Editor Modules – Arma 3
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*This page contains a list of all modules available in the editor | *This page contains a list of all modules available in the editor | ||
==Arma 3 Modules v1.77 ( | ==Arma 3 Modules v1.77.14 (10.2017)== | ||
{| class='wikitable sortable' |- | {| class='wikitable sortable' |- | ||
!Module Name !!Category !!Addon !!Function !!Description | !Module Name !!Category !!Addon !!Function !!Description | ||
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|Hide Terrain Objects | |Hide Terrain Objects | ||
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||Arma 3 | ||Arma 3 | ||
||bis_fnc_moduleEditTerrainObject | ||bis_fnc_moduleEditTerrainObject | ||
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|Rich Curve | |||
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|Rich Curve Key Control Point | |||
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Revision as of 10:20, 29 October 2017
- This page contains a list of all modules available in the editor
Arma 3 Modules v1.77.14 (10.2017)
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. |
Post process: Film Grain | Effects | Arma 3 | Add a film grain screen effect. | |
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. |
Game Logic | Others | Arma 3 | ||
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. |
Game Logic | Sites | Arma 3 | BIS_fnc_moduleSiteInit | |
EditorSkirmishBase | Others | Arma 3 | ||
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. |
Support Provider | Others | Arma 3 | BIS_fnc_moduleSupportsInitProvider | 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. |
Support Provider (Virtual) | Others | Arma 3 | BIS_fnc_moduleSupportsInitProviderVirtual | 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. |
Firing Drill | Firing Drills | Arma 3 | BIS_fnc_moduleFiringDrill | |
Posters | Others | Arma 3 | BIS_fnc_modulePoster | Creates posters and leafets on walls of buildings. Those buildings are made indestructible. |
Game Logic | Gameplay Modes | Arma 3 | ||
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) |
Play Sound | Audio | Arma 3 Zeus | BIS_fnc_moduleSFX | |
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). |
Briefing | Scenario Flow | Arma 3 Zeus | BIS_fnc_moduleDiary | |
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. |
Remote Control | Zeus | Arma 3 Zeus | BIS_fnc_moduleRemoteControl | |
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. |
Custom Objective | Objectives | Arma 3 Zeus | BIS_fnc_moduleObjective | |
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. |
Loadouts | Respawn | Arma 3 Zeus | BIS_fnc_moduleRespawnInventory | |
Players (BLUFOR) | Respawn | Arma 3 Zeus | BIS_fnc_moduleRespawnPosition | |
Time Trial | Others | Arma 3 Karts | BIS_fnc_moduleTimeTrial | |
Bootcamp Stage | Training | Arma 3 | BIS_fnc_moduleBootcampStage | |
Arsenal | Zeus | Arma 3 | BIS_fnc_moduleArsenal | |
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. |
Function used for exporting
private _modules = "(configName inheritsFrom _x) == 'Module_F'" configClasses (configFile >> "CfgVehicles");
private _export = "{| class='wikitable sortable' |-
!Module Name !!Category !!Addon !!Function !!Description
|-" + endl;
{
private _name = getText (_x >> "displayName");
private _cat = getText (_x >> "category");
private _mod = configSourceMod _x;
private _fnc = getText (_x >> "function");
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;
} forEach _modules;
_export = _export + "|}";
copyToClipboard _export;