Modules: Difference between revisions
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=== {{arma3}} === | === {{arma3}} === | ||
Last updated: {{GVI|arma3|1. | Last updated: {{GVI|arma3|1.98}} | ||
{| class='wikitable' | {| class='wikitable' | ||
!Module Name !!Category !!Addon !!Function !!Description | !Module Name !!Category !!Addon !!Function !!Description | ||
|- | |- | ||
| | |Hide Terrain Objects | ||
||Environment | ||Environment | ||
||Arma 3 | ||Arma 3 | ||
Line 368: | Line 368: | ||
|| | || | ||
|- | |- | ||
| | |Edit Terrain Object | ||
||Environment | ||Environment | ||
||Arma 3 | ||Arma 3 | ||
Line 374: | Line 374: | ||
|| | || | ||
|- | |- | ||
| | |Timeline | ||
||Keyframe Animation | ||Keyframe Animation | ||
||Arma 3 | ||Arma 3 | ||
Line 380: | Line 380: | ||
|| | || | ||
|- | |- | ||
| | |Rich Curve | ||
||Keyframe Animation | ||Keyframe Animation | ||
||Arma 3 | ||Arma 3 | ||
Line 386: | Line 386: | ||
|| | || | ||
|- | |- | ||
| | |Rich Curve Key | ||
||Keyframe Animation | ||Keyframe Animation | ||
||Arma 3 | ||Arma 3 | ||
Line 392: | Line 392: | ||
|| | || | ||
|- | |- | ||
| | |Rich Curve Key Control Point | ||
||Keyframe Animation | ||Keyframe Animation | ||
||Arma 3 | ||Arma 3 | ||
Line 398: | Line 398: | ||
|| | || | ||
|- | |- | ||
| | |Camera | ||
||Keyframe Animation | ||Keyframe Animation | ||
||Arma 3 | ||Arma 3 | ||
Line 404: | Line 404: | ||
|| | || | ||
|- | |- | ||
| | |Smoke Grenade | ||
||Effects | ||Effects | ||
||Arma 3 | ||Arma 3 | ||
Line 410: | Line 410: | ||
||Create a smoke shell. | ||Create a smoke shell. | ||
|- | |- | ||
| | |Chem light | ||
||Effects | ||Effects | ||
||Arma 3 | ||Arma 3 | ||
Line 416: | Line 416: | ||
||Create a chem light. | ||Create a chem light. | ||
|- | |- | ||
| | |Tracers | ||
||Effects | ||Effects | ||
||Arma 3 | ||Arma 3 | ||
Line 422: | Line 422: | ||
||Shoot tracers upwards to create an illusion of battle. | ||Shoot tracers upwards to create an illusion of battle. | ||
|- | |- | ||
| | |Plankton | ||
||Effects | ||Effects | ||
||Arma 3 | ||Arma 3 | ||
Line 428: | Line 428: | ||
||Plankton module creates an underwater plankton effect around player. | ||Plankton module creates an underwater plankton effect around player. | ||
|- | |- | ||
| | |Bubbles | ||
||Effects | ||Effects | ||
||Arma 3 | ||Arma 3 | ||
Line 434: | Line 434: | ||
||Creates underwater bubbles on position of the module. Unless you set the position of the module manually (via script commands), bubbles will be created at the bottom. | ||Creates underwater bubbles on position of the module. Unless you set the position of the module manually (via script commands), bubbles will be created at the bottom. | ||
|- | |- | ||
| | |Cartridges | ||
||Effects | ||Effects | ||
||Arma 3 | ||Arma 3 | ||
Line 440: | Line 440: | ||
||Creates empty cartridges on the position of the module. | ||Creates empty cartridges on the position of the module. | ||
|- | |- | ||
| | |Smoke | ||
||Effects | ||Effects | ||
||Arma 3 | ||Arma 3 | ||
Line 446: | Line 446: | ||
||Creates smoke on a position of the module. | ||Creates smoke on a position of the module. | ||
|- | |- | ||
| | |Fire | ||
||Effects | ||Effects | ||
||Arma 3 | ||Arma 3 | ||
Line 452: | Line 452: | ||
||Creates fire on a position of the module. | ||Creates fire on a position of the module. | ||
|- | |- | ||
| | |Date | ||
||Events | ||Events | ||
||Arma 3 | ||Arma 3 | ||
Line 458: | Line 458: | ||
||Set mission date. | ||Set mission date. | ||
|- | |- | ||
| | |Weather | ||
||Environment | ||Environment | ||
||Arma 3 | ||Arma 3 | ||
Line 464: | Line 464: | ||
||Set mission weather. Certain changes can take some time to appear. | ||Set mission weather. Certain changes can take some time to appear. | ||
|- | |- | ||
| | |Save Game | ||
||Events | ||Events | ||
||Arma 3 | ||Arma 3 | ||
Line 470: | Line 470: | ||
||Set the mission progress. Will replace the previous automatic save. User save won't be affected. | ||Set the mission progress. Will replace the previous automatic save. User save won't be affected. | ||
|- | |- | ||
| | |Radio Chat | ||
||Events | ||Events | ||
||Arma 3 | ||Arma 3 | ||
Line 476: | Line 476: | ||
||Show a chat message. | ||Show a chat message. | ||
|- | |- | ||
| | |Volume | ||
||Events | ||Events | ||
||Arma 3 | ||Arma 3 | ||
Line 482: | Line 482: | ||
||Set mission sound/music volume. Changes won't affect user options. | ||Set mission sound/music volume. Changes won't affect user options. | ||
|- | |- | ||
| | |Generic radio message | ||
||Events | ||Events | ||
||Arma 3 | ||Arma 3 | ||
Line 488: | Line 488: | ||
||Show a chat message. | ||Show a chat message. | ||
|- | |- | ||
| | |Set Callsign | ||
||Group Modifiers | ||Group Modifiers | ||
||Arma 3 | ||Arma 3 | ||
Line 494: | Line 494: | ||
||Assign group callsign. Each group has to have a unique callsign - assigning an existing one will remove it from the group which used it previously. | ||Assign group callsign. Each group has to have a unique callsign - assigning an existing one will remove it from the group which used it previously. | ||
|- | |- | ||
| | |Combat Get In | ||
||Group Modifiers | ||Group Modifiers | ||
||Arma 3 | ||Arma 3 | ||
Line 500: | Line 500: | ||
|| | || | ||
|- | |- | ||
| | |High Command - Commander | ||
||Others | ||Others | ||
||Arma 3 | ||Arma 3 | ||
Line 506: | Line 506: | ||
||Set person as a high commander, giving him an ability to control whole groups. | ||Set person as a high commander, giving him an ability to control whole groups. | ||
|- | |- | ||
| | |Skip time | ||
||Environment | ||Environment | ||
||Arma 3 | ||Arma 3 | ||
Line 512: | Line 512: | ||
||Skip mission time. | ||Skip mission time. | ||
|- | |- | ||
| | |Create Task | ||
||Intel | ||Intel | ||
||Arma 3 | ||Arma 3 | ||
Line 518: | Line 518: | ||
||Add a task to synced objects or to larger pool of units. | ||Add a task to synced objects or to larger pool of units. | ||
|- | |- | ||
| | |Set Task Description | ||
||Intel | ||Intel | ||
||Arma 3 | ||Arma 3 | ||
Line 524: | Line 524: | ||
||Set task description. | ||Set task description. | ||
|- | |- | ||
| | |Set Task Destination | ||
||Intel | ||Intel | ||
||Arma 3 | ||Arma 3 | ||
Line 530: | Line 530: | ||
||Set task destination. | ||Set task destination. | ||
|- | |- | ||
| | |Set Task State | ||
||Intel | ||Intel | ||
||Arma 3 | ||Arma 3 | ||
Line 536: | Line 536: | ||
||Set task state. | ||Set task state. | ||
|- | |- | ||
| | |Create Diary Record | ||
||Intel | ||Intel | ||
||Arma 3 | ||Arma 3 | ||
Line 542: | Line 542: | ||
||Create a diary record for synced objects or for larger a pool of units. | ||Create a diary record for synced objects or for larger a pool of units. | ||
|- | |- | ||
| | |Headquarters Entity | ||
||Intel | ||Intel | ||
||Arma 3 | ||Arma 3 | ||
Line 548: | Line 548: | ||
||Virtual headquarters unit which can be used for playing radio messages. | ||Virtual headquarters unit which can be used for playing radio messages. | ||
|- | |- | ||
| | |Military Symbols | ||
||Others | ||Others | ||
||Arma 3 | ||Arma 3 | ||
Line 554: | Line 554: | ||
|| | || | ||
|- | |- | ||
| | |Zone Restriction | ||
||Others | ||Others | ||
||Arma 3 | ||Arma 3 | ||
Line 560: | Line 560: | ||
||Set punishment for leaving the Area of Operation. | ||Set punishment for leaving the Area of Operation. | ||
|- | |- | ||
| | |Trident | ||
||Others | ||Others | ||
||Arma 3 | ||Arma 3 | ||
Line 566: | Line 566: | ||
||Set diplomacy options. When involved sides start killing each other, they won't be punished by a negative rating. Once too many kills are reached, the sides will turn hostile. | ||Set diplomacy options. When involved sides start killing each other, they won't be punished by a negative rating. Once too many kills are reached, the sides will turn hostile. | ||
|- | |- | ||
| | |Unlock Object | ||
||Others | ||Others | ||
||Arma 3 | ||Arma 3 | ||
Line 572: | Line 572: | ||
||Unlock addons of synced objects for the curator. E.g., when synced to a BLUFOR soldier, all BLUFOR soldiers will be unlocked, because they belong to the same addon. | ||Unlock addons of synced objects for the curator. E.g., when synced to a BLUFOR soldier, all BLUFOR soldiers will be unlocked, because they belong to the same addon. | ||
|- | |- | ||
| | |Unlock Area | ||
||Others | ||Others | ||
||Arma 3 | ||Arma 3 | ||
Line 578: | Line 578: | ||
||Unlock area for curator unit spawning. | ||Unlock area for curator unit spawning. | ||
|- | |- | ||
| | |Friendly Fire | ||
||Others | ||Others | ||
||Arma 3 | ||Arma 3 | ||
Line 584: | Line 584: | ||
