Modules: Difference between revisions

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!Module Name !!Category !!Addon !!Function !!Description
!Module Name !!Category !!Addon !!Function !!Description
|-
|-
|[[Hide Terrain Objects]]
|Hide Terrain Objects
||Environment
||Environment
||Arma 3
||Arma 3
Line 368: Line 368:
||
||
|-
|-
|[[Edit Terrain Object]]
|Edit Terrain Object
||Environment
||Environment
||Arma 3
||Arma 3
Line 374: Line 374:
||
||
|-
|-
|[[Timeline]]
|Timeline
||Keyframe Animation
||Keyframe Animation
||Arma 3
||Arma 3
Line 380: Line 380:
||
||
|-
|-
|[[Rich Curve]]
|Rich Curve
||Keyframe Animation
||Keyframe Animation
||Arma 3
||Arma 3
Line 386: Line 386:
||
||
|-
|-
|[[Rich Curve Key]]
|Rich Curve Key
||Keyframe Animation
||Keyframe Animation
||Arma 3
||Arma 3
Line 392: Line 392:
||
||
|-
|-
|[[Rich Curve Key Control Point]]
|Rich Curve Key Control Point
||Keyframe Animation
||Keyframe Animation
||Arma 3
||Arma 3
Line 398: Line 398:
||
||
|-
|-
|[[Camera]]
|Camera
||Keyframe Animation
||Keyframe Animation
||Arma 3
||Arma 3
Line 404: Line 404:
||
||
|-
|-
|[[Smoke Grenade]]
|Smoke Grenade
||Effects
||Effects
||Arma 3
||Arma 3
Line 410: Line 410:
||Create a smoke shell.
||Create a smoke shell.
|-
|-
|[[Chem light]]
|Chem light
||Effects
||Effects
||Arma 3
||Arma 3
Line 416: Line 416:
||Create a chem light.
||Create a chem light.
|-
|-
|[[Tracers]]
|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]]
|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]]
|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]]
|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]]
|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]]
|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]]
|Date
||Events
||Events
||Arma 3
||Arma 3
Line 458: Line 458:
||Set mission date.
||Set mission date.
|-
|-
|[[Weather]]
|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]]
|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]]
|Radio Chat
||Events
||Events
||Arma 3
||Arma 3
Line 476: Line 476:
||Show a chat message.
||Show a chat message.
|-
|-
|[[Volume]]
|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]]
|Generic radio message
||Events
||Events
||Arma 3
||Arma 3
Line 488: Line 488:
||Show a chat message.
||Show a chat message.
|-
|-
|[[Set Callsign]]
|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]]
|Combat Get In
||Group Modifiers
||Group Modifiers
||Arma 3
||Arma 3
Line 500: Line 500:
||
||
|-
|-
|[[High Command - Commander]]
|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]]
|Skip time
||Environment
||Environment
||Arma 3
||Arma 3
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||Skip mission time.
||Skip mission time.
|-
|-
|[[Create Task]]
|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]]
|Set Task Description
||Intel
||Intel
||Arma 3
||Arma 3
Line 524: Line 524:
||Set task description.
||Set task description.
|-
|-
|[[Set Task Destination]]
|Set Task Destination
||Intel
||Intel
||Arma 3
||Arma 3
Line 530: Line 530:
||Set task destination.
||Set task destination.
|-
|-
|[[Set Task State]]
|Set Task State
||Intel
||Intel
||Arma 3
||Arma 3
Line 536: Line 536:
||Set task state.
||Set task state.
|-
|-
|[[Create Diary Record]]
|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]]
|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]]
|Military Symbols
||Others
||Others
||Arma 3
||Arma 3
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||
||
|-
|-
|[[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.
|-
|-
|[[Trident]]
|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]]
|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.
|-
|-
|[[Unlock Area]]
|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]]
|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]]
|Sector
||Multiplayer
||Multiplayer
||Arma 3
||Arma 3
Line 590: Line 590:
||
||
|-
|-
|[[Respawn Position]]
|Respawn Position
||Multiplayer
||Multiplayer
||Arma 3
||Arma 3
Line 596: Line 596:
||Add a respawn position.
||Add a respawn position.
|-
|-
|[[Vehicle Respawn]]
|Vehicle Respawn
||Multiplayer
||Multiplayer
||Arma 3
||Arma 3
Line 602: Line 602:
||Set vehicle respawn parameters.
||Set vehicle respawn parameters.
|-
|-
|[[Show / Hide]]
|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]]
|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]]
|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]]
|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]]
|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]]
|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.
|-
|-
|[[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).
|-
|-
|[[Set Mode]]
|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]]
|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]]
|Set AI Mode
||Object Modifiers
||Object Modifiers
||Arma 3
||Arma 3
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||Enable/disable AI modes.
||Enable/disable AI modes.
|-
|-
|[[Add Rating / Score]]
|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]]
|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]]
|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]]
|Open Strategic Map
||Strategic
||Strategic
||Arma 3
||Arma 3
Line 686: Line 686:
||Open a strategic map.
||Open a strategic map.
|-
|-
|[[Support Requester]]
|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]]
|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]]
|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)]]
|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]]
|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]]
|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]]
|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]]
|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.
|-
|-
|[[Restrict Editing Around Players]]
|Restrict Editing Around Players
||Zeus
||Zeus
||Arma 3 Zeus
||Arma 3 Zeus
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||
||
|-
|-
|[[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.
|-
|-
