Arma 3
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[WiLD] Working with Editor Placeable Modules in ArmA III
By NZPorterDJ
Working with the 3DEN Editor placeable modules in ArmA III as the information is scattered or non0existent elsewhere.
   
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Getting Started
Everything is new again -- and now with 100% more video tutorials!
What He Said
PLAY RADIO MESSAGE
  1. Add Audio > Play Radio Message {ModuleRadio_F} module
  2. Select the Side for which radio message will play
  3. Select the Sentence that will play
You can, of course, set this up to be activated via a trigger, otherwise it will always be played.
All For Effect
BUBBLES
  1. Place the Bubbles {ModuleEffectsBubbles_F} module wher you want the bubbles to originate
  2. Variables:
    Effect Period: Period of the effect
    Delay: The delay before the start of the effect
    Life Time: The duration of the effect
    Density: Amount of particles created per second
    Initial Speed X: Initial speed of particles in X axis (m/s)
    Initial Speed Y: Initial speed of particles in Y axis (m/s)
    Initial Speed Z: Initial speed of particles in Z axis (m/s)
    Size: Size of the particles

CARTRIDGES
  1. Place the Cartridges {ModuleEffectsShells_F} module where you want the cartridges to be
  2. Variables:
    Type: Used model
    Size: Size of the particles
    Life Time: The duration of the effect
    Density: Amount of created particles
    Radius: Radius of area where particles are created

CHEMLIGHT
  1. Place Chemlight {ModuleChemlight_F} module where you want the chemlight to be
  2. Variables:
    Color: Chemlight colour

CLOSE AIR SUPPORT
  1. Place Close Air Support (CAS) {ModuleCAS_F} module where you want the attack to be centered
  2. Variables:
    Type: Type of attack
    Plane: Aircraft to use

FIRE
  1. Place Fire {ModuleEffectsFire_F} module where you want the fire to be
  2. Variables:
    Color - Red: Red part of colour. Value can be 0-1
    Color - Green: Green part of colour. Value can be 0-1
    Color - Blue: Blue part of colour. Value can be 0-1
    Timeout: Time in seconds after which effect disappears. Value 0 for never ending effect
    Fire Damage: Damage given to unit which steps too close to the fire. Value 0 for no damage
    Effect Size: Radius of the effect
    Particle Density: Amount of particles generated per second
    Particle Life Time: Time after which a particle disappears (s)
    Particle Size: Size of particles
    Particle Speed: Speed of particles
    Particle Orientation: Orientation of particles

FLARE
  1. Place Flare {ModuleFlare_F} module where you want the flare to be
  2. Variables:
    Color: Colour of the flare

IR GRENADE
  1. Place IR Grenade {ModuleIRGrenade_F} module where you want the IR Grenade to land

ORDANANCE
  1. Place Ordnance {ModuleOrdnance_F} module where you want the ordnance (shell) to land
  2. Variables:
    Type: Type of ordnance to use
A radio warning will be issued WRT incoming artillery fire a few seconds before splash.

PLANKTON
  1. Place Plankton {ModuleEffectsPlankton_F} module where you want the plankton to appear

SMOKE
  1. Place Smoke {ModuleEffectsSmoke_F} module where you want the smoke to be
  2. Variables:
    Color - Red: Red part of colour. Value can be 0-1
    Color - Green: Green part of colour. Value can be 0-1
    Color - Blue: Blue part of colour. Value can be 0-1
    Color - Alpha: Alpha part of colour (transparency). Value can be 0-1
    Timeout: Time in seconds after which effect disappears. Value 0 for never ending effect
    Effect Size: Radius of the effect
    Particle Density: Amount of particles generated per second
    Particle Life Time: Time after which a particle disappears (s)
    Particle Size: Size of particles
    Effect Expansion: Variability of particles movement
    Particle Speed: Initial speed of particles when created
    Particle Lifting: Initial speed of particles when climbing
    Wind Effect: How much particles are effectedby wind