||Set punishment for killing friendly units. | ||Set punishment for killing friendly units. | ||
|- | |- | ||
| | |Sector | ||
||Multiplayer | ||Multiplayer | ||
||Arma 3 | ||Arma 3 | ||
Line 590: | Line 590: | ||
|| | || | ||
|- | |- | ||
| | |Respawn Position | ||
||Multiplayer | ||Multiplayer | ||
||Arma 3 | ||Arma 3 | ||
Line 596: | Line 596: | ||
||Add a respawn position. | ||Add a respawn position. | ||
|- | |- | ||
| | |Vehicle Respawn | ||
||Multiplayer | ||Multiplayer | ||
||Arma 3 | ||Arma 3 | ||
Line 602: | Line 602: | ||
||Set vehicle respawn parameters. | ||Set vehicle respawn parameters. | ||
|- | |- | ||
| | |Show / Hide | ||
||Object Modifiers | ||Object Modifiers | ||
||Arma 3 | ||Arma 3 | ||
Line 608: | Line 608: | ||
||Show/hide synced objects. They will become invisible and their simulation will be disabled. | ||Show/hide synced objects. They will become invisible and their simulation will be disabled. | ||
|- | |- | ||
| | |Set Position / Rotation | ||
||Object Modifiers | ||Object Modifiers | ||
||Arma 3 | ||Arma 3 | ||
Line 614: | Line 614: | ||
||Set position and rotation of synced objects. | ||Set position and rotation of synced objects. | ||
|- | |- | ||
| | |Set Skill | ||
||Object Modifiers | ||Object Modifiers | ||
||Arma 3 | ||Arma 3 | ||
Line 620: | Line 620: | ||
||Set AI skill of synced objects. Has no effect on players. | ||Set AI skill of synced objects. Has no effect on players. | ||
|- | |- | ||
| | |Set Character Damage | ||
||Object Modifiers | ||Object Modifiers | ||
||Arma 3 | ||Arma 3 | ||
Line 626: | Line 626: | ||
||Set damage of synced persons. | ||Set damage of synced persons. | ||
|- | |- | ||
| | |Set Vehicle Damage | ||
||Object Modifiers | ||Object Modifiers | ||
||Arma 3 | ||Arma 3 | ||
Line 632: | Line 632: | ||
||Set damage of synced vehicles. | ||Set damage of synced vehicles. | ||
|- | |- | ||
| | |Set Vehicle Fuel | ||
||Object Modifiers | ||Object Modifiers | ||
||Arma 3 | ||Arma 3 | ||
Line 638: | Line 638: | ||
||Set fuel of synced vehicles. | ||Set fuel of synced vehicles. | ||
|- | |- | ||
| | |Set Ammo | ||
||Object Modifiers | ||Object Modifiers | ||
||Arma 3 | ||Arma 3 | ||
Line 644: | Line 644: | ||
||Set total ammo of synced objects. Affects only ammo of their weapons, not ammo carried in cargo space (e.g., ammo boxes). | ||Set total ammo of synced objects. Affects only ammo of their weapons, not ammo carried in cargo space (e.g., ammo boxes). | ||
|- | |- | ||
| | |Set Mode | ||
||Object Modifiers | ||Object Modifiers | ||
||Arma 3 | ||Arma 3 | ||
Line 650: | Line 650: | ||
||Set behavior pattern of synced objects. | ||Set behavior pattern of synced objects. | ||
|- | |- | ||
| | |Set Rank | ||
||Object Modifiers | ||Object Modifiers | ||
||Arma 3 | ||Arma 3 | ||
Line 656: | Line 656: | ||
||Set military rank of synced objects. | ||Set military rank of synced objects. | ||
|- | |- | ||
| | |Set AI Mode | ||
||Object Modifiers | ||Object Modifiers | ||
||Arma 3 | ||Arma 3 | ||
Line 662: | Line 662: | ||
||Enable/disable AI modes. | ||Enable/disable AI modes. | ||
|- | |- | ||
| | |Add Rating / Score | ||
||Object Modifiers | ||Object Modifiers | ||
||Arma 3 | ||Arma 3 | ||
Line 668: | Line 668: | ||
||Add rating to synced objects. Rating is automatically awarded for killed enemies and players can see it in the debriefing screen. Shooting friendlies will lead to a negative rating and turning hostile to your own units. | ||Add rating to synced objects. Rating is automatically awarded for killed enemies and players can see it in the debriefing screen. Shooting friendlies will lead to a negative rating and turning hostile to your own units. | ||
|- | |- | ||
| | |Open / Close Doors | ||
||Object Modifiers | ||Object Modifiers | ||
||Arma 3 | ||Arma 3 | ||
Line 674: | Line 674: | ||
||Open/close door of synced objects. | ||Open/close door of synced objects. | ||
|- | |- | ||
| | |Simulation Manager | ||
||Object Modifiers | ||Object Modifiers | ||
||Arma 3 | ||Arma 3 | ||
Line 680: | Line 680: | ||
||Keep all AI units disabled until someone from the player's group gets near. | ||Keep all AI units disabled until someone from the player's group gets near. | ||
|- | |- | ||
| | |Open Strategic Map | ||
||Strategic | ||Strategic | ||
||Arma 3 | ||Arma 3 | ||
Line 686: | Line 686: | ||
||Open a strategic map. | ||Open a strategic map. | ||
|- | |- | ||
| | |Support Requester | ||
||Supports | ||Supports | ||
||Arma 3 | ||Arma 3 | ||
Line 692: | Line 692: | ||
||Supports framework. A support requester unit has to be synchronized with the Requester module. The Requester module has to be synchronized with Provider module(s). A Provider module has to be synchronized with a support provider unit(s), unless a Virtual Provider module is used. | ||Supports framework. A support requester unit has to be synchronized with the Requester module. The Requester module has to be synchronized with Provider module(s). A Provider module has to be synchronized with a support provider unit(s), unless a Virtual Provider module is used. | ||
|- | |- | ||
| | |Posters | ||
||Others | ||Others | ||
||Arma 3 | ||Arma 3 | ||
Line 698: | Line 698: | ||
||Creates posters and leafets on walls of buildings. Those buildings are made indestructible. | ||Creates posters and leafets on walls of buildings. Those buildings are made indestructible. | ||
|- | |- | ||
| | |Animals | ||
||Others | ||Others | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 704: | Line 704: | ||
||Creates a group of animals and handles their basic behavior. Deleting the module will delete the animals as well. | ||Creates a group of animals and handles their basic behavior. Deleting the module will delete the animals as well. | ||
|- | |- | ||
| | |Close Air Support (CAS) | ||
||Effects | ||Effects | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 710: | Line 710: | ||
||Send an air strike on the module position. It will take a few seconds before the plane arrives at the module’s position. Unless it's destroyed, it will be deleted after flying away. | ||Send an air strike on the module position. It will take a few seconds before the plane arrives at the module’s position. Unless it's destroyed, it will be deleted after flying away. | ||
|- | |- | ||
| | |Game Master | ||
||Zeus | ||Zeus | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 716: | Line 716: | ||
||Zeus logic which provides access to the 3D real-time editor. | ||Zeus logic which provides access to the 3D real-time editor. | ||
|- | |- | ||
| | |Manage Addons | ||
||Zeus | ||Zeus | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 722: | Line 722: | ||
||Manage addons (i.e. object packs) available to Zeus. | ||Manage addons (i.e. object packs) available to Zeus. | ||
|- | |- | ||
| | |Manage Resources | ||
||Zeus | ||Zeus | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 728: | Line 728: | ||
||Add or subtract resources available to Zeus. They are required for placing or editing objects. | ||Add or subtract resources available to Zeus. They are required for placing or editing objects. | ||
|- | |- | ||
| | |Add Editing Area | ||
||Zeus | ||Zeus | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 734: | Line 734: | ||
||Add an area inside of which Zeus is allowed to place or edit objects. | ||Add an area inside of which Zeus is allowed to place or edit objects. | ||
|- | |- | ||
| | |Restrict Editing Around Players | ||
||Zeus | ||Zeus | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 740: | Line 740: | ||
|| | || | ||
|- | |- | ||
| | |Set Editing Area Type | ||
||Zeus | ||Zeus | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 746: | Line 746: | ||
||Set whether editing in all editing areas is allowed or restricted. | ||Set whether editing in all editing areas is allowed or restricted. | ||
|- | |- | ||
| | |Add Camera Area | ||
||Zeus | ||Zeus | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 752: | Line 752: | ||
||Add an area inside of which Zeus can move with the camera. | ||Add an area inside of which Zeus can move with the camera. | ||
|- | |- | ||
| | |Set Camera Position | ||
||Zeus | ||Zeus | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 758: | Line 758: | ||
||Move the Zeus camera to the module position. | ||Move the Zeus camera to the module position. | ||
|- | |- | ||
| | |Add Editable Objects | ||
||Zeus | ||Zeus | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 764: | Line 764: | ||
||Add objects which Zeus can edit. | ||Add objects which Zeus can edit. | ||
|- | |- | ||
| | |Set Editing Costs | ||
