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by Grenadier ver. 8.7 - translation of lulu56
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============== ENG=========== MODULE
Follow the video tutorials on the ITF channel on Youtube!
In the mod folder there is a sub-folder with the name “compositions”, you can find the tutorial
compositions. Copy /paste the contents into the “compositions” folder of the Arma 3 path
...Documents\Arma 3 - Other Profiles\compositions .
By doing so, you will have some examples of Gren EVO in the editor
.
Grenadier ITF
Variables for tasks
NEW! module crash-site or crash
coordinates example: take a trigger and in the condition paste
namewretch getvariable "Gren_Crash_COORD"
download example: take a trigger and in the condition paste
namewretch getvariable "Gren_Crash_DOWNLOAD"
Bombing effect module
since version 7.3 the module can be activated or deactivated infinite times.
The variable that deactivates it is; module_name setvariable [“GREN_STATUS”, false, true];
The variable that reactivates it is; module_name setvariable [“GREN_STATUS”, true, true];
The variable that intercepts it when active is; module_name getvariable "GREN_STATUS"
The variable that intercepts it when deactivated is; ! (module_name getvariable "GREN_STATUS")
It is also possible to keep it on hold by synchronizing it with a simple trigger.
See composition GREN_BOMBING
Chain reaction module
See composition GREN_CHAIN_REACTION_EXPLOSION
See tutorial map modulo_chain_reaction
Electrify Module
Put on the map x fences or various objects, synchronize them with the module and you will have the
electrification of the same. When the player approaches he will be electrocuted and injured. If you
use ACE 3 the player will be injured in the chest and become unconscious.
The module can be switched on and off infinitely. The code that changes its state is;
namevarmodule setvariable module ["GREN_STATUS", true, true]; (activates the current)
namevarmodule setvariable ["GREN_STATUS", false, true]; (turn off the current)
To intercept the state of the module the code is;
namevarmodule getvariable "GREN_STATUS";
see example composition in the sub-folder mod
SAT module
Put x sources on the map, which will transmit the video signal and x signal receivers that can be;
monitors, laptops, billboards, notebooks, pc ect.
In the objects that will be source you put a variable name, whatever you want.
Now synchronize all objects with the module. Done
There are no module limits, this means that it can create independent operational centers.
The sources can be any object.
see example composition in the sub-folder mod
Download-Upload module
Synchronize the module with one or more tecnology object.
Complete the fields according to your needs.
You can intercept the various changes via the variable;
example for trigger:
put in the condition; !(objname getvariable "GREN_STATUS");
When the event ends the trigger will activate!
see example composition in the sub-folder mod
GREN_TECNOLOGY
Dynamic Flags Module
Synchronize the module with one or more flag poles.
Complete the fields according to your needs.
Change flag in loop.
You can intercept the various changes via the variable;
nounpalo setVariable "GREN_STATUS";
example for trigger:
put in the condition; !(palo getvariable "GREN_STATUS")
When the flag is changed the trigger will be activated!
see example composition in the sub-folder mod
GREN_DYNAMIC_FLAGS
Module Tactical Map
Find an example in the mods subfolder “compositions”
Here´s a quick written tutorial:Rapido tutorial scritto…
- In the editor, go to module, select Tactical Map module an put it in the map.
-Complete all the fields
- Put a unit in game with a tactical map prompt in its inventory
- start the mission and open the controller with the mouse scroll wheel
- Select the tipe of reinforcement desired, Click on a point on the map for the destination and click
on the Call Units button.
Modulo Prisoner
- libera prig. -> ((Varprig getvariable "GREN_POW")==2)
example: put a trigger and in ints condition copy and paste the code written above . Where is
written “Varprig” you have to put the "variable" value given to the prisoner.
Modulo TL-Prompt-17
Insert the module in the map, and put a marker where is respeawn point is desired. Name it
respawn_west or respawn_east or another, based in played faction.
Name the squad and other, if present, wsl2.
Modify the options in the module and you´re done.
PS; remember that to use the Prompt you must have the TL Prompt tablet in the inventory
Static-Jump Module
Inserted the module in the map where you want the aircraft. It will place the flight statically
simulated at x meters from the ground.
- Synchronize the aircraft with the module
- Now synchronize the module with one or more objects to activate de teleport AddAction
- enter the altitude
- Choose if starts from the ground or wishes to be immediately moved to altitude
- if you have decided to start from the ground put as many seconds as you want before the aircraft
gets into the static zone
.