SMOKE GRENADE
  1. Place Smoke {ModuleEffectsSmoke_F} module where you want the smoke to be
  2. Variables:
    Color: Smoke colour
    Permanent Effect: Is effect permanent

TRACERS
  1. Place Tracers {ModuleTracers_F} module where you want the tracers to be
  2. Variables:
    Tracer Color: Tracer colour
    Min. Delay: Minimum delay (s)
    Max. Delay: Maximum delay (s)
There & Back Again
ADDING A VIRTUAL HELICOPTER TRANSPORT PROVIDER
  1. Systems > Modules > Supports > Support Requester {SupportRequester}
    • Set any limits you wish to enforce
  2. Systems > Modules > Supports > Support Provider: Helicopter Transport (Virtual) {SupportProvider_Virtual_Transport}
  3. Sync the two Modules together
  4. Sync each unit that will be able to request transport to the Support Requester {SupportRequester} Module

ADDING A PHYSICAL HELICOPTER TRANSPORT PROVIDER
  1. Systems > Modules > Supports > Support Requester {SupportRequester}
    • Set any limits you wish to enforce
  2. Systems > Modules > Supports > Support Provider: Helicopter Transport {SupportProvider_Transport}
  3. Sync the two Modules together
  4. Place transport Helicopters on map
  5. Sync each helicopter to the Support Provider: Helicopter Transport {SupportProvider_Transport} Module
  6. Sync each unit that will be able to request transport to the Support Requester {SupportRequester} Module

VIDEO TUTORIALS
Adding a Virtual Helicopter Transport Module: https://youtu.be/Pp37bKYHO1I
A Hard Rain Gonna Fall
ADDING A VIRTUAL ARTILLERY PROVIDER
  1. Systems > Modules > Supports > Support Requester {SupportRequester}
    • Set any limits you wish to enforce
  2. Systems > Modules > Supports > Support Provider: Artillery (Virtual) {SupportProvider_Virtual_Artillery}
  3. Sync the two Modules together
  4. Sync each unit that will be able to request artillery support to the Support Requester {SupportRequester} Module

ADDING A PHYSICAL ARTILLERY PROVIDER
  1. Systems > Modules > Supports > Support Requester {SupportRequester}
    • Set any limits you wish to enforce
  2. Systems > Modules > Supports > Support Provider: Artillery {SupportProvider_Artillery}
  3. Sync the two Modules together
  4. Place Artillery units on map
  5. Sync each Artillery unit to the Support Provider: Artillery {SupportProvider_Artillery} Module
  6. Sync each unit that will be able to request artillery support to the Support Requester {SupportRequester} Module
Chair Force Photo Ops
ADDING A VIRTUAL AIRCRAFT CLOSE AIR SUPPORT PROVIDER
  1. Systems > Modules > Supports > Support Requester {SupportRequester}
    • Set any limits you wish to enforce
  2. Systems > Modules > Supports > Support Provider: CAS (Bombing Run, Virtual) {SupportProvider_Virtual_CAS_Bombing}
  3. Sync the two Modules together
  4. Sync each unit that will be able to request transport to the Support Requester {SupportRequester} Module

ADDING A PHYSICAL AIRCRAFT CLOSE AIR SUPPORT PROVIDER
  1. Systems > Modules > Supports > Support Requester {SupportRequester}
    • Set any limits you wish to enforce
  2. Systems > Modules > Supports > Support Provider: CAS (Bombing Run) {SupportProvider_CAS_Bombing}
  3. Sync the two Modules together
  4. Place transport Helicopters on map
  5. Sync each helicopter to the Support Provider: Helicopter Transport {SupportProvider_CAS_Bombing} Module
  6. Sync each unit that will be able to request transport to the Support Requester {SupportRequester} Module

