Difference between revisions of "Modules"

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m (Text replacement - "<br />" to "<br>")
m ({{arma3}}: updated functions list)
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=== {{arma3}} ===
 
=== {{arma3}} ===
Last updated: {{GVI|arma3|1.97}}
+
Last updated: {{GVI|arma3|1.98}}
 
{| class='wikitable'
 
{| class='wikitable'
 
!Module Name !!Category !!Addon !!Function !!Description
 
!Module Name !!Category !!Addon !!Function !!Description
 
|-
 
|-
|[[Arma 3 Hide Terrain Objects|Hide Terrain Objects]]
+
|Hide Terrain Objects
 
||Environment
 
||Environment
 
||Arma 3
 
||Arma 3
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||
 
||
 
|-
 
|-
|[[Arma 3 Edit Terrain Object|Edit Terrain Object]]
+
|Edit Terrain Object
 
||Environment
 
||Environment
 
||Arma 3
 
||Arma 3
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||
 
||
 
|-
 
|-
|[[Arma 3 Timeline|Timeline]]
+
|Timeline
 
||Keyframe Animation
 
||Keyframe Animation
 
||Arma 3
 
||Arma 3
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||
 
||
 
|-
 
|-
|[[Arma 3 Rich Curve|Rich Curve]]
+
|Rich Curve
 
||Keyframe Animation
 
||Keyframe Animation
 
||Arma 3
 
||Arma 3
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||
 
||
 
|-
 
|-
|[[Arma 3 Rich Curve Key|Rich Curve Key]]
+
|Rich Curve Key
 
||Keyframe Animation
 
||Keyframe Animation
 
||Arma 3
 
||Arma 3
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||
 
||
 
|-
 
|-
|[[Arma 3 Rich Curve Key Control Point|Rich Curve Key Control Point]]
+
|Rich Curve Key Control Point
 
||Keyframe Animation
 
||Keyframe Animation
 
||Arma 3
 
||Arma 3
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||
 
||
 
|-
 
|-
|[[Arma 3 Camera|Camera]]
+
|Camera
 
||Keyframe Animation
 
||Keyframe Animation
 
||Arma 3
 
||Arma 3
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||
 
||
 
|-
 
|-
|[[Arma 3 Smoke Grenade|Smoke Grenade]]
+
|Smoke Grenade
 
||Effects
 
||Effects
 
||Arma 3
 
||Arma 3
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||Create a smoke shell.
 
||Create a smoke shell.
 
|-
 
|-
|[[Arma 3 Chem light|Chem light]]
+
|Chem light
 
||Effects
 
||Effects
 
||Arma 3
 
||Arma 3
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||Create a chem light.
 
||Create a chem light.
 
|-
 
|-
|[[Arma 3 Tracers|Tracers]]
+
|Tracers
 
||Effects
 
||Effects
 
||Arma 3
 
||Arma 3
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||Shoot tracers upwards to create an illusion of battle.
 
||Shoot tracers upwards to create an illusion of battle.
 
|-
 
|-
|[[Arma 3 Plankton|Plankton]]
+
|Plankton
 
||Effects
 
||Effects
 
||Arma 3
 
||Arma 3
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||Plankton module creates an underwater plankton effect around player.
 
||Plankton module creates an underwater plankton effect around player.
 
|-
 
|-
|[[Arma 3 Bubbles|Bubbles]]
+
|Bubbles
 
||Effects
 
||Effects
 
||Arma 3
 
||Arma 3
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||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.
 
|-
 
|-
|[[Arma 3 Cartridges|Cartridges]]
+
|Cartridges
 
||Effects
 
||Effects
 
||Arma 3
 
||Arma 3
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||Creates empty cartridges on the position of the module.
 
||Creates empty cartridges on the position of the module.
 
|-
 
|-
|[[Arma 3 Smoke|Smoke]]
+
|Smoke
 
||Effects
 
||Effects
 
||Arma 3
 
||Arma 3
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||Creates smoke on a position of the module.
 