||Zeus | ||Zeus | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 770: | Line 770: | ||
||Set coefficients for operations Zeus can perform. The object cost is multiplied by these. Use a large negative value (e.g. -1e10) to disable the operation. | ||Set coefficients for operations Zeus can perform. The object cost is multiplied by these. Use a large negative value (e.g. -1e10) to disable the operation. | ||
|- | |- | ||
| | |Set Costs (Default) | ||
||Zeus | ||Zeus | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 776: | Line 776: | ||
|| | || | ||
|- | |- | ||
| | |Set Costs (Side) | ||
||Zeus | ||Zeus | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 782: | Line 782: | ||
||Simplified definition of object costs. Can be combined with other "Set Costs" modules (e.g., cost of a BLUFOR soldier can be defined by "Set Costs - Sides" and "Set Costs - Soldiers & Vehicles" module. All matching values are multiplied together). | ||Simplified definition of object costs. Can be combined with other "Set Costs" modules (e.g., cost of a BLUFOR soldier can be defined by "Set Costs - Sides" and "Set Costs - Soldiers & Vehicles" module. All matching values are multiplied together). | ||
|- | |- | ||
| | |Set Costs - Soldiers & Vehicles | ||
||Zeus | ||Zeus | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 788: | Line 788: | ||
||Simplified definition of object costs. Can be combined with other "Set Costs" modules (e.g., cost of a BLUFOR soldier can be defined by "Set Costs - Sides" and "Set Costs - Soldiers & Vehicles" module. All matching values are multiplied together). | ||Simplified definition of object costs. Can be combined with other "Set Costs" modules (e.g., cost of a BLUFOR soldier can be defined by "Set Costs - Sides" and "Set Costs - Soldiers & Vehicles" module. All matching values are multiplied together). | ||
|- | |- | ||
| | |Add Icon | ||
||Zeus | ||Zeus | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 794: | Line 794: | ||
||Show icon visible only to a specific Zeus. | ||Show icon visible only to a specific Zeus. | ||
|- | |- | ||
| | |Set Attributes - Objects | ||
||Zeus | ||Zeus | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 800: | Line 800: | ||
||Set which attributes are available for objects. The attribute window is accessed when Zeus double-clicks LMB on an object. | ||Set which attributes are available for objects. The attribute window is accessed when Zeus double-clicks LMB on an object. | ||
|- | |- | ||
| | |Post-Process | ||
||Environment | ||Environment | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 806: | Line 806: | ||
||Set a scene Post-Processing effect (e.g. color correction or film grain) | ||Set a scene Post-Processing effect (e.g. color correction or film grain) | ||
|- | |- | ||
| | |IR Grenade | ||
||Effects | ||Effects | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 812: | Line 812: | ||
|| | || | ||
|- | |- | ||
| | |Time Acceleration | ||
||Environment | ||Environment | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 818: | Line 818: | ||
|| | || | ||
|- | |- | ||
| | |Flare | ||
||Effects | ||Effects | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 824: | Line 824: | ||
||Creates a signal flare on the module position (visible only at night). | ||Creates a signal flare on the module position (visible only at night). | ||
|- | |- | ||
| | |End Scenario | ||
||Scenario Flow | ||Scenario Flow | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 830: | Line 830: | ||
||End the scenario for all players. | ||End the scenario for all players. | ||
|- | |- | ||
| | |Scenario Name | ||
||Scenario Flow | ||Scenario Flow | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 836: | Line 836: | ||
||Set the scenario name. It's shown to every player upon joining and after each respawn. | ||Set the scenario name. It's shown to every player upon joining and after each respawn. | ||
|- | |- | ||
| | |Zeus Lightning Bolt | ||
||Zeus | ||Zeus | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 842: | Line 842: | ||
||Creates a lightning strike powerful enough to destroy an object where it impacts. | ||Creates a lightning strike powerful enough to destroy an object where it impacts. | ||
|- | |- | ||
| | |Cover Map | ||
||Others | ||Others | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 848: | Line 848: | ||
||Highlight an Area of Operations in the map by enclosing it and covering the unused part. | ||Highlight an Area of Operations in the map by enclosing it and covering the unused part. | ||
|- | |- | ||
| | |Create Radio Channel | ||
||Others | ||Others | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 854: | Line 854: | ||
||Creates a custom radio channel for the given sides / Zeus players. | ||Creates a custom radio channel for the given sides / Zeus players. | ||
|- | |- | ||
| | |Zone Protection | ||
||Scenario Flow | ||Scenario Flow | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 860: | Line 860: | ||
||Prevents players from entering the given area. | ||Prevents players from entering the given area. | ||
|- | |- | ||
| | |Countdown | ||
||Scenario Flow | ||Scenario Flow | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 866: | Line 866: | ||
|| | || | ||
|- | |- | ||
| | |Respawn Tickets | ||
||Scenario Flow | ||Scenario Flow | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 872: | Line 872: | ||
||Set the number of respawn tickets available to each side. | ||Set the number of respawn tickets available to each side. | ||
|- | |- | ||
| | |Bleed Tickets | ||
||Scenario Flow | ||Scenario Flow | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 878: | Line 878: | ||
||Allow ticket bleeding when one side is holding the majority of sectors. | ||Allow ticket bleeding when one side is holding the majority of sectors. | ||
|- | |- | ||
| | |Ordnance | ||
||Effects | ||Effects | ||
||Arma 3 Zeus | ||Arma 3 Zeus | ||
Line 884: | Line 884: | ||
||Create an artillery shell on the module position. It will take a few seconds until it hits the ground. | ||Create an artillery shell on the module position. It will take a few seconds until it hits the ground. | ||
|- | |- | ||
| | |Spawn AI | ||
||Others | ||Others | ||
||Arma 3 Helicopters | ||Arma 3 Helicopters | ||
Line 890: | Line 890: | ||
|| | || | ||
|- | |- | ||
| | |Spawn AI: Spawnpoint | ||
||Others | ||Others | ||
||Arma 3 Helicopters | ||Arma 3 Helicopters | ||
Line 896: | Line 896: | ||
|| | || | ||
|- | |- | ||
| | |Spawn AI: Sector Tactic | ||
||Others | ||Others | ||
||Arma 3 Helicopters | ||Arma 3 Helicopters | ||
Line 902: | Line 902: | ||
|| | || | ||
|- | |- | ||
| | |Spawn AI: Options | ||
||Others | ||Others | ||
||Arma 3 Helicopters | ||Arma 3 Helicopters | ||
Line 908: | Line 908: | ||
|| | || | ||
|- | |- | ||
| | |Sling Load | ||
||Others | ||Others | ||
||Arma 3 Helicopters | ||Arma 3 Helicopters | ||
Line 914: | Line 914: | ||
|| | || | ||
|- | |- | ||
| | |EndGame Objectives Instance | ||
||Objectives | ||Objectives | ||
||Arma 3 Marksmen | ||Arma 3 Marksmen | ||
Line 920: | Line 920: | ||
|| | || | ||
|- | |- | ||
| | |End Game Simple Objective | ||
||Objectives | ||Objectives | ||
||Arma 3 Marksmen | ||Arma 3 Marksmen | ||
Line 926: | Line 926: | ||
|| | || | ||
|- | |- | ||
| | |End Game Start Game Objective | ||
||Objectives | ||Objectives | ||
||Arma 3 Marksmen | ||Arma 3 Marksmen | ||
Line 932: | Line 932: | ||
|| | || | ||
|- | |- | ||
| | |End Game - End Game Objective | ||
||Objectives | ||Objectives | ||
||Arma 3 Marksmen | ||Arma 3 Marksmen | ||
Line 938: | Line 938: | ||
|| | || | ||
|- | |- | ||
| | |Combat Patrol Init | ||
||Combat Patrol | ||Combat Patrol | ||
||Arma 3 Malden | ||Arma 3 Malden | ||
Line 944: | Line 944: | ||
||Initializes the Combat Patrol mode upon scenario start. | ||Initializes the Combat Patrol mode upon scenario start. | ||
|- | |- | ||
| | |Combat Patrol Location Add | ||
||Combat Patrol | ||Combat Patrol | ||
||Arma 3 Malden | ||Arma 3 Malden | ||
Line 950: | Line 950: | ||
||Adds a new selectable location to the map. | ||Adds a new selectable location to the map. | ||
|- | |- | ||
| | |Combat Patrol Location Remove | ||
||Combat Patrol | ||Combat Patrol | ||
||Arma 3 Malden | ||Arma 3 Malden | ||
Line 956: | Line 956: | ||
||Removes the nearest location in a 1000m radius from the map selection. | ||Removes the nearest location in a 1000m radius from the map selection. | ||
|- | |- | ||
| | |Combat Patrol Location Reposition | ||
||Combat Patrol | ||Combat Patrol | ||
||Arma 3 Malden | ||Arma 3 Malden | ||