ADDING A VIRTUAL HELICOPTER CLOSE AIR SUPPORT PROVIDER
  1. Systems > Modules > Supports > Support Requester {SupportRequester}
    • Set any limits you wish to enforce
  2. Systems > Modules > Supports > Support Provider: CAS (Helicopter Attack, Virtual) {SupportProvider_Virtual_CAS_Heli}
  3. Sync the two Modules together
  4. Sync each unit that will be able to request transport to the Support Requester {SupportRequester} Module

ADDING A PHYSICAL HELICOPTER CLOSE AIR SUPPORT PROVIDER
  1. Systems > Modules > Supports > Support Requester {SupportRequester}
    • Set any limits you wish to enforce
  2. Systems > Modules > Supports > Support Provider: CAS (Helicopter Attack) {SupportProvider_CAS_Heli}
  3. Sync the two Modules together
  4. Place Attack Helicopters on map
  5. Sync each helicopter to the Support Provider: Helicopter Transport {SupportProvider_CAS_Heli} Module
  6. Sync each unit that will be able to request transport to the Support Requester {SupportRequester} Module
Joining the Cargo Cult
SUPPORT PROVIDER: SUPPLY DROP

Requires:
  1. Player / Playable Unit(s) {<Various>}
  2. Support Requester {SupportRequester}
    1. Support Provider: Supply Drop {SupportProvider_Drop}
      1. Physical Transport Helicopter placed on map
      or
    2. Support Provider: Supply Drop (Virtual) {SupportProvider_Virtual_Drop}
Methodology
  1. Place Player / Playable Unit(s) that you want to be able to call supports
  2. Place Systems > Modules > Supports > Support Requester {SupportRequester} module
    • Set any support limits you require
    • Sync Player / Playable Unit(s) to Support Requester module
  3. If you are using physical helicopters:
    1. Place Systems > Modules > Supports > Support Provider: Supply Drop module
    2. Sync the Support Provider: Supply Drop module to the Support Requester module
    3. Place Physical Transport Heilcopter(s)
    4. Sync Physical Transport Helicopter(s) to the Support Provider: Supply Drop module
  4. If you are using virtual helicopters:
    1. Place Systems > Modules > Supports > Support Provider: Supply Drop (Virtual) module
    2. Sync the Support Provider: Supply Drop (Virtual) module to the Support Requester module
Variables:

System Specific - Support Provider: Supply Drop
  1. Crate Init: Code executed upon crate spawn (Affected crate: _this)

System Specific - Support Provider: Supply Drop (Virtual)
  1. System: Transformation > Position sets where virtual aircraft will spawn
  2. Vehicle Types: Types of vehicles available (Empty array = defaults loaded)
    • UH-80 Ghost Hawk {B_Heli_Transport_01_F}
    • CH-67 Huron {B_Heli_Transport_03_F}
    • CH-67 Huron (Unarmed) {B_Heli_Transport_03_unarmed_F}
    • UH-80 Ghost Hawk (Sand) {B_Heli_Transport_01_sand_F}
    • UH-80 Ghost Hawk (Tropic) {B_Heli_Transport_01_tropic_F}
  3. Vehicle Init: Code executed upon vehicle spawn (Affected vehicle: _this)
  4. Crate Init: Code executed upon crate spawn (Affected crate: _this)
  5. Flitered By: Default pool of vehicles to use
    • Side
    • Faction
  6. Cooldown: Support availability delay in seconds
Crate Init
  1. Removing existing items from the crate:
    clearWeaponCargo _this; clearMagazineCargo _this; clearItemCargo _this; clearBackpackCargo _this;
  2. Adding Weapons:
    _this addWeaponCargo [weaponName, count]; _this addMagazineCargo [magazineName, count]; _this addItemCargo [item, count]; _this addBackpackCargo [packClassName, count];
    You will need to look up the Class Names for the items you wish to add and use the appropriate addXXXCargo command for each. Links to lists of the most common Class Names you'll need are given below.
  3. Add Smoke to Crate
    _signal = "SmokeShellGreen" createVehicle (position _this); _signal attachTo [_this, [0,0,0]];
  4. Adding Virtual Arsenal to a crate:
    0 = ["AmmoboxInit", [_this, true]] spawn BIS_fnc_arsenal;

