Chronos) -> #109
  • Sort lists -> #150
  • Add sub-category with magazines/attachments compatible with current weapon -> #178
  • Simulate taking and stashing with Vanilla gear -> #202
  • Eden attribute instead of module -> #203
  • Stash All button Default stash to max item quantity -> #410
  • Eden contents menu for vanilla gear whitelisting
  • Dynamic initializer (load only initialized locker)
  • Locker selection menu
  • Icon-less stringtabled buttons (scripted fixed-width text)

Framework / module for Launcher course

May function the same as weapons course, but I don't know if this is possible with the current module.

Also, IIRC there are some giant pop-up targets that could be used to practice with launchers. They were about the size of the front of car. (This was back from in usec so it could be that it was part of a mod we don't have.)
I'll confirm this ASAP, remind me if I don't.

5.56 mm magazines compatibility ACE / PG

The "new" ACE3 5.56mm magazines do not fit the M4 from PG services.

  • 5.56mm 30Rnd Mag (Mk262)
  • 5.56mm 30Rnd Mag (Mk318)
  • 5.56mm 30Rnd Mag (M995 AP)

The PG M4 5.56 magazines do not fit vanilla 5.56 weapons. (Vice versa of above)

  • M4 Mk318 30rnd Magazine
  • M4 Mk262 30rnd Magazine
  • M4 M855A1 30rnd Magazine

Is this a compatibility issue that can be fixed on either end of the mods?
Otherwise we'll have to provide specific ammo for a specific weapon in armory.

Add body bag inventory transferring

Requires ACE 3.5.0 with acemod/ACE3#3022

  • Add inventory to body bag object (if it doesn't have it already)
  • Add automatic transfer of dead body's inventory to body bag's inventory (primary weapon gets dropped on the floor, let it be handled manually)

Armory Improvements

1.1.1

  • Quantity defaults to blank instead of 1 or max value when stashing an item with bigger quantity than next - lbSetCurSel in FUNC(dialogControl_amountSelection) to 0 (= 1) every time #74
  • Prevent name and amount from overlapping (substring of the name, full name in a tooltip) #74
  • Prevent initialization if the box has no inventory #74
  • ACE Interaction instead of addAction #74
  • Mission module and ACE_Setting to toggle Chronos-enabled version (Yes/No or value type) #74
  • Mission module to sync/type in container names #74
  • Make a new class with preset Armory #74

1.1.2

  • Prevent multiple people opening Armory at the same time on the same box #76
  • Add Zeus compatibility for Armory Locker object #77
  • Remove leftovers of Chronos enabled checks #78
  • Prevent saving weapons with attachments or magazines / uniforms/vests/backpack with contents #79
  • Stringtable all hints #80
  • Prevent taking if box is full #81

Remove optional Taliban Fighters Armed's dependecy fixes

Change Misc to Alarm

  • Split from misc to alarm and ACEify (framework, macros, interaction menu)
  • Editor Module

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