武装突袭3

武装突袭3

Modules Enhanced
147 条留言
Hypoxic125  [作者] 10 月 14 日 下午 3:09 
The infantry spawners do a standard 3D distance check (enemy unit to posATL of module) based on the disable radius you give in the module. Just tested to confirm by using a careless blufor heli set to hover above the spawner at 150m, module set to 100m disable and opfor side. Did not disable. Repeated at 50m hover and 100m disable on module and it correctly disabled.
kgp227 10 月 14 日 下午 2:31 
Would you consider adding the C variable for height to the infantry spawners so that air units won't deactivate it by flying over?
Hypoxic125  [作者] 9 月 5 日 下午 2:11 
I think it explodes when vehicle inventory is accessed currently, so we can add some other features.
Hypoxic125  [作者] 9 月 5 日 下午 2:10 
I think it works on vehicles currently, try out what works for you and we can make some changes.
_mickey_ 9 月 5 日 下午 1:34 
@Hypoxic Hi mate!

You have a Trap Inventory module. Can you also make a simular module for vehicles? Something like Trap vehicle module.

So that you can mine a vehicle, so that player can choose when it detonates.

1) explosion activation when the engine is activated
2) explosion activation when (the door is opened) crew get in
3) explosion activation after X second
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 8 月 23 日 上午 10:49 
Thanks! :jake::steamthumbsup: Been thinking that maybe uploading video guides to set up and showcase these modules would be pretty handy (than over updating the github documentation).
Hypoxic125  [作者] 8 月 23 日 上午 9:50 
Hotfix

Inventory Sync
- Added ability to keep the editor inventories of containers and add them to the data before synchronization happens.

For example, when turned on and containers have editor inventories:
Crate_1:
- Item1
- Item2

Crate_2:
- Item3
- Item4

After Mission Start:

Crate_1 and Crate_2:
- Item1
- Item2
- Item3
- Item4

PLUS all the data that was previously saved
Hypoxic125  [作者] 8 月 22 日 下午 6:05 
sure, I'll work on that
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 8 月 22 日 下午 12:48 
Any chance you could update the wiki with your latest modules? I'm really excited to use the cinematic modules and your newly added persistent inventory module for my AA2035 Campaign but the wiki was last updated in 2023. :facepunch:
Hypoxic125  [作者] 8 月 22 日 上午 11:27 
A little oversight that I'll fix tonight. I clear the inventories of the crates before doing the sync at mission start. Probably not a great idea, but when I remove those lines tonight, anything you have in the crate at mission start will be added to the data so keep that in mind.
Hypoxic125  [作者] 8 月 21 日 下午 9:09 
Alright so inventory sync module released. It uses a unique identifier that will allow any crate synced to that module (or has the same identifier) to synchronize their inventories to all other crates.

For instance, if you have crate_1, crate_2, and crate_3 linked to the module with the same identifier, any changes in crate_1 will be shown in crate_2 and crate_3.

This system also saves the inventory data to the server profile namespace by default allowing you to save crate inventories from one mission and bring them to the next mission. As long as you use the same identifier, it will load that data from the identifier on mission start.
Hypoxic125  [作者] 8 月 3 日 下午 6:02 
Please refer to this image. You change the "C" value.

https://imgur.com/a/Gyr4HjK
Hypoxic125  [作者] 8 月 3 日 下午 6:01 
@Skinless Joe

Looked over the Vehicle Service Station Module... All you have to do is set the height of the module to exclude things in the air.
Skinless Joe 7 月 31 日 下午 1:43 
Is there a way to make the vehicle auto-repair zone only work when vehicles are on the ground and have their engines shut off? I don't want planes to be able to repair by flying over the runway.
Hypoxic125  [作者] 7 月 22 日 下午 9:40 
You mean for the communication jammer? Its just for vanilla text chat, maps, gps, and tfar voice. The voice aspect of the jammer is one thing that I can't test myself and I don't get much feedback on the current one so its very hard to develop for. Don't have any ACRE testers.
Fire Starter 7 月 22 日 下午 8:55 
this work with acre?
Hypoxic125  [作者] 6 月 13 日 下午 10:22 
no, these are all for the editor
MFd00m1775 6 月 13 日 下午 9:09 
Is this Zeus compatible ?
Hypoxic125  [作者] 6 月 11 日 上午 7:10 
Yeah I can add a separate vehicle module when I rework the waypoint module
Montesigny 5 月 29 日 下午 10:44 
also for spawners, maybe you could add a module to spawn vehicles than just an infantry?
Hypoxic125  [作者] 5 月 29 日 下午 12:49 
You probably have an error somewhere. Hop in the discord and post what you have so far and I'll walk you through it.
Dragonangel24 5 月 29 日 上午 11:12 
Author the Earthquakes DOnt Work or im Screwing up the triggers
Hypoxic125  [作者] 5 月 27 日 上午 5:41 
There's the artillery module. I can make one for singular explosions.
Montesigny 5 月 27 日 上午 4:43 
ambient explosions? is there any?
Hypoxic125  [作者] 5 月 12 日 下午 2:27 
My mod doesn't touch any of those. Load only my mod and reattempt. If it still happens, write down the steps to replicate and I'll look at it.
[8.LLDiv] GamerOnkel 5 月 12 日 上午 8:43 
Hello, with your mod some modules no longer merge in single player, e.g. adding an arsenal, remotely controlling units and updating editable objects.
Komodo 5 月 6 日 下午 1:49 
tysm for that cinematic Hypoxic, been wanting such a module for the quite some time, boi are briefings gon be lit now
Hypoxic125  [作者] 5 月 4 日 下午 9:47 
Had some extra time tonight, so I added some experimental map animation modules. In its current iteration, you start with a "Map Animation: Start" module and you sync "Map Animation: Add" modules in sequence or "daisy chain". A recursive function will pull all the data from the chained add modules and the start module will handle all the logic.

