Arma 3
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Modules Enhanced
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Data Type: Mod
File Size
Posted
Updated
1.283 MB
30 Sep, 2023 @ 8:54pm
24 Aug @ 3:28pm
52 Change Notes ( view )

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Modules Enhanced

Description


Current Version - v1.9.1

Join the Modules Enhanced Discord[discord.gg]

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that seeks to provide useful new modules to the 3DEN editor as well as potentially fix/recreate broken/inconsistent/outdated vanilla Arma 3 modules.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
Map Animation Add
Map Animation Start
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
BF2142 Titan Mode Recreation: Carrier Strike
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]
145 Comments
Hypoxic  [author] 5 Sep @ 2:11pm 
I think it explodes when vehicle inventory is accessed currently, so we can add some other features.
Hypoxic  [author] 5 Sep @ 2:10pm 
I think it works on vehicles currently, try out what works for you and we can make some changes.
_mickey_ 5 Sep @ 1:34pm 
@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
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).
Hypoxic  [author] 23 Aug @ 9:50am 
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
Hypoxic  [author] 22 Aug @ 6:05pm 
sure, I'll work on that
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:
Hypoxic  [author] 22 Aug @ 11:27am 
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.
Hypoxic  [author] 21 Aug @ 9:09pm 
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