||Creates smoke on a position of the module.
 
|-
 
|-
|[[Arma 3 Fire|Fire]]
+
|Fire
 
||Effects
 
||Effects
 
||Arma 3
 
||Arma 3
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||Creates fire on a position of the module.
 
||Creates fire on a position of the module.
 
|-
 
|-
|[[Arma 3 Date|Date]]
+
|Date
 
||Events
 
||Events
 
||Arma 3
 
||Arma 3
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||Set mission date.
 
||Set mission date.
 
|-
 
|-
|[[Arma 3 Weather|Weather]]
+
|Weather
 
||Environment
 
||Environment
 
||Arma 3
 
||Arma 3
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||Set mission weather. Certain changes can take some time to appear.
 
||Set mission weather. Certain changes can take some time to appear.
 
|-
 
|-
|[[Arma 3 Save Game|Save Game]]
+
|Save Game
 
||Events
 
||Events
 
||Arma 3
 
||Arma 3
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||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.
 
|-
 
|-
|[[Arma 3 Radio Chat|Radio Chat]]
+
|Radio Chat
 
||Events
 
||Events
 
||Arma 3
 
||Arma 3
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||Show a chat message.
 
||Show a chat message.
 
|-
 
|-
|[[Arma 3 Volume|Volume]]
+
|Volume
 
||Events
 
||Events
 
||Arma 3
 
||Arma 3
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||Set mission sound/music volume. Changes won't affect user options.
 
||Set mission sound/music volume. Changes won't affect user options.
 
|-
 
|-
|[[Arma 3 Generic radio message|Generic radio message]]
+
|Generic radio message
 
||Events
 
||Events
 
||Arma 3
 
||Arma 3
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||Show a chat message.
 
||Show a chat message.
 
|-
 
|-
|[[Arma 3 Set Callsign|Set Callsign]]
+
|Set Callsign
 
||Group Modifiers
 
||Group Modifiers
 
||Arma 3
 
||Arma 3
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||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.
 
|-
 
|-
|[[Arma 3 Combat Get In|Combat Get In]]
+
|Combat Get In
 
||Group Modifiers
 
||Group Modifiers
 
||Arma 3
 
||Arma 3
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||
 
||
 
|-
 
|-
|[[Arma 3 High Command - Commander|High Command - Commander]]
+
|High Command - Commander
 
||Others
 
||Others
 
||Arma 3
 
||Arma 3
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||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.
 
|-
 
|-
|[[Arma 3 Skip time|Skip time]]
+
|Skip time
 
||Environment
 
||Environment
 
||Arma 3
 
||Arma 3
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||Skip mission time.
 
||Skip mission time.
 
|-
 
|-
|[[Arma 3 Create Task|Create Task]]
+
|Create Task
 
||Intel
 
||Intel
 
||Arma 3
 
||Arma 3
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||Add a task to synced objects or to larger pool of units.
 
||Add a task to synced objects or to larger pool of units.
 
|-
 
|-
|[[Arma 3 Set Task Description|Set Task Description]]
+
|Set Task Description
 
||Intel
 
||Intel
 
||Arma 3
 
||Arma 3
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||Set task description.
 
||Set task description.
 
|-
 
|-
|[[Arma 3 Set Task Destination|Set Task Destination]]
+
|Set Task Destination
 
||Intel
 
||Intel
 
||Arma 3
 
||Arma 3
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||Set task destination.
 
||Set task destination.
 
|-
 
|-
|[[Arma 3 Set Task State|Set Task State]]
+
|Set Task State
 
||Intel
 
||Intel
 
||Arma 3
 
||Arma 3
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||Set task state.
 
||Set task state.
 
|-
 
|-
|[[Arma 3 Create Diary Record|Create Diary Record]]
+
|Create Diary Record
 
||Intel
 
||Intel
 
||Arma 3
 
||Arma 3
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||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.
 