Use this for say, a briefing or something where you want to show the player around the map. You can even execute code as the animations start, so you can do things like sound files, text, sideChats, whatever.
Hypoxic125  [作者] 5 月 4 日 下午 1:04 
I can add some font, color, and size settings
sgt.bean 5 月 4 日 下午 12:15 
Is it possible for the intro text in the cinematic modules to use different fonts?
Hypoxic125  [作者] 4 月 30 日 下午 6:41 
You can go to the ChangeNotes tab above, but that's just barebones, "Hey this is what I did". For very indepth stuff, you'll have to follow the PRs and commits in the github.
LackOfReason722 4 月 30 日 下午 5:49 
How do I see the details of very update? I wanna know new stuff you've added or fixed or changed.
Hypoxic125  [作者] 4 月 30 日 上午 12:58 
Working on getting some cinematic modules out for you guys.
Hypoxic125  [作者] 4 月 30 日 上午 12:58 
I don't have a SetMode module. If you are talking about a vanilla Arma module, I haven't modified any Arma modules, I just remake the module in a repaired state.
widepeepoSad 4 月 19 日 下午 8:56 
Hey the SetMode module is still bugged. If you set a "no change" in the "stance" it just bugs.
Hypoxic125  [作者] 4 月 15 日 上午 8:38 
Current weekend time is going to writing the defibrillator system in ACE Anvil (Reforger). I'll get some updates out for Modules Enhanced as we enter the testing phase and have some more time to bring back here.
Hypoxic125  [作者] 3 月 27 日 上午 9:03 
I also need to change how the spawner waypoints work. They aren't that intuitive atm.
0x00 3 月 27 日 上午 12:08 
Suggestion btw, spawner module garrison would be more useful if it looked up all buildings instead of terrain objects alone, for editor placed buildings and compositions...

Cheers
0x00 3 月 26 日 下午 9:40 
Thanks bud
Hypoxic125  [作者] 3 月 26 日 下午 3:00 
Gotcha, I'll change it tonight.
0x00 3 月 26 日 下午 12:58 
Unit Spawner doesn't spawn units to different sides, caused by bug in createUnit, see createUnit wiki, Example 6, would link it but cant :P

Great mod
_mickey_ 3 月 20 日 上午 10:04 
And one more detail! You added icons on the map for service modules. At least I used the "Vehicle Service Station" module and saw it on the map during the game, but I also saw the icon of the enemy such module on the map! Please add a check box whether the module will be visible on the map or not, because the invisibility of the icon may be required by the mission.
_mickey_ 3 月 20 日 上午 10:01 
@Hypoxic good day!

I have found a small issues with air vehicles and the all Vehicle Service modules. The reload/refuel/rearm countdown will not take into account the aircraft touching the ground or not. Thus helicopters or other air vehicle will rearm/refuel/repair in mid-air. Please try add a ground touchdown check for air vehicles before countdown will start.
_mickey_ 2 月 27 日 上午 11:53 
@Hypoxic Hi! Thank you so much for adding the service base to my request! I think it will be useful not only for me, but for any user also
GunMasterX11 2 月 23 日 上午 10:42 
How do I use the vehicle paradrop module?
Hypoxic125  [作者] 2 月 22 日 下午 2:43 
_mickey_ 2 月 18 日 上午 11:00 
Thank you, dear friend, for not abandoning Arma3 and polishing your mod, this is very valuable.

Please try to make it so that the player has the ability to create a service base for each faction, multiple use, without personal and multiple vehicle module synchronization. Also so that the Repair / Refuel / Rear modules can be configured in replenishment time equally.

Big thanks for you!
Hypoxic125  [作者] 2 月 18 日 上午 9:32 
Some changes are in the works. The other fixes recently were one line changes so I can do them quickly. I only really get to work on this on weekends for extended periods of time.
_mickey_ 2 月 18 日 上午 5:31 
@Hypoxic

Sorry for the spam messages, but I'll clarify my thoughts a little.

Right now player can only do a lot of one-time reloads/refueling/repairs for each individual trigger and for each individual attached vehicle. This so complicates things!

I'd really like to be able to create one module for any of the services (Refuel, Repair, Rearm) and have it work a set number of times, only within one repeatable trigger, preferably without synchronization with a specific vehicle. It would be convenient and simple
_mickey_ 2 月 18 日 上午 5:22 
@Hypoxic I would like to create a service base (so that multiple services can be performed there, but not elsewhere), but I don't understand how to do this.