Line 962: | Line 962: | ||
||Moves the nearest location in a 1000m radius to this module's position. | ||Moves the nearest location in a 1000m radius to this module's position. | ||
|- | |- | ||
| | |Combat Patrol Azimuth Blacklist | ||
||Combat Patrol | ||Combat Patrol | ||
||Arma 3 Malden | ||Arma 3 Malden | ||
Line 968: | Line 968: | ||
||Blacklists the nearest location's in a 1000m radius azimuth range so it can't be used for the starting / ending position or reinforcements spawning point. | ||Blacklists the nearest location's in a 1000m radius azimuth range so it can't be used for the starting / ending position or reinforcements spawning point. | ||
|- | |- | ||
| | |Civilian Presence | ||
||Ambient | ||Ambient | ||
||Arma 3 Tac-Ops | ||Arma 3 Tac-Ops | ||
Line 974: | Line 974: | ||
|| | || | ||
|- | |- | ||
| | |Civilian Presence Spawnpoint | ||
||Ambient | ||Ambient | ||
||Arma 3 Tac-Ops | ||Arma 3 Tac-Ops | ||
Line 980: | Line 980: | ||
|| | || | ||
|- | |- | ||
| | |Civilian Presence Position | ||
||Ambient | ||Ambient | ||
||Arma 3 Tac-Ops | ||Arma 3 Tac-Ops | ||
Line 986: | Line 986: | ||
|| | || | ||
|- | |- | ||
| | |Vanguard: Starting Area | ||
||Gameplay Modes | ||Gameplay Modes | ||
||Arma 3 Tanks | ||Arma 3 Tanks | ||
Line 992: | Line 992: | ||
|| | || | ||
|- | |- | ||
| | |Vanguard: Score Persistence | ||
||Gameplay Modes | ||Gameplay Modes | ||
||Arma 3 Tanks | ||Arma 3 Tanks | ||
Line 998: | Line 998: | ||
|| | || | ||
|- | |- | ||
| | |Vanguard: Objective Area | ||
||Gameplay Modes | ||Gameplay Modes | ||
||Arma 3 Tanks | ||Arma 3 Tanks | ||
||[[BIS_fnc_moduleVanguardObjective]] | ||[[BIS_fnc_moduleVanguardObjective]] | ||
|| | || | ||
|- | |||
|Old Man Sector | |||
||Old Man | |||
||Arma 3 Apex | |||
|| | |||
||Module for configuring sectors. All vehicles and groups placed inside will be persistently spawned. Sectors must not overlap! This module cannot be used without first adding the Old Man Init. module. | |||
|- | |||
|Old Man Patrol Area | |||
||Old Man | |||
||Arma 3 Apex | |||
|| | |||
||Module for randomly spawning groups in an area. Groups that have some unit synchronized are used as a template; units will randomly spawn in positions inside the patrol area. If you synchronize multiple groups, a random group will be selected. This module cannot be used without first adding the Old Man Init. module. | |||
|- | |||
|Old Man Restricted Area | |||
||Old Man | |||
||Arma 3 Apex | |||
|| | |||
||Sets up restricted areas which will raise player's threat level if seen within it. This module cannot be used without first adding the Old Man Init. module. | |||
|- | |||
|Old Man Relationship | |||
||Old Man | |||
||Arma 3 Apex | |||
|| | |||
||Set up the relationship with a given side. Do not set up for player's own side. This module cannot be used without first adding the Old Man Init. module. | |||
|- | |||
|Old Man QRF | |||
||Others | |||
||Arma 3 Apex | |||
|| | |||
||QRF Module. Synchronized units will be spawned on QRF activation. Only one instance of the module is allowed. It cannot be used without first adding the Old Man Init. module. | |||
|- | |||
|Old Man Smart Markers | |||
||Old Man | |||
||Arma 3 Apex | |||
||[[BIS_fnc_OM_moduleSmartMarkers]] | |||
||Managing smart marker enhancements, interactive smart marker compositions, and LODing of the information. This module cannot be used without first adding the Old Man Init. module. | |||
|- | |||
|Old Man Insurgent Agent | |||
||Old Man | |||
||Arma 3 Apex | |||
||[[BIS_fnc_OM_moduleSyndikatAgent]] | |||
||Module manages insurgent resources. It generates attack events. It cannot be used without first adding the Old Man Init. module. | |||
|- | |||
|Old Man Insurgent Team | |||
||Old Man | |||
||Arma 3 Apex | |||
||[[BIS_fnc_OM_moduleSyndikatTeam]] | |||
||Manages size of insurgent teams and income. This module cannot be used without first adding the Old Man Init. module. | |||
|- | |||
|Old Man Insurgent Camp Position | |||
||Old Man | |||
||Arma 3 Apex | |||
|| | |||
||Defines the placement of a camp. Synchronize the position with a unit, which will serve as a template for the unit actually spawned in the camp. Behavior and waypoints will be inherited, as well as code from any synchronized init. script module. It cannot be used without first adding the Old Man Init. module. | |||
|- | |||
|Old Man Economy | |||
||Old Man | |||
||Arma 3 Apex | |||
||[[BIS_fnc_OM_moduleEconomy]] | |||
||Manage player income and starting money. This module cannot be used without first adding the Old Man Init. module. | |||
|- | |||
|Oldman Action Queue | |||
||Old Man | |||
||Arma 3 Apex | |||
||[[BIS_fnc_OM_moduleActionQueue]] | |||
||Action Queue can be used for the sequential execution of actions (scripts, dialogues) in a non-specified time. | |||
|- | |||
|Old Man Radio | |||
||Old Man | |||
||Arma 3 Apex | |||
||[[BIS_fnc_OM_moduleRadio]] | |||
||Sets parameters for radio stations and what content will be aired. This module cannot be used without first adding the Old Man Init. module. | |||
|- | |||
|Old Man Reputation | |||
||Old Man | |||
||Arma 3 Apex | |||
||[[BIS_fnc_OM_moduleReputation]] | |||
||Reputation calculated in conjunction with the Relationship module. This module cannot be used without first adding the Old Man Init. module. | |||
|- | |||
|Old Man Awareness | |||
||Old Man | |||
||Arma 3 Apex | |||
||[[BIS_fnc_OM_moduleAwareness]] | |||
||Player's awareness regarding his relationship to the enemy via ambient radio chatter. This module cannot be used without first adding the Old Man Init. module. | |||
|- | |||
|Old Man Protected Vehicle | |||
||Old Man | |||
||Arma 3 Apex | |||
|| | |||
||Vehicle that will be marked as stolen by a given side. It will elicit an appropriate response if taken. Note that all CSAT, NATO, and Gendarmerie vehicles are registered by default. This module must be synchronized to a vehicle. It cannot be used without first adding the Old Man Init. Module. | |||
|- | |||
|Old Man Init. Script | |||
||Old Man | |||
||Arma 3 Apex | |||
|| | |||
||Init. script applied to any unit synchronized with a module. Do not use system: Init. field. Instead, use the field in the lower part of the module. Script will be called every time a unit in the sector is created. | |||
|- | |||
|Old Man Init. | |||
||Old Man | |||
||Arma 3 Apex | |||
||[[BIS_fnc_OM_init]] | |||
||Integral module for Old Man, enabling all functionality. If you create a new mission, do not forget the common description.ext to enable the rest of the functions.<br/>It is possible to include other missions directly into this mission. You must have them all in one folder, with the path mapped in this module. Furthermore, in each mission folder, you must have the missionName.sqf file included. For the name of the included mission, use the mission name, without the accompanying terrain suffix. | |||
|- | |||
|Old Man Night | |||
||Old Man | |||
||Arma 3 Apex | |||
|| | |||
||Synchronize units you want to spawn to the closest sector. According to the module settings, synchronized units will remain at night. Use this module for each sector that should be different from a sector in the daytime. It cannot be used without first adding the Old Man Init. module. | |||
|- | |||
|Old Man Intel | |||
||Old Man | |||
||Arma 3 Apex | |||
|| | |||
||Module for creating collectible intel. It adds a new diary record and can reveal sector markers. It cannot be used without first adding the Old Man Init. module. | |||
|- | |||
|Old Man Tracked Device | |||
||Old Man | |||
||Arma 3 Apex | |||
|| | |||
||Synchronize this module with any object that should be audible on the player's phone's geo-finder. The module itself will only prime the object. It will be despawned after. Do not use on vehicles or units inside a sector which can be despawned. This module cannot be used without first adding the Old Man Init. module. | |||
|- | |||
|Old Man Drop-off Point | |||
||Old Man | |||
||Arma 3 Apex | |||
||[[BIS_fnc_OM_moduleDepot]] | |||
||Player is able to unload/sell equipment inside of the sector area. Synchronize a container so it can be used to store items from inventory. This module cannot be used without first adding the Old Man Init. module. | |||
|- | |||
|Old Man Rest Point | |||
||Old Man | |||
||Arma 3 Apex | |||
||[[BIS_fnc_OM_moduleRestPoint]] | |||
||Player is able to rest at synchronized object(s). This module cannot be used without first adding the Old Man Init. module. | |||
|- | |||
|Old Man Mosquitoes | |||
||Old Man | |||
||Arma 3 Apex | |||
||[[BIS_fnc_OM_Epicentrum]] | |||