|[[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.
|-
|-
|[[Set Camera Position]]
|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]]
|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]]
|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.
|-
|-
|[[Set Costs (Default)]]
|Set Costs (Default)
||Zeus
||Zeus
||Arma 3 Zeus
||Arma 3 Zeus
Line 776: Line 776:
||
||
|-
|-
|[[Set Costs (Side)]]
|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]]
|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]]
|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]]
|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]]
|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]]
|IR Grenade
||Effects
||Effects
||Arma 3 Zeus
||Arma 3 Zeus
Line 812: Line 812:
||
||
|-
|-
|[[Time Acceleration]]
|Time Acceleration
||Environment
||Environment
||Arma 3 Zeus
||Arma 3 Zeus
Line 818: Line 818:
||
||
|-
|-
|[[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).
|-
|-
|[[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.
|-
|-
|[[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.
|-
|-
|[[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.
|-
|-
|[[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.
|-
|-
|[[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.
|-
|-
|[[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.
|-
|-
|[[Countdown]]
|Countdown
||Scenario Flow
||Scenario Flow
||Arma 3 Zeus
||Arma 3 Zeus
Line 866: Line 866:
||
||
|-
|-
|[[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.
|-
|-
|[[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.
|-
|-
|[[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.
|-
|-
|[[Spawn AI]]
|Spawn AI
||Others
||Others
||Arma 3 Helicopters
||Arma 3 Helicopters
Line 890: Line 890:
||
||
|-
|-
|[[Spawn AI: Spawnpoint]]
|Spawn AI: Spawnpoint
||Others
||Others
||Arma 3 Helicopters
||Arma 3 Helicopters
Line 896: Line 896:
||
||
|-
|-
|[[Spawn AI: Sector Tactic]]
|Spawn AI: Sector Tactic
||Others
||Others
||Arma 3 Helicopters
||Arma 3 Helicopters
Line 902: Line 902:
||
||
|-
|-
|[[Spawn AI: Options]]
|Spawn AI: Options
||Others
||Others
||Arma 3 Helicopters
||Arma 3 Helicopters
Line 908: Line 908:
||
||
|-
|-
|[[Sling Load]]
|Sling Load
||Others
||Others
||Arma 3 Helicopters
||Arma 3 Helicopters
Line 914: Line 914:
||
||
|-
|-
|[[EndGame Objectives Instance]]
|EndGame Objectives Instance
||Objectives
||Objectives
||Arma 3 Marksmen
||Arma 3 Marksmen
Line 920: Line 920:
||
||
|-
|-
|[[End Game Simple Objective]]
|End Game Simple Objective
||Objectives
||Objectives
||Arma 3 Marksmen
||Arma 3 Marksmen
Line 926: Line 926:
||
||
|-
|-
|[[End Game Start Game Objective]]
|End Game Start Game Objective
||Objectives
||Objectives
||Arma 3 Marksmen
||Arma 3 Marksmen
Line 932: Line 932:
||
||
|-
|-
|[[End Game - End Game Objective]]
|End Game - End Game Objective
||Objectives
||Objectives
||Arma 3 Marksmen
||Arma 3 Marksmen
Line 938: Line 938:
||
||
|-
|-
|[[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.
|-
|-
|[[Combat Patrol Location Add]]
|Combat Patrol Location Add
||Combat Patrol
||Combat Patrol
||Arma 3 Malden
||Arma 3 Malden
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||Adds a new selectable location to the map.
||Adds a new selectable location to the map.
|-
|-
|[[Combat Patrol Location Remove]]
|Combat Patrol Location Remove
||Combat Patrol
||Combat Patrol
||Arma 3 Malden
||Arma 3 Malden
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||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 Location Reposition
||Combat Patrol
||Combat Patrol
||Arma 3 Malden
||Arma 3 Malden
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||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 Azimuth Blacklist
||Combat Patrol
||Combat Patrol
||Arma 3 Malden
||Arma 3 Malden
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||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]]
|Civilian Presence
||Ambient
||Ambient
||Arma 3 Tac-Ops
||Arma 3 Tac-Ops
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||
||
|-
|-
|[[Civilian Presence Spawnpoint]]
|Civilian Presence Spawnpoint
||Ambient
||Ambient
||Arma 3 Tac-Ops
||Arma 3 Tac-Ops
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||
||
|-
|-
|[[Civilian Presence Position]]
|Civilian Presence Position
||Ambient
||Ambient
||Arma 3 Tac-Ops
||Arma 3 Tac-Ops
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||
||
|-
|-
|[[Vanguard: Starting Area]]
|Vanguard: Starting Area
||Gameplay Modes
||Gameplay Modes
||Arma 3 Tanks
||Arma 3 Tanks
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||
||
|-
|-
|[[Vanguard: Score Persistence]]
|Vanguard: Score Persistence
||Gameplay Modes
||Gameplay Modes
||Arma 3 Tanks
||Arma 3 Tanks
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||
||
|-
|-
|[[Vanguard: Objective Area]]
|Vanguard: Objective Area
||Gameplay Modes
||Gameplay Modes
||Arma 3 Tanks
||Arma 3 Tanks
Line 1,016: Line 1,016:
  if ((getNumber (_x >> "scope") > 1)) then   
  if ((getNumber (_x >> "scope") > 1)) then   
  {   
  {   
   private _name = _name = format ["[[%1]]",getText (_x >> "displayName")];
   private _name = getText (_x >> "displayName");  
   private _cat = getText (_x >> "category");   
   private _cat = getText (_x >> "category");   
   private _mod = configSourceMod _x;   
   private _mod = configSourceMod _x;   

Revision as of 12:48, 8 January 2020

Template: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

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)
			};
		};
	};
};
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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

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
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Module Properties

Template: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.png1.97

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

Total number of modules: 125

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;
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