Video
Physical Supply Drop:
http://steamcommunity.com/sharedfiles/filedetails/?id=1085371697
https://www.youtube.com/watch?v=8teRi2srqQA
Virtual Supply Drop:
http://steamcommunity.com/sharedfiles/filedetails/?id=1085379468
https://www.youtube.com/watch?v=-OjfL6ghIm4

External Links:
Vanilla ArmA III Class Names[community.bistudio.com]
CUP MOD Class Names[wiki.cup-arma3.org]
RHS MOD Class Names[class.rhsmods.org]
All the Toys
ADDING A VIRTUAL ARSENAL
  1. Add the container object that you wish to use for the Ammobox
  2. Add: 0 = ["AmmoboxInit",[this,true]] spawn BIS_fnc_arsenal; to the containers Init field

VIDEO TUTORIAL
https://youtu.be/6-ncUnf4Zfw
Enter the Madding Crowd
CIVILIAN PRESENCE
  1. Systems > Modules > Ambient> Civilian Presence {ModuleCivilianPresence_F} module
    • Set position, shape, size and rotation as needed.
    • Set Civilian Count to maximum value required.
  2. Sytems > Modules > Civilian Presence Spawnpoint {ModuleCivilianPresenceUnit_F} at required civ spawnpoint.
  3. Sytems > Modules > Civilian Presence Position {ModuleCivilianPresenceSafeSpot_F} at required journey end points.
*Spawnpoint and Position modules MUST be placed within the boundaries set by the Presence module.
What God Complex?
ADDING A VIRTUAL ZEUS TO A MISSION
  1. Select the map you want to use
  2. Systems > Modules > Game Master {ModuleCurator_F}
    • Set Owner to zCurator
    • Check Forced Interface box
  3. Systems > Logic Entities > Virtual Entities > Zeus {VirtualCurator_F}
    • Set Variable Name to zCurator
  4. Sync the two Modules together

ADDING A PLAYER ZEUS TO A MISSION
  1. Select the map you want to use
  2. Systems > Modules > Zeus > Game Master {ModuleCurator_F}
    • Set Owner to zCurator
    • Uncheck Forced Interface box
  3. Add a Playable unit for the Player Zeus
    • Set Variable Name to zCurator
    • Check Player and/or Playable box
  4. Sync the Modules and the Player Zeus unit together

ADDING LOGGED ADMIN ZEUS TO A MISSION
  1. Select the map you want to use
  2. Systems > Modules > Game Master {ModuleCurator_F}
    • Set Owner to #adminLogged
    • Check Forced Interface

ADDING MULTIPLE ZEUS TO A MISSION
For Multiple Player Zeus' in a mission:
  1. Add Player Zeus to mission as above; each synced Playable Unit / Game Master Module pair must have a unique name
For Multiple Virtual Zeus' in a mission:
  1. Add Virtual Zeus to mission as above; each synced Virtual Entity / Game Master Module pair must have a unique name
Types of Zeus can be mixed as required.

ADDING EDITOR PLACED OBJECTS TO ZEUS
  1. Add either a Virtual or Player Zeus to your mission as above
  2. Systems > Modules > Zeus > Add Editable Objects {ModuleCuratorAddEditableObjects}
    • Set Assigned Zeus to zCurator
    • Set Add Crew to Add
  3. Sync the Add Editable Objects {ModuleCuratorAddEditableObjects} Module to the Game Master {ModuleCurator_F} Module
  4. Sync any units you want to be editable by Zeus during the mission to the Add Editable Objects {ModuleCuratorAddEditableObjects} Module

FACTION-SPECIFIC & MULTIPLE ZEUS'
Replace the global Zeus module with a faction-specific module of your choosing.
All other aspects of the faction-specific Zeus' are the same as for the global Zeus.