||Creates an area infested with mosquitoes. This module cannot be used without first adding the Old Man Init. module. | |||
|- | |||
|Old Man Market | |||
||Old Man | |||
||Arma 3 Apex | |||
||[[BIS_fnc_OM_moduleMarket]] | |||
||Player is able to shop at a synchronized container when talking to a synchronized shopkeeper. This module cannot be used without first adding the Old Man Init. module. | |||
|- | |||
|Old Man Random Conversations | |||
||Old Man | |||
||Arma 3 Apex | |||
|| | |||
||Synchronize one or two units to talk to each other or to the player. This module cannot be used without first adding the Old Man Init. module. | |||
|- | |||
|Old Man Fast Travel | |||
||Old Man | |||
||Arma 3 Apex | |||
||[[BIS_fnc_OM_moduleFastTravel]] | |||
||Module for handling player Fast Travel. This module cannot be used without first adding the Old Man Init. module. | |||
|- | |||
|Old Man Fast Travel Position | |||
||Old Man | |||
||Arma 3 Apex | |||
|| | |||
||Defines the position where the player should be transported to after Fast Travel. This module cannot be used without first adding the Old Man Init. module. | |||
|- | |- | ||
|} | |} | ||
Total number of modules: | Total number of modules: 154 | ||
'''Export Function'''<br> | '''Export Function'''<br> |
Revision as of 15:43, 17 April 2020
Introduction
This page can be considered a hub when it comes to modules. Here you'll find everything you need to know when it comes to creating modules, available modules in Arma 3 and existing module documentation.
General Information
- Modules are executed before initServer.sqf, initPlayerLocal.sqf and initPlayerServer.sqf (See Initialization Order)
- Modules are very easy to set up, even for unexperienced users
- They can easily be used to create mission templates
Spawning a Module by script
A module can be created using createUnit. Same as normal units, a Group must be created first.
Since 1.86 the variable BIS_fnc_initModules_disableAutoActivation must be set to false in its init to allow its init code to run.
Example
private _moduleGroup = createGroup sideLogic; "ModuleSmokeWhite_F" createUnit [ getPosATL player, _moduleGroup, "this setVariable ['BIS_fnc_initModules_disableAutoActivation', false, true];" ];
Creating a Module
Arma 3 introduces a module framework which aims to simplify the configuration of modules and the way their functions are executed (Globally,JIP)
1. Create a Module Addon
- Make a folder named myTag_addonName a create a config.cpp file in it.
- Inside, declare a CfgPatches class with your addon and its modules (in the units array). Without this, the game wouldn't recognize the addon.
- Make sure the addon and all objects start with your tag, e.g. myTag
Example
class CfgPatches { class myTag_addonName { units[] = {"myTag_ModuleNuke"}; requiredVersion = 1.0; requiredAddons[] = {"A3_Modules_F"}; }; };
2. Module Category
- Modules are placed into basic categories which makes finding a desired module easier. You can use on of the existing categories (See table to the right) or create your own category (See example below)
class | displayName |
---|---|
Effects | Effects |
Events | Events |
Modes | Gameplay Modes |
GroupModifiers | Group Modifiers |
Intel | Intel |
NO_CATEGORY | Misc |
Multiplayer | Multiplayer |
ObjectModifiers | Object Modifiers |
Sites | Sites |
StrategicMap | Strategic |
Supports | Supports |
Example
class CfgFactionClasses { class NO_CATEGORY; class myTag_explosions: NO_CATEGORY { displayName = "Explosions"; }; };
3. Creating the Module Config
- All in-game objects (soldiers, vehicles, buildings, logics, modules, ...) are defined in CfgVehicles class.
- All modules must inherit from Module_F parent class, either directly or through some additional sub-parent.
- Modules functions are by default not executed when in Eden Editor workspace. It can be enabled using is3DEN property, but that will also change format of function params.
Example
class CfgVehicles { class Logic; class Module_F: Logic { class AttributesBase { class Default; class Edit; // Default edit box (i.e., text input field) class Combo; // Default combo box (i.e., drop-down menu) class Checkbox; // Default checkbox (returned value is Bool) class CheckboxNumber; // Default checkbox (returned value is Number) class ModuleDescription; // Module description class Units; // Selection of units on which the module is applied }; // Description base classes, for more information see below class ModuleDescription { class AnyBrain; }; }; class myTag_ModuleNuke: Module_F { // Standard object definitions scope = 2; // Editor visibility; 2 will show it in the menu, 1 will hide it. displayName = "Nuclear Explosion"; // Name displayed in the menu icon = "\myTag_addonName\data\iconNuke_ca.paa"; // Map icon. Delete this entry to use the default icon category = "Effects"; // Name of function triggered once conditions are met function = "myTag_fnc_moduleNuke"; // Execution priority, modules with lower number are executed first. 0 is used when the attribute is undefined functionPriority = 1; // 0 for server only execution, 1 for global execution, 2 for persistent global execution isGlobal = 1; // 1 for module waiting until all synced triggers are activated isTriggerActivated = 1; // 1 if modules is to be disabled once it's activated (i.e., repeated trigger activation won't work) isDisposable = 1; // // 1 to run init function in Eden Editor as well is3DEN = 1; // Menu displayed when the module is placed or double-clicked on by Zeus curatorInfoType = "RscDisplayAttributeModuleNuke"; // Module attributes, uses https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Attributes#Entity_Specific class Attributes: AttributesBase { // Arguments shared by specific module type (have to be mentioned in order to be present) class Units: Units { property = "myTag_ModuleNuke_Units"; }; // Module specific arguments class Yield: Combo { // Unique property, use "<moduleClass>_<attributeClass>" format to make sure the name is unique in the world property = "myTag_ModuleNuke_Yield"; displayName = "Nuclear weapon yield"; // Argument label tooltip = "How strong will the explosion be"; // Tooltip description typeName = "NUMBER"; // Value type, can be "NUMBER", "STRING" or "BOOL" defaultValue = "50"; // Default attribute value. WARNING: This is an expression, and its returned value will be used (50 in this case) class Values { class 50Mt {name = "50 megatons"; value = 50;}; // Listbox item class 100Mt {name = "100 megatons"; value = 100;}; }; }; class Name: Edit { displayName = "Name"; tooltip = "Name of the nuclear device"; // Default text filled in the input box // Because it's an expression, to return a String one must have a string within a string defaultValue = """Tsar Bomba"""; }; class ModuleDescription: ModuleDescription{}; // Module description should be shown last }; // Module description. Must inherit from base class, otherwise pre-defined entities won't be available class ModuleDescription: ModuleDescription { description = "Short module description"; // Short description, will be formatted as structured text sync[] = {"LocationArea_F"}; // Array of synced entities (can contain base classes) class LocationArea_F { description[] = { // Multi-line descriptions are supported "First line", "Second line" }; position = 1; // Position is taken into effect direction = 1; // Direction is taken into effect optional = 1; // Synced entity is optional duplicate = 1; // Multiple entities of this type can be synced synced[] = {"BLUFORunit","AnyBrain"}; // Pre-define entities like "AnyBrain" can be used. See the list below }; class BLUFORunit { description = "Short description"; displayName = "Any BLUFOR unit"; // Custom name icon = "iconMan"; // Custom icon (can be file path or CfgVehicleIcons entry) side = 1; // Custom side (will determine icon color) }; }; }; };↑ Back to spoiler's top
- Pre-defined sync preview entities can be:
Class | Descripton |
---|---|
Anything | Any object - persons, vehicles, static objects, etc. |
AnyPerson | Any person. Not vehicles or static objects. |
AnyVehicle | Any vehicle. No persons or static objects. |
GroupModifiers | Group Modifiers |
AnyStaticObject | Any static object. Not persons or vehicles. |
AnyBrain | Any AI or player. Not empty objects |
AnyAI | Any AI unit. Not players or empty objects |
AnyPlayer | Any player. Not AI units or empty objects |
EmptyDetector | Any trigger |
4. Configuring the Module Function
- Place class CfgFunctions to config.cpp. See Functions Library (Arma 3) for more info about functions configuration.