|-
 
|-
|[[Arma 3 Headquarters Entity|Headquarters Entity]]
+
|Headquarters Entity
 
||Intel
 
||Intel
 
||Arma 3
 
||Arma 3
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||Virtual headquarters unit which can be used for playing radio messages.
 
||Virtual headquarters unit which can be used for playing radio messages.
 
|-
 
|-
|[[Arma 3 Military Symbols|Military Symbols]]
+
|Military Symbols
 
||Others
 
||Others
 
||Arma 3
 
||Arma 3
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||
 
||
 
|-
 
|-
|[[Arma 3 Zone Restriction|Zone Restriction]]
+
|Zone Restriction
 
||Others
 
||Others
 
||Arma 3
 
||Arma 3
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||Set punishment for leaving the Area of Operation.
 
||Set punishment for leaving the Area of Operation.
 
|-
 
|-
|[[Arma 3 Trident|Trident]]
+
|Trident
 
||Others
 
||Others
 
||Arma 3
 
||Arma 3
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||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.
 
|-
 
|-
|[[Arma 3 Unlock Object|Unlock Object]]
+
|Unlock Object
 
||Others
 
||Others
 
||Arma 3
 
||Arma 3
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||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.
 
|-
 
|-
|[[Arma 3 Unlock Area|Unlock Area]]
+
|Unlock Area
 
||Others
 
||Others
 
||Arma 3
 
||Arma 3
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||Unlock area for curator unit spawning.
 
||Unlock area for curator unit spawning.
 
|-
 
|-
|[[Arma 3 Friendly Fire|Friendly Fire]]
+
|Friendly Fire
 
||Others
 
||Others
 
||Arma 3
 
||Arma 3
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||Set punishment for killing friendly units.
 
||Set punishment for killing friendly units.
 
|-
 
|-
|[[Arma 3 Sector|Sector]]
+
|Sector
 
||Multiplayer
 
||Multiplayer
 
||Arma 3
 
||Arma 3
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||
 
||
 
|-
 
|-
|[[Arma 3 Respawn Position|Respawn Position]]
+
|Respawn Position
 
||Multiplayer
 
||Multiplayer
 
||Arma 3
 
||Arma 3
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||Add a respawn position.
 
||Add a respawn position.
 
|-
 
|-
|[[Arma 3 Vehicle Respawn|Vehicle Respawn]]
+
|Vehicle Respawn
 
||Multiplayer
 
||Multiplayer
 
||Arma 3
 
||Arma 3
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||Set vehicle respawn parameters.
 
||Set vehicle respawn parameters.
 
|-
 
|-
|[[Arma 3 Show / Hide|Show / Hide]]
+
|Show / Hide
 
||Object Modifiers
 
||Object Modifiers
 
||Arma 3
 
||Arma 3
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||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.
 
|-
 
|-
|[[Arma 3 Set Position / Rotation|Set Position / Rotation]]
+
|Set Position / Rotation
 
||Object Modifiers
 
||Object Modifiers
 
||Arma 3
 
||Arma 3
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||Set position and rotation of synced objects.
 
||Set position and rotation of synced objects.
 
|-
 
|-
|[[Arma 3 Set Skill|Set Skill]]
+
|Set Skill
 
||Object Modifiers
 
||Object Modifiers
 
||Arma 3
 
||Arma 3
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||Set AI skill of synced objects. Has no effect on players.
 
||Set AI skill of synced objects. Has no effect on players.
 
|-
 
|-
|[[Arma 3 Set Character Damage|Set Character Damage]]
+
|Set Character Damage
 
||Object Modifiers
 
||Object Modifiers
 
||Arma 3
 
||Arma 3
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||Set damage of synced persons.
 
||Set damage of synced persons.
 
|-
 
|-
|[[Arma 3 Set Vehicle Damage|Set Vehicle Damage]]
+
|Set Vehicle Damage
 
||Object Modifiers
 
||Object Modifiers
 
||Arma 3
 
||Arma 3
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||Set damage of synced vehicles.
 