EVERYTHING COSTS
The Set Costs modules can be used to configure the cost tables for creating units via Zeus. There are five Set Costs modules:
  1. Set Costs (Default) {ModuleCuratorSetDefaultCosts_F}
  2. Set Costs (Side) {ModuleCuratorSetSideCosts_F}
  3. Set Costs - Modules {ModuleCuratorSetModuleCosts_F}
  4. Set Costs - Objects {ModuleCuratorSetObjectCosts_F}
  5. Set Costs - Soldiers & Vehicles {ModuleCuratorSetCosts_F}
All Set Cost modules get synced to the relavant Systems > Modules > Game Master {ModuleCurator_F} module. The Set Costs modules are multiplicative in application, i.e. if you have a 0.1 factor for Men in the Set Costs Soldiers & Vehicles module and a 0.5 factor for BLUFOR in the Set Costs (Side) module the cost of placing a single man would be the default cost (1) x 0.1 x 0.1 = 0.01 or 1% of your full resource bar. or to view it another way, you can place 100 men with a full resource bar with a default cost of 1.
  1. Add either a Virtual or Player Zeus to your mission as above
  2. Systems > Modules > Zeus > Set Costs (Default) {ModuleCuratorSetDefaultCosts_F}
    • Set Assigned Zeus
    • Sync to Gamemaster module
  3. Add additional Set Costs modules to restrict purchases or modify Cost Tables as required
    • Set Assigned Zeus for all Set Costs modules
    • Sync all Set Costs Modules to the Game Master Module
  4. Add a Manage Resources module {ModuleCuratorAddPoints_F} Module
    • Set Assigned Zeus for all Set Costs modules
    • Set Value between 0-1 to add at each Perform interval. 0 = nothing; 0.1 = 10%; 1 = Full Resource Bar
    • Set Perform interval to either once, 1 sec, 10 sec or 1 min as required
    • Sync to Gamemaster module
  5. Add a Set Editing Costs {ModuleCuratorSetCoefs_F} Module
    • Set Assigned Zeus
    • Set coefs for actions: 0 = no change in resource points; -1 = subtract points; +1 = add points; -1e10 to disable operation
    • Sync to Gamemaster module

VIDEO TUTORIALS:
Adding a Virtual Zeus: https://youtu.be/Rrw2COUDQ48
Adding a Player Zeus: https://youtu.be/2rL85JtXb0E
Same Sh!t, Different Terrain
COMBAT PATROL
  1. Select the map you want to use
  2. Systems > Modules > Combat Patrol > Combat Patrol Init {ModuleCombatPatrol_Init_F}
  3. Add units for players
  4. Turn off Enable AI in Attributes > Multiplayer
  5. Test / Play in Multiplayer

CREATE A CUSTOM COMBAT PATROL MISSION (MP)
  1. Select the map you want to use
  2. Select Attributes > Multiplayer:
    • Set Respawn setting to Custom Position
    • Set the Respawn Delay as required
    • In Rulesets, check Show Respawn Counter and Subtract Respawn TRickets
  3. (Optional) Enable Revive
  4. (Optional) Uncheck Enable AI in ther Lobby section
  5. Add player slots to starting areas
    • NOTE: Combat Patrol is balanced for COOP-12
  6. Place Systems > Modules > Combat Patrol > Combat Patrtol Init {ModuleCombatPatrol_Init_F}