Example
class CfgFunctions { class myTag { class Effects { file = "\myTag_addonName\functions"; class moduleNuke{}; }; }; };
5. Writing the Module Function
- Create the functions folder within the addon folder and place *.sqf or *.fsm files there.
- Example: \myTag_addonName\functions\fn_moduleNuke.sqf
- Input parameters differ based on value of is3DEN property.
Default Example (is3DEN = 0)
// Argument 0 is module logic. _logic = param [0,objNull,[objNull]]; // Argument 1 is list of affected units (affected by value selected in the 'class Units' argument)) _units = param [1,[],[[]]]; // True when the module was activated, false when it's deactivated (i.e., synced triggers are no longer active) _activated = param [2,true,[true]]; // Module specific behavior. Function can extract arguments from logic and use them. if (_activated) then { // Attribute values are saved in module's object space under their class names _bombYield = _logic getVariable ["Yield",-1]; //(as per the previous example, but you can define your own.) hint format ["Bomb yield is: %1", _bombYield ]; // will display the bomb yield, once the game is started }; // Module function is executed by spawn command, so returned value is not necessary, but it's good practice. true
Example Eden Editor (is3DEN = 1)
When is3DEN = 1 is set in module config, different, more detailed params are passed to the function.
_mode = param [0,"",[""]]; _input = param [1,[],[[]]]; switch _mode do { // Default object init case "init": { _logic = _input param [0,objNull,[objNull]]; // Module logic _isActivated = _input param [1,true,[true]]; // True when the module was activated, false when it's deactivated _isCuratorPlaced = _input param [2,false,[true]]; // True if the module was placed by Zeus // ... code here... }; // When some attributes were changed (including position and rotation) case "attributesChanged3DEN": { _logic = _input param [0,objNull,[objNull]]; // ... code here... }; // When added to the world (e.g., after undoing and redoing creation) case "registeredToWorld3DEN": { _logic = _input param [0,objNull,[objNull]]; // ... code here... }; // When removed from the world (i.e., by deletion or undoing creation) case "unregisteredFromWorld3DEN": { _logic = _input param [0,objNull,[objNull]]; // ... code here... }; // When connection to object changes (i.e., new one is added or existing one removed) case "connectionChanged3DEN": { _logic = _input param [0,objNull,[objNull]]; // ... code here... }; // When object is being dragged case "dragged3DEN": { _logic = _input param [0,objNull,[objNull]]; // ... code here... }; }; true↑ Back to spoiler's top
Module Properties
Property Name | Description |
---|---|
Name | The name of a module can be used to refer to the object in script code. Like all variable names, the name must not contain any spaces or reserved characters. You should try to make it something meaningful and avoid conflicts. Note that if a variable exists with an identical name, no warning will be given and the name will refer to the variable first, rather than the named unit. If you copy and paste a named entity, the duplicate will be automatically have an underscore and number appended to it's name to avoid conflicts. |
Initialization | Any script code placed in this box will be executed as the mission begins. Script code is extremely powerful and useful - it allows you to create many effects and change aspects of the mission that would not be possible using only the graphical interface of the mission editor. For example, to make a soldier begin the mission unarmed, add "removeAllWeapons this" (without the quotation marks) to it's initialization string. Any expressions in the initialization field must return nothing, or an error message will prevent the unit dialogue from closing. |
Description | The description property is not used by modules. However, it's used by some functions and it changes the tooltip in Eden Editor when hovering over the module icon. |
Probability of Presence | Defines how likely it is that the entity will exist each time the mission is played. This can be used to add a bit of randomness to missions. Moving the slider all the way to the right means the object will always be there, all the way to the left means the unit will never appear. Note the Condition of Presence must also return true if the entity is to appear in the mission. |
Condition of Presence | This is a script code condition which must return true in order for the object to appear in the mission. By default this reads "true" which means the object will appear as defined by it's Probability of Presence. For an example, if you wanted a unit to appear only if the mission is being played in Veteran mode, place "!cadetMode" (without quotation marks) in it's Condition of Presence box. A unit with a Condition of Presence that returns false will not exist in the mission, irrespective of its Probability of Presence. |
Placement Radius | Changes the object's starting position to a random point within a circle of this radius, in metres. This can be used to add some randomness to your mission. For grouped units, the placement radius is only used by the group leader, and group members with a special setting of None (or In Cargo for a group without suitable vehicle). |
Module Documentation
Here you find links to modules which are documented on this wiki.
Arma 2
Arma 3
Last updated: 1.98
Module Name | Category | Addon | Function | Description |
---|---|---|---|---|
Hide Terrain Objects | Environment | Arma 3 | BIS_fnc_moduleHideTerrainObjects | |
Edit Terrain Object | Environment | Arma 3 | BIS_fnc_moduleEditTerrainObject | |
Timeline | Keyframe Animation | Arma 3 | ||
Rich Curve | Keyframe Animation | Arma 3 | ||
Rich Curve Key | Keyframe Animation | Arma 3 | ||
Rich Curve Key Control Point | Keyframe Animation | Arma 3 | ||
Camera | Keyframe Animation | Arma 3 | ||
Smoke Grenade | Effects | Arma 3 | BIS_fnc_moduleGrenade | Create a smoke shell. |
Chem light | Effects | Arma 3 | BIS_fnc_moduleGrenade | Create a chem light. |
Tracers | Effects | Arma 3 | BIS_fnc_moduleTracers | Shoot tracers upwards to create an illusion of battle. |
Plankton | Effects | Arma 3 | BIS_fnc_moduleEffectsEmitterCreator | Plankton module creates an underwater plankton effect around player. |
Bubbles | Effects | Arma 3 | BIS_fnc_moduleEffectsEmitterCreator | Creates underwater bubbles on position of the module. Unless you set the position of the module manually (via script commands), bubbles will be created at the bottom. |
Cartridges | Effects | Arma 3 | BIS_fnc_moduleEffectsEmitterCreator | Creates empty cartridges on the position of the module. |
Smoke | Effects | Arma 3 | BIS_fnc_moduleEffectsEmitterCreator | Creates smoke on a position of the module. |
Fire | Effects | Arma 3 | BIS_fnc_moduleEffectsEmitterCreator | Creates fire on a position of the module. |
Date | Events | Arma 3 | BIS_fnc_moduleDate | Set mission date. |
Weather | Environment | Arma 3 | BIS_fnc_moduleWeather | Set mission weather. Certain changes can take some time to appear. |
Save Game | Events | Arma 3 | BIS_fnc_moduleSaveGame | Set the mission progress. Will replace the previous automatic save. User save won't be affected. |
Radio Chat | Events | Arma 3 | BIS_fnc_moduleChat | Show a chat message. |
Volume | Events | Arma 3 | BIS_fnc_moduleVolume | Set mission sound/music volume. Changes won't affect user options. |
Generic radio message | Events | Arma 3 | BIS_fnc_moduleGenericRadio | Show a chat message. |
Set Callsign | Group Modifiers | Arma 3 | BIS_fnc_moduleGroupID | Assign group callsign. Each group has to have a unique callsign - assigning an existing one will remove it from the group which used it previously. |
Combat Get In | Group Modifiers | Arma 3 | BIS_fnc_moduleCombatGetIn | |
High Command - Commander | Others | Arma 3 | Set person as a high commander, giving him an ability to control whole groups. | |
Skip time | Environment | Arma 3 | BIS_fnc_moduleSkiptime | Skip mission time. |
Create Task | Intel | Arma 3 | BIS_fnc_ModuleTaskCreate | Add a task to synced objects or to larger pool of units. |
Set Task Description | Intel | Arma 3 | BIS_fnc_ModuleTaskSetDescription | Set task description. |
Set Task Destination | Intel | Arma 3 | BIS_fnc_ModuleTaskSetDestination | Set task destination. |
Set Task State | Intel | Arma 3 | BIS_fnc_ModuleTaskSetState | Set task state. |
Create Diary Record | Intel | Arma 3 | BIS_fnc_moduleCreateDiaryRecord | Create a diary record for synced objects or for larger a pool of units. |
Headquarters Entity | Intel | Arma 3 | BIS_fnc_moduleHQ | Virtual headquarters unit which can be used for playing radio messages. |
Military Symbols | Others | Arma 3 | ||
Zone Restriction | Others | Arma 3 | BIS_fnc_moduleZoneRestriction | Set punishment for leaving the Area of Operation. |
Trident | Others | Arma 3 | BIS_fnc_moduleTrident | Set diplomacy options. When involved sides start killing each other, they won't be punished by a negative rating. Once too many kills are reached, the sides will turn hostile. |