||Set damage of synced vehicles.
 
|-
 
|-
|[[Arma 3 Set Vehicle Fuel|Set Vehicle Fuel]]
+
|Set Vehicle Fuel
 
||Object Modifiers
 
||Object Modifiers
 
||Arma 3
 
||Arma 3
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||Set fuel of synced vehicles.
 
||Set fuel of synced vehicles.
 
|-
 
|-
|[[Arma 3 Set Ammo|Set Ammo]]
+
|Set Ammo
 
||Object Modifiers
 
||Object Modifiers
 
||Arma 3
 
||Arma 3
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||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).
 
|-
 
|-
|[[Arma 3 Set Mode|Set Mode]]
+
|Set Mode
 
||Object Modifiers
 
||Object Modifiers
 
||Arma 3
 
||Arma 3
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||Set behavior pattern of synced objects.
 
||Set behavior pattern of synced objects.
 
|-
 
|-
|[[Arma 3 Set Rank|Set Rank]]
+
|Set Rank
 
||Object Modifiers
 
||Object Modifiers
 
||Arma 3
 
||Arma 3
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||Set military rank of synced objects.
 
||Set military rank of synced objects.
 
|-
 
|-
|[[Arma 3 Set AI Mode|Set AI Mode]]
+
|Set AI Mode
 
||Object Modifiers
 
||Object Modifiers
 
||Arma 3
 
||Arma 3
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||Enable/disable AI modes.
 
||Enable/disable AI modes.
 
|-
 
|-
|[[Arma 3 Add Rating / Score|Add Rating / Score]]
+
|Add Rating / Score
 
||Object Modifiers
 
||Object Modifiers
 
||Arma 3
 
||Arma 3
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||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.
 
|-
 
|-
|[[Arma 3 Open / Close Doors|Open / Close Doors]]
+
|Open / Close Doors
 
||Object Modifiers
 
||Object Modifiers
 
||Arma 3
 
||Arma 3
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||Open/close door of synced objects.
 
||Open/close door of synced objects.
 
|-
 
|-
|[[Arma 3 Simulation Manager|Simulation Manager]]
+
|Simulation Manager
 
||Object Modifiers
 
||Object Modifiers
 
||Arma 3
 
||Arma 3
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||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.
 
|-
 
|-
|[[Arma 3 Open Strategic Map|Open Strategic Map]]
+
|Open Strategic Map
 
||Strategic
 
||Strategic
 
||Arma 3
 
||Arma 3
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||Open a strategic map.
 
||Open a strategic map.
 
|-
 
|-
|[[Arma 3 Support Requester|Support Requester]]
+
|Support Requester
 
||Supports
 
||Supports
 
||Arma 3
 
||Arma 3
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||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.
 
|-
 
|-
|[[Arma 3 Posters|Posters]]
+
|Posters
 
||Others
 
||Others
 
||Arma 3
 
||Arma 3
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||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.
 
|-
 
|-
|[[Arma 3 Animals|Animals]]
+
|Animals
 
||Others
 
||Others
 
||Arma 3 Zeus
 
||Arma 3 Zeus
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||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.
 
|-
 
|-
|[[Arma 3 Close Air Support (CAS)|Close Air Support (CAS)]]
+
|Close Air Support (CAS)
 
||Effects
 
||Effects
 
||Arma 3 Zeus
 
||Arma 3 Zeus
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||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.
 
|-
 
|-
|[[Arma 3 Game Master|Game Master]]
+
|Game Master
 
||Zeus
 
||Zeus
 
||Arma 3 Zeus
 
||Arma 3 Zeus
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||Zeus logic which provides access to the 3D real-time editor.
 
||Zeus logic which provides access to the 3D real-time editor.
 