PS: for the insertion of static vehicles already at high altitude there are no number limits, while if
you start it from land you can do it for just once.
Military and Civilain Module
In the the "loadout" entry, it is possible to allow the module to load a customized loadout desired
for the mission maker
- Enable
Procedure:
Open Arma 3
Go to Virtual Arsenal
Go to “Modify equipment”
- Create the Loadout that you prefer
- export using the appropriate button (it will be copied in the clipboard)
- open any document and paste what you have in the export memory
- for each "this" in the code, replace with "_x", obviously without the quotation marks.
- Save the file as .sqf and put it in the mission folder.
- Now, open the module and insert in the “loadout” entry, the specific file name i.e:
opfor.sqf
- End
Hunter Module and Occupy sector
La compilazione del modulo e simile allo spawn military.
The Hunter module spawns units that will follow you to death. The occupy sector module will
spawns units that must reach a specific location. In this case, the occupy sector module must be
sinchroniced with one or more objects or units on the map and these will become the main wp of
displacement until the object or unit are destroyed.
Due to their characteristics, these modules will go on standby if one or more players are located at a
distance less than 200m.
Info Module
- Put an object on the map
- Now put the module on the map and synchronize with the object
- Remember that in order to work requires, in addition to the text, also a valid image path
(examples: image /test.jpg) or select one present in the list below (these are more useful to create
tasks also with the “folder” object).
In the module, as option there are default images that allow you to change the texture of an object
such as the background of a laptop or notebook, folders etc. Associated with the task or folder task
they are useful for the creation of objectives without the use of tasks with pop-up banners and the
team leader or whoever, can carry with him the document with all the information inside it. It
allows to
Al suo interno sono presenti immagine di default che permettono di modificare la texture di un
oggetto come lo sfondo di un laptop o notebook, cartelle etc. Associato alla cartella task o folder
task è utile per la creazione di obiettivi senza l’ausilio delle task con banner a comparsa ed il capo
squadra o chi per lui posso portare con se il documento con tutte le informazioni al suo interno. This
allows us to further increase the realism of the missions
BLACK EYE module
This is a GUI prompt or controller with which you can interact and command drones whether you
are blufor, opfor or independent.
How to use it; insert the black eye module in the map, set the 3 variables inside it to your liking. In
order to use the Black eye on a mission, you must have the Prompt controller. Mission maker can
supply it to the unit in the editor or make it available on a mission. I.E: Virtual arsenal, box or
other.
CountDown Module
It can be enabled via trigger.
To intercept the end of the countdown put in the trigger condition;
You can insert multiple modules sequentially.
var_module getvariable "GREN_COUNTDOWN"==-1
If you wish to stop the countdown use;
var_module setvariable ["GREN_COUNTDOWN",-2];
See the example composition in the mod subfolder.
Para Object Module
Put the module on map and synchronize it with an object or vehicle. Select the option you desire an
go!
Undercover Module
This allows to move players undetected by enemy forces but to achieve it they must accomplish
certain requirements
You will find these requirements within the module. Insert the appropriate text classnames of the
objects that will allow you to keep the anonymity including weapons, if you wish, otherwise leave
the space empty. Put only one module on the map and you're done
.
Random Para Jump Module
Put the module on the map and synchronize it with an object or anything. Open the module and
insert the data of your interest. In game, get close to the synchronized object, and with the mouse
Wheel, view the interaction. Enabled it will allow you to drop randomly at an altitude and pre
selected area. If you only wish a land teleport but random, put in the altitude field [0,0,0]. If you
wish, could synchronize the module with more objects or several modules to one object. The black
perimeter is used only to verify the maximum area selected in the module.
Security Module
Put the module on map, where you want the sound of the alarm to start. Give it a name. Now take
some surveillance cameras of the mod gren EVO that you find in the objects menu. Places where
you want to watch and give them a variable name (optional). Synchronize with the module. Now
open the module and enter the sensitive area depth and width parameters. If desired, could check
debug to verify the actual camera coverage on the map. It is also possible to synchronize lamps to
be positioned in the sensitive sectors that will come from the same switched off module.
When the alarm goes off they can be turned on but to do so it will have to be synchronized with
another module called Security Light.
Examples and video tutorials can be found on the youtube channel and armaholic or see the
composition in the mod sub folder.