Unlock Object | Others | Arma 3 | BIS_fnc_moduleUnlockObject | Unlock addons of synced objects for the curator. E.g., when synced to a BLUFOR soldier, all BLUFOR soldiers will be unlocked, because they belong to the same addon. |
Unlock Area | Others | Arma 3 | BIS_fnc_moduleUnlockArea | Unlock area for curator unit spawning. |
Friendly Fire | Others | Arma 3 | BIS_fnc_moduleFriendlyFire | Set punishment for killing friendly units. |
Sector | Multiplayer | Arma 3 | BIS_fnc_moduleSector | |
Respawn Position | Multiplayer | Arma 3 | BIS_fnc_moduleRespawnPosition | Add a respawn position. |
Vehicle Respawn | Multiplayer | Arma 3 | BIS_fnc_moduleRespawnVehicle | Set vehicle respawn parameters. |
Show / Hide | Object Modifiers | Arma 3 | BIS_fnc_moduleShowHide | Show/hide synced objects. They will become invisible and their simulation will be disabled. |
Set Position / Rotation | Object Modifiers | Arma 3 | BIS_fnc_modulePositioning | Set position and rotation of synced objects. |
Set Skill | Object Modifiers | Arma 3 | BIS_fnc_moduleSkill | Set AI skill of synced objects. Has no effect on players. |
Set Character Damage | Object Modifiers | Arma 3 | BIS_fnc_moduleHealth | Set damage of synced persons. |
Set Vehicle Damage | Object Modifiers | Arma 3 | BIS_fnc_moduleDamage | Set damage of synced vehicles. |
Set Vehicle Fuel | Object Modifiers | Arma 3 | BIS_fnc_moduleFuel | Set fuel of synced vehicles. |
Set Ammo | Object Modifiers | Arma 3 | BIS_fnc_moduleAmmo | Set total ammo of synced objects. Affects only ammo of their weapons, not ammo carried in cargo space (e.g., ammo boxes). |
Set Mode | Object Modifiers | Arma 3 | BIS_fnc_moduleMode | Set behavior pattern of synced objects. |
Set Rank | Object Modifiers | Arma 3 | BIS_fnc_moduleRank | Set military rank of synced objects. |
Set AI Mode | Object Modifiers | Arma 3 | BIS_fnc_moduleAI | Enable/disable AI modes. |
Add Rating / Score | Object Modifiers | Arma 3 | BIS_fnc_moduleRating | Add rating to synced objects. Rating is automatically awarded for killed enemies and players can see it in the debriefing screen. Shooting friendlies will lead to a negative rating and turning hostile to your own units. |
Open / Close Doors | Object Modifiers | Arma 3 | BIS_fnc_moduleDoorOpen | Open/close door of synced objects. |
Simulation Manager | Object Modifiers | Arma 3 | BIS_fnc_moduleSimulationManager | Keep all AI units disabled until someone from the player's group gets near. |
Open Strategic Map | Strategic | Arma 3 | BIS_fnc_moduleStrategicMapOpen | Open a strategic map. |
Support Requester | Supports | Arma 3 | BIS_fnc_moduleSupportsInitRequester | Supports framework. A support requester unit has to be synchronized with the Requester module. The Requester module has to be synchronized with Provider module(s). A Provider module has to be synchronized with a support provider unit(s), unless a Virtual Provider module is used. |
Posters | Others | Arma 3 | BIS_fnc_modulePoster | Creates posters and leafets on walls of buildings. Those buildings are made indestructible. |
Animals | Others | Arma 3 Zeus | BIS_fnc_moduleAnimals | Creates a group of animals and handles their basic behavior. Deleting the module will delete the animals as well. |
Close Air Support (CAS) | Effects | Arma 3 Zeus | BIS_fnc_moduleCAS | Send an air strike on the module position. It will take a few seconds before the plane arrives at the module’s position. Unless it's destroyed, it will be deleted after flying away. |
Game Master | Zeus | Arma 3 Zeus | BIS_fnc_moduleCurator | Zeus logic which provides access to the 3D real-time editor. |
Manage Addons | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddAddons | Manage addons (i.e. object packs) available to Zeus. |
Manage Resources | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddPoints | Add or subtract resources available to Zeus. They are required for placing or editing objects. |
Add Editing Area | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddEditingArea | Add an area inside of which Zeus is allowed to place or edit objects. |
Restrict Editing Around Players | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddEditingAreaPlayers | |
Set Editing Area Type | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetEditingAreaType | Set whether editing in all editing areas is allowed or restricted. |
Add Camera Area | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddCameraArea | Add an area inside of which Zeus can move with the camera. |
Set Camera Position | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetCamera | Move the Zeus camera to the module position. |
Add Editable Objects | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddEditableObjects | Add objects which Zeus can edit. |
Set Editing Costs | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetCoefs | Set coefficients for operations Zeus can perform. The object cost is multiplied by these. Use a large negative value (e.g. -1e10) to disable the operation. |
Set Costs (Default) | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetCostsDefault | |
Set Costs (Side) | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetCostsSide | Simplified definition of object costs. Can be combined with other "Set Costs" modules (e.g., cost of a BLUFOR soldier can be defined by "Set Costs - Sides" and "Set Costs - Soldiers & Vehicles" module. All matching values are multiplied together). |
Set Costs - Soldiers & Vehicles | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetCostsVehicleClass | Simplified definition of object costs. Can be combined with other "Set Costs" modules (e.g., cost of a BLUFOR soldier can be defined by "Set Costs - Sides" and "Set Costs - Soldiers & Vehicles" module. All matching values are multiplied together). |
Add Icon | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddIcon | Show icon visible only to a specific Zeus. |
Set Attributes - Objects | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetAttributes | Set which attributes are available for objects. The attribute window is accessed when Zeus double-clicks LMB on an object. |
Post-Process | Environment | Arma 3 Zeus | BIS_fnc_modulePostprocess | Set a scene Post-Processing effect (e.g. color correction or film grain) |
IR Grenade | Effects | Arma 3 Zeus | BIS_fnc_moduleGrenade | |
Time Acceleration | Environment | Arma 3 Zeus | BIS_fnc_moduleTimeMultiplier | |
Flare | Effects | Arma 3 Zeus | BIS_fnc_moduleProjectile | Creates a signal flare on the module position (visible only at night). |
End Scenario | Scenario Flow | Arma 3 Zeus | BIS_fnc_moduleEndMission | End the scenario for all players. |
Scenario Name | Scenario Flow | Arma 3 Zeus | BIS_fnc_moduleMissionName | Set the scenario name. It's shown to every player upon joining and after each respawn. |
Zeus Lightning Bolt | Zeus | Arma 3 Zeus | BIS_fnc_moduleLightning | Creates a lightning strike powerful enough to destroy an object where it impacts. |
Cover Map | Others | Arma 3 Zeus | BIS_fnc_moduleCoverMap | Highlight an Area of Operations in the map by enclosing it and covering the unused part. |
Create Radio Channel | Others | Arma 3 Zeus | BIS_fnc_moduleRadioChannelCreate | Creates a custom radio channel for the given sides / Zeus players. |
Zone Protection | Scenario Flow | Arma 3 Zeus | BIS_fnc_moduleZoneProtection | Prevents players from entering the given area. |
Countdown | Scenario Flow | Arma 3 Zeus | BIS_fnc_moduleCountdown | |
Respawn Tickets | Scenario Flow | Arma 3 Zeus | BIS_fnc_moduleRespawnTickets | Set the number of respawn tickets available to each side. |
Bleed Tickets | Scenario Flow | Arma 3 Zeus | BIS_fnc_moduleBleedTickets | Allow ticket bleeding when one side is holding the majority of sectors. |
Ordnance | Effects | Arma 3 Zeus | BIS_fnc_moduleProjectile | Create an artillery shell on the module position. It will take a few seconds until it hits the ground. |
Spawn AI | Others | Arma 3 Helicopters | BIS_fnc_moduleSpawnAI | |
Spawn AI: Spawnpoint | Others | Arma 3 Helicopters | BIS_fnc_moduleSpawnAIPoint | |
Spawn AI: Sector Tactic | Others | Arma 3 Helicopters | BIS_fnc_moduleSpawnAISectorTactic | |
Spawn AI: Options | Others | Arma 3 Helicopters | BIS_fnc_moduleSpawnAIOptions | |
Sling Load | Others | Arma 3 Helicopters | BIS_fnc_moduleSlingload | |
EndGame Objectives Instance | Objectives | Arma 3 Marksmen | BIS_fnc_moduleHvtObjectives | |
End Game Simple Objective | Objectives | Arma 3 Marksmen | BIS_fnc_moduleHvtObjectives | |
End Game Start Game Objective | Objectives | Arma 3 Marksmen | BIS_fnc_moduleHvtObjectives | |
End Game - End Game Objective | Objectives | Arma 3 Marksmen | BIS_fnc_moduleHvtObjectives | |
Combat Patrol Init | Combat Patrol | Arma 3 Malden | BIS_fnc_CPInit | Initializes the Combat Patrol mode upon scenario start. |
Combat Patrol Location Add | Combat Patrol | Arma 3 Malden | Adds a new selectable location to the map. | |
Combat Patrol Location Remove | Combat Patrol | Arma 3 Malden | Removes the nearest location in a 1000m radius from the map selection. | |
Combat Patrol Location Reposition | Combat Patrol | Arma 3 Malden | Moves the nearest location in a 1000m radius to this module's position. | |