|-
 
|-
|[[Arma 3 Manage Addons|Manage Addons]]
+
|Manage Addons
 
||Zeus
 
||Zeus
 
||Arma 3 Zeus
 
||Arma 3 Zeus
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||Manage addons (i.e. object packs) available to Zeus.
 
||Manage addons (i.e. object packs) available to Zeus.
 
|-
 
|-
|[[Arma 3 Manage Resources|Manage Resources]]
+
|Manage Resources
 
||Zeus
 
||Zeus
 
||Arma 3 Zeus
 
||Arma 3 Zeus
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||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.
 
|-
 
|-
|[[Arma 3 Add Editing Area|Add Editing Area]]
+
|Add Editing Area
 
||Zeus
 
||Zeus
 
||Arma 3 Zeus
 
||Arma 3 Zeus
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||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.
 
|-
 
|-
|[[Arma 3 Restrict Editing Around Players|Restrict Editing Around Players]]
+
|Restrict Editing Around Players
 
||Zeus
 
||Zeus
 
||Arma 3 Zeus
 
||Arma 3 Zeus
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||
 
||
 
|-
 
|-
|[[Arma 3 Set Editing Area Type|Set Editing Area Type]]
+
|Set Editing Area Type
 
||Zeus
 
||Zeus
 
||Arma 3 Zeus
 
||Arma 3 Zeus
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||Set whether editing in all editing areas is allowed or restricted.
 
||Set whether editing in all editing areas is allowed or restricted.
 
|-
 
|-
|[[Arma 3 Add Camera Area|Add Camera Area]]
+
|Add Camera Area
 
||Zeus
 
||Zeus
 
||Arma 3 Zeus
 
||Arma 3 Zeus
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||Add an area inside of which Zeus can move with the camera.
 
||Add an area inside of which Zeus can move with the camera.
 
|-
 
|-
|[[Arma 3 Set Camera Position|Set Camera Position]]
+
|Set Camera Position
 
||Zeus
 
||Zeus
 
||Arma 3 Zeus
 
||Arma 3 Zeus
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||Move the Zeus camera to the module position.
 
||Move the Zeus camera to the module position.
 
|-
 
|-
|[[Arma 3 Add Editable Objects|Add Editable Objects]]
+
|Add Editable Objects
 
||Zeus
 
||Zeus
 
||Arma 3 Zeus
 
||Arma 3 Zeus
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||Add objects which Zeus can edit.
 
||Add objects which Zeus can edit.
 
|-
 
|-
|[[Arma 3 Set Editing Costs|Set Editing Costs]]
+
|Set Editing Costs
 
||Zeus
 
||Zeus
 
||Arma 3 Zeus
 
||Arma 3 Zeus
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||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.
 
|-
 
|-
|[[Arma 3 Set Costs (Default)|Set Costs (Default)]]
+
|Set Costs (Default)
 
||Zeus
 
||Zeus
 
||Arma 3 Zeus
 
||Arma 3 Zeus
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||
 
||
 
|-
 
|-
|[[Arma 3 Set Costs (Side)|Set Costs (Side)]]
+
|Set Costs (Side)
 
||Zeus
 
||Zeus
 
||Arma 3 Zeus
 
||Arma 3 Zeus
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||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).
 
|-
 
|-
|[[Arma 3 Set Costs - Soldiers & Vehicles|Set Costs - Soldiers & Vehicles]]
+
|Set Costs - Soldiers & Vehicles
 
||Zeus
 
||Zeus
 
||Arma 3 Zeus
 
||Arma 3 Zeus
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||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).
 
|-
 
|-
|[[Arma 3 Add Icon|Add Icon]]
+
|Add Icon
 
||Zeus
 
||Zeus
 
||Arma 3 Zeus
 
||Arma 3 Zeus
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||Show icon visible only to a specific Zeus.
 
||Show icon visible only to a specific Zeus.
 
