Arma 3
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Modules Enhanced
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Data Type: Mod
File Size
Posted
Updated
1.280 MB
30 Sep, 2023 @ 8:54pm
21 Aug @ 9:06pm
50 Change Notes ( view )

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Modules Enhanced

Description


Current Version - v1.9.1

Join the Modules Enhanced Discord[discord.gg]

Porting Pre v1.0 Missions to v1.0: Steam Discussion

Module Documentation[github.com]

Description

Modules Enhanced is an editor extension that seeks to provide useful new modules to the 3DEN editor as well as potentially fix/recreate broken/inconsistent/outdated vanilla Arma 3 modules.

Features
- Many new modules ranging from ambient artillery and paradropping vehicles to trapping inventories and creating mine jammers.
- Utilizes CBA's event system and per frame handlers.

... for a full list, visit the Wiki[github.com]

Under The Hood
- Modules create dependency. All clients must have the mod.
- No scheduled scripts. All code is in unscheduled space using CBA's frame system. This makes sure that code is executed exactly when its needed.
- CBA's event system instead of remoteExec.
- CBA's system allows for easy hooks into this mod. Other mod makers have an easier time adding their mods on top of mine.

Have A Module You Want Added? Want To Help Contribute?

Visit the GitHub Issues Page[github.com] and put in a request. I'm always looking for additional things to add.

Current Module List

- Ambient Artillery (Virtual)
- Anti-Troll
- Change Flag
- Clear Map Location Names
- Communication Jammer
- Create Map Location
- Create Minefield
- Create Paradrop Troop Transport
- Create Remote Target
- Delete BI Respawn Position
- Earthquake Damage Area
- Earthquake Epicenter
- Enable/Disable Gun Lights
- Fade Screen
- Fire
- Flare Launcher
- Healing Area
- Infantry Spawner
- Intro Text
- Inventory Sync
- Lightpoint
- Lightning Storm
- Move On Combat
- Multiplayer Sync
- Paradrop Vehicle/Crate
- Register Teleporter
- Smoke
- Spawner Waypoint
- Speed Limiter
- Trap Inventory
- Vehicle Fuel Coefficient
- Vehicle Mine Jammer
- Vehicle Rearm
- Vehicle Refuel
- Vehicle Repair
- Vehicle Service Station

For an explanation on what these modules do and how to use them, visit the Wiki[github.com]

Other Mods
Want these flares for your weapons? Check out Colorful Flares

Contact Me:
Message Me On Discord: hypoxic
Join the Modules Enhanced Discord[discord.gg]
For Scripting/Modding Help:
- Visit Official Arma Discord[discord.gg]
- Ping Me @hypoxic in the #arma3_scripting channel

Want Help Organizing Your Group Roles During An OP?
Check out Arma Squad Generator[hypoxia125.github.io]
137 Comments
Hypoxic  [author] 8 minutes ago 
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.
Hypoxic  [author] 3 Aug @ 6:02pm 
Please refer to this image. You change the "C" value.

https://imgur.com/a/Gyr4HjK
Hypoxic  [author] 3 Aug @ 6:01pm 
@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 31 Jul @ 1:43pm 
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.
Hypoxic  [author] 22 Jul @ 9:40pm 
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 22 Jul @ 8:55pm 
this work with acre?
Hypoxic  [author] 13 Jun @ 10:22pm 
no, these are all for the editor
MFd00m1775 13 Jun @ 9:09pm 
Is this Zeus compatible ?
Hypoxic  [author] 11 Jun @ 7:10am 
Yeah I can add a separate vehicle module when I rework the waypoint module
Naxisan 29 May @ 10:44pm 
also for spawners, maybe you could add a module to spawn vehicles than just an infantry?