Additional Modules
  • Combat Patrol Azimuth Blacklist: Blacklists the nearest location's (1000m radius) azimuth range so it can't be used for the starting / ending position or reinforcements spawning points. Imagine a location that has very steep hills to the north. You don't want to climb up there while exfiltrating or see enemy reinforcements try to find their way down to you. You place this module near this location and blacklist North using azimuth arrays. In this case that would be [[330,30]].
  • Combat Patrol Location Add: Adds a new selectable location to the map. You can define its name and relative size which is used to determie how big the AO is and how many units are stationed inside.
  • Combat Patrol Location Remove: Removes the nearest (1000m radius) location from the selection screen.
  • Combat Patrol Location Reposition: Moves the nearest (1000m radius) location to this module's position. Some times the location keypoints are placed quite far from the actual location center so the name is properly visible in the map. This module allows you to remedy that.

Scenario Parameters
Parameters are editable in the MP lobby and offer even more control over various scenario rules. To be able to use them in your scenario, find the scenario folder (usually in Documents\Arma 3\MPMissions) and create a new file inside it. Name this file description.ext and put this code iside it:
class Params { class BIS_CP_startingDaytime { title = $STR_A3_combatpatrol_params_1; values[] = {-1, 0, 1, 2, 3, 4}; texts[] = {$STR_A3_bis_fnc_respawnmenuposition_random, $STR_A3_combatpatrol_params_2, $STR_A3_combatpatrol_params_3, $STR_A3_combatpatrol_params_4, $STR_A3_combatpatrol_params_5, $STR_A3_combatpatrol_params_6}; default = 1; }; class BIS_CP_weather { title = $STR_A3_rscattributeovercast_title; values[] = {-1, 0, 1, 2, 3}; texts[] = {$STR_A3_bis_fnc_respawnmenuposition_random, $STR_A3_combatpatrol_params_7, $STR_A3_combatpatrol_params_8, $STR_A3_combatpatrol_params_9, $STR_A3_combatpatrol_params_10}; default = 1; }; class BIS_CP_garrison { title = $STR_A3_combatpatrol_params_11; values[] = {0, 1, 2}; texts[] = {$STR_A3_combatpatrol_params_12, $STR_A3_combatpatrol_params_13, $STR_A3_combatpatrol_params_14}; default = 0; }; class BIS_CP_reinforcements { title = $STR_A3_combatpatrol_params_15; values[] = {0, 1, 2}; texts[] = {$STR_A3_combatpatrol_params_12, $STR_A3_combatpatrol_params_13, $STR_A3_combatpatrol_params_16}; default = 0; }; class BIS_CP_showInsertion { title = $STR_A3_combatpatrol_params_17; values[] = {1, 0}; texts[] = {$STR_A3_cfgvehicles_modulestrategicmapimage_f_arguments_shadow_values_yes_0, $STR_A3_cfgvehicles_modulestrategicmapimage_f_arguments_shadow_values_no_0}; default = 0; }; class BIS_CP_tickets { title = $STR_A3_combatpatrol_params_18; values[] = {5, 10, 20, 50, 100}; texts[] = {"5", "10", "20", "50", "100"}; default = 20; }; class BIS_CP_enemyFaction { title = $STR_A3_combatpatrol_params_19; values[] = {0, 1, 2}; texts[] = {$STR_A3_cfgfactionclasses_opf_f0, $STR_A3_cfgfactionclasses_ind_f0, $STR_A3_bis_fnc_respawnmenuposition_random}; default = 2; }; class BIS_CP_locationSelection { title = $STR_A3_combatpatrol_params_20; values[] = {0, 1}; texts[] = {$STR_A3_combatpatrol_params_21, $STR_A3_bis_fnc_respawnmenuposition_random}; default = 0; }; class BIS_CP_objective { title = $STR_A3_combatpatrol_params_22; values[] = {-1, 1, 2, 3}; texts[] = {$STR_A3_bis_fnc_respawnmenuposition_random, $STR_A3_combatpatrol_params_26, $STR_A3_combatpatrol_params_27, $STR_A3_combatpatrol_params_28}; default = -1; }; };

You don't need to use all of them of course. Check ingame to see what they offer and feel free to remove some of them if you want.