|-
 
|-
|[[Arma 3 Set Attributes - Objects|Set Attributes - Objects]]
+
|Set Attributes - Objects
 
||Zeus
 
||Zeus
 
||Arma 3 Zeus
 
||Arma 3 Zeus
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||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.
 
|-
 
|-
|[[Arma 3 Post-Process|Post-Process]]
+
|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)
 
|-
 
|-
|[[Arma 3 IR Grenade|IR Grenade]]
+
|IR Grenade
 
||Effects
 
||Effects
 
||Arma 3 Zeus
 
||Arma 3 Zeus
Line 812: Line 812:
 
||
 
||
 
|-
 
|-
|[[Arma 3 Time Acceleration|Time Acceleration]]
+
|Time Acceleration
 
||Environment
 
||Environment
 
||Arma 3 Zeus
 
||Arma 3 Zeus
Line 818: Line 818:
 
||
 
||
 
|-
 
|-
|[[Arma 3 Flare|Flare]]
+
|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).
 
|-
 
|-
|[[Arma 3 End Scenario|End Scenario]]
+
|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.
 
|-
 
|-
|[[Arma 3 Scenario Name|Scenario Name]]
+
|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.
 
|-
 
|-
|[[Arma 3 Zeus Lightning Bolt|Zeus Lightning Bolt]]
+
|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.
 
|-
 
|-
|[[Arma 3 Cover Map|Cover Map]]
+
|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.
 
|-
 
|-
|[[Arma 3 Create Radio Channel|Create Radio Channel]]
+
|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.
 
|-
 
|-
|[[Arma 3 Zone Protection|Zone Protection]]
+
|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.
 
|-
 
|-
|[[Arma 3 Countdown|Countdown]]
+
|Countdown
 
||Scenario Flow
 
||Scenario Flow
 
||Arma 3 Zeus
 
||Arma 3 Zeus
Line 866: Line 866:
 
||
 
||
 
|-
 
|-
|[[Arma 3 Respawn Tickets|Respawn Tickets]]
+
|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.
 
|-
 
|-
|[[Arma 3 Bleed Tickets|Bleed Tickets]]
+
|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.
 
|-
 
|-
|[[Arma 3 Ordnance|Ordnance]]
+
|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.
 
|-
 
|-
|[[Arma 3 Spawn AI|Spawn AI]]
+
|Spawn AI
 
||Others
 
||Others
 
||Arma 3 Helicopters
 
||Arma 3 Helicopters
Line 890: Line 890:
 
||
 
||
 
|-
 
|-
|[[Arma 3 Spawn AI: Spawnpoint|Spawn AI: Spawnpoint]]
+
|Spawn AI: Spawnpoint
 
||Others
 
||Others
 
||Arma 3 Helicopters
 
||Arma 3 Helicopters
Line 896: Line 896:
 
||
 
||
 
|-
 
|-
|[[Arma 3 Spawn AI: Sector Tactic|Spawn AI: Sector Tactic]]
+
|Spawn AI: Sector Tactic
 
||Others
 
||Others
 
||Arma 3 Helicopters
 
||Arma 3 Helicopters
Line 902: Line 902:
 
||
 
||
 
|-
 
|-
|[[Arma 3 Spawn AI: Options|Spawn AI: Options]]
+
|Spawn AI: Options
 
||Others
 
||Others
 
||Arma 3 Helicopters
 
||Arma 3 Helicopters
Line 908: Line 908:
 
||
 
||
 
|-
 
|-
|[[Arma 3 Sling Load|Sling Load]]
+
|Sling Load
 
||Others
 
||Others
 
||Arma 3 Helicopters
 
||Arma 3 Helicopters
Line 914: Line 914:
 
||
 
||
 
|-
 
|-
|[[Arma 3 EndGame Objectives Instance|EndGame Objectives Instance]]
+
|EndGame Objectives Instance
 
||Objectives
 
||Objectives
 
||Arma 3 Marksmen
 
||Arma 3 Marksmen
Line 920: Line 920:
 