Combat Patrol Azimuth Blacklist | Combat Patrol | Arma 3 Malden | Blacklists the nearest location's in a 1000m radius azimuth range so it can't be used for the starting / ending position or reinforcements spawning point. | |
Civilian Presence | Ambient | Arma 3 Tac-Ops | BIS_fnc_moduleCivilianPresence | |
Civilian Presence Spawnpoint | Ambient | Arma 3 Tac-Ops | BIS_fnc_moduleCivilianPresenceUnit | |
Civilian Presence Position | Ambient | Arma 3 Tac-Ops | BIS_fnc_moduleCivilianPresenceSafeSpot | |
Vanguard: Starting Area | Gameplay Modes | Arma 3 Tanks | BIS_fnc_moduleVanguardFob | |
Vanguard: Score Persistence | Gameplay Modes | Arma 3 Tanks | BIS_fnc_moduleVanguardScorePersistence | |
Vanguard: Objective Area | Gameplay Modes | Arma 3 Tanks | BIS_fnc_moduleVanguardObjective | |
Old Man Sector | Old Man | Arma 3 Apex | Module for configuring sectors. All vehicles and groups placed inside will be persistently spawned. Sectors must not overlap! This module cannot be used without first adding the Old Man Init. module. | |
Old Man Patrol Area | Old Man | Arma 3 Apex | Module for randomly spawning groups in an area. Groups that have some unit synchronized are used as a template; units will randomly spawn in positions inside the patrol area. If you synchronize multiple groups, a random group will be selected. This module cannot be used without first adding the Old Man Init. module. | |
Old Man Restricted Area | Old Man | Arma 3 Apex | Sets up restricted areas which will raise player's threat level if seen within it. This module cannot be used without first adding the Old Man Init. module. | |
Old Man Relationship | Old Man | Arma 3 Apex | Set up the relationship with a given side. Do not set up for player's own side. This module cannot be used without first adding the Old Man Init. module. | |
Old Man QRF | Others | Arma 3 Apex | QRF Module. Synchronized units will be spawned on QRF activation. Only one instance of the module is allowed. It cannot be used without first adding the Old Man Init. module. | |
Old Man Smart Markers | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleSmartMarkers | Managing smart marker enhancements, interactive smart marker compositions, and LODing of the information. This module cannot be used without first adding the Old Man Init. module. |
Old Man Insurgent Agent | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleSyndikatAgent | Module manages insurgent resources. It generates attack events. It cannot be used without first adding the Old Man Init. module. |
Old Man Insurgent Team | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleSyndikatTeam | Manages size of insurgent teams and income. This module cannot be used without first adding the Old Man Init. module. |
Old Man Insurgent Camp Position | Old Man | Arma 3 Apex | Defines the placement of a camp. Synchronize the position with a unit, which will serve as a template for the unit actually spawned in the camp. Behavior and waypoints will be inherited, as well as code from any synchronized init. script module. It cannot be used without first adding the Old Man Init. module. | |
Old Man Economy | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleEconomy | Manage player income and starting money. This module cannot be used without first adding the Old Man Init. module. |
Oldman Action Queue | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleActionQueue | Action Queue can be used for the sequential execution of actions (scripts, dialogues) in a non-specified time. |
Old Man Radio | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleRadio | Sets parameters for radio stations and what content will be aired. This module cannot be used without first adding the Old Man Init. module. |
Old Man Reputation | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleReputation | Reputation calculated in conjunction with the Relationship module. This module cannot be used without first adding the Old Man Init. module. |
Old Man Awareness | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleAwareness | Player's awareness regarding his relationship to the enemy via ambient radio chatter. This module cannot be used without first adding the Old Man Init. module. |
Old Man Protected Vehicle | Old Man | Arma 3 Apex | Vehicle that will be marked as stolen by a given side. It will elicit an appropriate response if taken. Note that all CSAT, NATO, and Gendarmerie vehicles are registered by default. This module must be synchronized to a vehicle. It cannot be used without first adding the Old Man Init. Module. | |
Old Man Init. Script | Old Man | Arma 3 Apex | Init. script applied to any unit synchronized with a module. Do not use system: Init. field. Instead, use the field in the lower part of the module. Script will be called every time a unit in the sector is created. | |
Old Man Init. | Old Man | Arma 3 Apex | BIS_fnc_OM_init | Integral module for Old Man, enabling all functionality. If you create a new mission, do not forget the common description.ext to enable the rest of the functions. It is possible to include other missions directly into this mission. You must have them all in one folder, with the path mapped in this module. Furthermore, in each mission folder, you must have the missionName.sqf file included. For the name of the included mission, use the mission name, without the accompanying terrain suffix. |
Old Man Night | Old Man | Arma 3 Apex | Synchronize units you want to spawn to the closest sector. According to the module settings, synchronized units will remain at night. Use this module for each sector that should be different from a sector in the daytime. It cannot be used without first adding the Old Man Init. module. | |
Old Man Intel | Old Man | Arma 3 Apex | Module for creating collectible intel. It adds a new diary record and can reveal sector markers. It cannot be used without first adding the Old Man Init. module. | |
Old Man Tracked Device | Old Man | Arma 3 Apex | Synchronize this module with any object that should be audible on the player's phone's geo-finder. The module itself will only prime the object. It will be despawned after. Do not use on vehicles or units inside a sector which can be despawned. This module cannot be used without first adding the Old Man Init. module. | |
Old Man Drop-off Point | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleDepot | Player is able to unload/sell equipment inside of the sector area. Synchronize a container so it can be used to store items from inventory. This module cannot be used without first adding the Old Man Init. module. |
Old Man Rest Point | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleRestPoint | Player is able to rest at synchronized object(s). This module cannot be used without first adding the Old Man Init. module. |
Old Man Mosquitoes | Old Man | Arma 3 Apex | BIS_fnc_OM_Epicentrum | Creates an area infested with mosquitoes. This module cannot be used without first adding the Old Man Init. module. |
Old Man Market | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleMarket | Player is able to shop at a synchronized container when talking to a synchronized shopkeeper. This module cannot be used without first adding the Old Man Init. module. |
Old Man Random Conversations | Old Man | Arma 3 Apex | Synchronize one or two units to talk to each other or to the player. This module cannot be used without first adding the Old Man Init. module. | |
Old Man Fast Travel | Old Man | Arma 3 Apex | BIS_fnc_OM_moduleFastTravel | Module for handling player Fast Travel. This module cannot be used without first adding the Old Man Init. module. |
Old Man Fast Travel Position | Old Man | Arma 3 Apex | Defines the position where the player should be transported to after Fast Travel. This module cannot be used without first adding the Old Man Init. module. |
Total number of modules: 154
Export Function
private _version = format ["Last updated: {{GVI|arma3|%1}}",productVersion # 2 / 100];
private _counter = 0;
private _export = _version + endl + "{| class='wikitable'" + endl + "!Module Name !!Category !!Addon !!Function !!Description" + endl + "|-" + endl;
private _modules = "(configName inheritsFrom _x) == 'Module_F'" configClasses (configFile >> "CfgVehicles");
{
if ((getNumber (_x >> "scope") > 1)) then
{
private _name = getText (_x >> "displayName");
private _cat = getText (_x >> "category");
private _mod = configSourceMod _x;
private _fnc = getText (_x >> "function");
if !(_fnc isEqualTo "") then
{
_fnc = _fnc select [7];
_fnc = "[[BIS_fnc" + _fnc + "]]";
};
private _desc = getText (_x >> "ModuleDescription" >> "Description");
if (_desc isEqualTo "") then {_desc = ""};
if (_mod == "") then {_mod = "A3"};
private _modName = modParams [_mod,["name"]];
_modName = _modName select 0;
_cat = getText (configFile >> "CfgFactionClasses" >> _cat >> "displayName");
if (_cat isEqualto "") then {_cat = "Others"};
_export = _export + "|" + _name + endl + "||" + _cat + endl + "||" + _modName + endl + "||" + _fnc + endl + "||" + _desc + endl + "|-" + endl;
};
_counter = _counter + 1;
} forEach _modules;
_export = _export + "|}" + endl + format ["Total number of modules: %1",_counter];
copyToClipboard _export;