CREATE A CUSTOM VANGUARD MISSION (MP)
  1. Select the map you want to use
  2. Place Systems > Modules > Gameplay Modes > Vanguard: Objective Area {ModuleVanguardObjective_F}
  3. Create 2/3 Systems > Modules > Gameplay Modes > Vanguard: Starting Area {ModuleVanguardFob_F}
  4. Add Vehicles to the starting areas
  5. Add player slots to starting areas

Additionally:
  • Write this line into the description.ext file in the mission folder:
    #include "\a3\Missions_F_Tank\MPTypes\Vanguard\commonDescription.inc"
    It will include all parameters for server lobby setup, and revive parameters.

SERVER LOBBY PARAMETERS:
  • Hour: Set up time of the scenario.
  • Weather: Set up weather.
  • Briefing time: Overwrite length of Briefing time.
  • Zone interval time: Overwrite length of Zone interval time.
  • End game time: Overwrite length of End game time.
  • Respawn: Set up if you want to play without any respawn, with revive, or add AI reinforcements to each side, which you can command.
  • Fill Positions with AI (if used): If you use AI as "respawn", set their amount.
  • Randomization of Starting position: Switch sides of set up bases. Vehicles in those bases will be moved into correct positions.
  • Name Tags: Toggle Vanguard name tags that you can see in 3D.

NOTES:
  1. ATM only vanilla trucks are supported for carrying the device.
  2. AI team members are detected from the player's faction, and AI units are detected accordingly. Factions supported: NATO, CSAT, AAF, Syndikat, FIA for all 3 sides.
Code Snippets from the Scripting Gods
Force 1st person in vehicles but allow 3rd person on foot
Add this line to any playable units init field:
onEachFrame {if(vehicle player != player) then {player switchCamera "Internal";};};

Custom Flags
  1. Create your custom flag texture:
    • Dimensions must be 200x200 pixels
    • Format must be *.jpg
    • Copy the flag texture into your mission folder
  2. Place a flag pole where you require one in your mission
  3. Add into the flagpoles Init box:
    • this setflagtexture "texture.jpg";
https://steamcommunity.com/sharedfiles/filedetails/?id=1447431272
9 Comments
jonbravo2 Jul 17, 2017 @ 6:29pm 
Since you seem like you know what you are doing, I'll link you to a page describing a problem I've been having for a while. https://steamcommunity.com/app/107410/discussions/7/2217311444341212315/
NZPorterDJ  [author] Jul 8, 2017 @ 7:35pm 
Added all of the Effects modules as I needed to create a few for a small video project. They may be of use to someone....
NZPorterDJ  [author] May 26, 2017 @ 8:19pm 
Started adding short videos for each module. Currently just streamed snippets. These will be updated with better versions once I get to grips with a decent video editor.
NZPorterDJ  [author] Feb 27, 2017 @ 8:56pm 
@-CML-Qoronos: Yeah... small typo in that one. Corrected it now to 0 = ["AmmoboxInit",[this,true]] spawn BIS_fnc_arsenal;

Sorry about that...
Ariev Feb 27, 2017 @ 6:33pm 
It won't let me use the "[“AmmoboxInit”,[this,true]] call BIS_fnc_arsenal;" It just says invalid number.
Bvnditi Feb 26, 2017 @ 4:22am 
Great guide. Cheers for the advice.
Syndicake ☠ Feb 21, 2017 @ 2:22am 
Thanks for writing this, as the info is not provided in the editor. LIKE IT SHOULD BE!!!! :steamsalty:
NZPorterDJ  [author] Feb 20, 2017 @ 8:57pm 
Thank you. Very 'bare bones' ATM due to time constraints. Mostly done to put these out there and have others able to use the power that BI has given us...
Whiskey Feb 20, 2017 @ 11:00am 
Good guide!