||
 
||
 
|-
 
|-
|[[Arma 3 End Game Simple Objective|End Game Simple Objective]]
+
|End Game Simple Objective
 
||Objectives
 
||Objectives
 
||Arma 3 Marksmen
 
||Arma 3 Marksmen
Line 926: Line 926:
 
||
 
||
 
|-
 
|-
|[[Arma 3 End Game Start Game Objective|End Game Start Game Objective]]
+
|End Game Start Game Objective
 
||Objectives
 
||Objectives
 
||Arma 3 Marksmen
 
||Arma 3 Marksmen
Line 932: Line 932:
 
||
 
||
 
|-
 
|-
|[[Arma 3 End Game - End Game Objective|End Game - End Game Objective]]
+
|End Game - End Game Objective
 
||Objectives
 
||Objectives
 
||Arma 3 Marksmen
 
||Arma 3 Marksmen
Line 938: Line 938:
 
||
 
||
 
|-
 
|-
|[[Arma 3 Combat Patrol Init|Combat Patrol Init]]
+
|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.
 
|-
 
|-
|[[Arma 3 Combat Patrol Location Add|Combat Patrol Location Add]]
+
|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.
 
|-
 
|-
|[[Arma 3 Combat Patrol Location Remove|Combat Patrol Location Remove]]
+
|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.
 
|-
 
|-
|[[Arma 3 Combat Patrol Location Reposition|Combat Patrol Location Reposition]]
+
|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.
 
|-
 
|-
|[[Arma 3 Combat Patrol Azimuth Blacklist|Combat Patrol Azimuth Blacklist]]
+
|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.
 
|-
 
|-
|[[Arma 3 Civilian Presence|Civilian Presence]]
+
|Civilian Presence
 
||Ambient
 
||Ambient
 
||Arma 3 Tac-Ops
 
||Arma 3 Tac-Ops
Line 974: Line 974:
 
||
 
||
 
|-
 
|-
|[[Arma 3 Civilian Presence Spawnpoint|Civilian Presence Spawnpoint]]
+
|Civilian Presence Spawnpoint
 
||Ambient
 
||Ambient
 
||Arma 3 Tac-Ops
 
||Arma 3 Tac-Ops
Line 980: Line 980:
 
||
 
||
 
|-
 
|-
|[[Arma 3 Civilian Presence Position|Civilian Presence Position]]
+
|Civilian Presence Position
 
||Ambient
 
||Ambient
 
||Arma 3 Tac-Ops
 
||Arma 3 Tac-Ops
Line 986: Line 986:
 
||
 
||
 
|-
 
|-
|[[Arma 3 Vanguard: Starting Area|Vanguard: Starting Area]]
+
|Vanguard: Starting Area
 
||Gameplay Modes
 
||Gameplay Modes
 
||Arma 3 Tanks
 
||Arma 3 Tanks
Line 992: Line 992:
 
||
 
||
 
|-
 
|-
|[[Arma 3 Vanguard: Score Persistence|Vanguard: Score Persistence]]
+
|Vanguard: Score Persistence
 
||Gameplay Modes
 
||Gameplay Modes
 
||Arma 3 Tanks
 
||Arma 3 Tanks
Line 998: Line 998:
 
||
 
||
 
|-
 
|-
|[[Arma 3 Vanguard: Objective Area|Vanguard: Objective Area]]
+
|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: 125
+
Total number of modules: 154
  
 
'''Export Function'''<br>
 
'''Export Function'''<br>

Revision as of 16:43, 17 April 2020

SideTOC

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 Arma 3 logo black.png1.86 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
Show text


2D Editor: The description is available after clicking on "Show Info" button when editing the module
Eden Editor: The description is available after opening the modules' attributes window
  • 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

Example
Show text


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)
Show text


Example Eden Editor (is3DEN = 1)
Show text


Module Properties

Feature arma3

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: Arma 3 logo black.png1.98

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

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