How to activate trigger tasks or anything else when activating video cameras
.
Example activation trigger:
Put a trigger an in its condition paste the following code:
!(namevarmodule getvariable “GREN_STATUS”)
This means that when its variable changes the trigger will be fired and with it the task and more.
Multiple cameras can be connected to the module simultaneously.
If you wish to activate it, having connected it only to reflectors or similar, and make them light up,
in the activation of the trigger put;
!(nomemodulo setvariable ["GREN_STATUS",false,true])
See the example in the mod subfolder tutorial_in_maps.
Storm module (thunderstorm)
This type of storm is influenced by climatic conditions, so to have an almost immediate effect, set
an initial 80% overcast and a 70% cloud cover prediction or higher.
Spotlight Module
Put the module on map and synchronize it with land or sea vehicles equipped with gunner.
It also works with helicopters only if driven by players.
Service Module
This module allows you to refuel, repair and rearm vehicles
.
Synchronize the module with any vehicle you want.
In game, approach the vehicle and search for the appropriate selection using the mouse wheel.
Selected, will delimit the service area with different objects
Intro and End Titles Module
Since the version 5.5 it is possible upload your music directly from the module.
Enter the path of the audio file in the text "custom music path"
For this is essential is to copy the following code into the mission init file:
GREN_MISSION_ROOT = call {private "_arr"; _arr = toArray __FILE__; _arr resize (count _arr -
8); toString _arr};
The above code is also present in the module, making availability immediate. Remember to put the
music field "custom"
News Paper Module
- synchronizable single or multiple with any object or vehicle to have the interaction with the
mouse wheel.
- allows you to view an entire information page with different options, for example;
. Title
. written by
. year, month, day, hour minutes
. informant
. subtitle
. image paragraph 1
. image description
. left column image
. column image description
. paragraph 1
. paragraph 2
. author
. author image
You can also insert a text indent placed before or after the written line
<br/><br/>
see example composition in the mod folder or download tutorial
Briefing – Diary Module
- it is used to create quick briefings visible in the "briefing" map menu, contents:
. title
. subtitle
. general informations
. mission objectives title
. mission order title
. text for 5 different goals
. mission maker´s name
. custom image
. website link
- viewable by faction
- unlimited number of modules to use if you want to create different tasks, change the title
and you will see the new information appear in briefing entry on the map.
- possibility to add customized images
- possibility to add a hyperlink marker (see example composition)
- possibility to change the color of the hyperlink marker (see example composition)
- possibility to change the color of part of the text in the objectives
codes to insert in the target fields to modify the graphic aspect:
Change text color total or partially;
<font color='#FFFF00'>1. Testo etc.</font>
You can insert a hyperlink marker
1 → put a marker on the map
2 → give the name marker1 or whatever you want
3 → put the marker name in the code line (see below)
4 → you can also change the text color
<font color='#84E4FF'><marker name = 'marker1'>text here</marker></font color>
You can insert an additional image with the following code and set the size it should have.
.
<img image ='pictures\mappa1.jpg' width='128' height='128'/>
You can also insert a text indent placed before or after the written line
<br/><br/>
see example composition in the mod folder or download tutorial
Blackout module and OnOff
see example composition in the mod folder or download tutorial
Gunpowder Module
It has 2 functions, once synchronized with the objects
- turns the object into a case of explosives or the like and once it is hit it explodes
- time bomb with wire interaction bomb interaction.
If you wish to activate a task upon completion of the disengagement or explosion of the bomb put in
the trigger condition (getmass bombname)! = 0
"bombname" refers to the object c4.
see example composition in the sub-folder mod
- GREN_BOMB_C4_TIMER
- GREN_SANTA_BARBARA
Occupy Sector / suggestion to change name, it s confussing, maybe “reinforcementes” or
“QRF”
It enable to spawn units and direct them towards the object, vehicle or unit synchronized with it.
Each module can be synchronized with multiple vehicles, objects or units.
Until the synchronized element exists and is alive the module will continue to work until its
exhaustion related to the given settings. If instead the element is destroyed or killed the module will
interrupt its work and will not send more units to that point.
JAMMER MODULE
see example composition in the sub-folder mod
- GREN_JAMMER
CDD module
see example composition in the sub-folder mod
- GREN_CHECK_DEATH_OR_DAMAGE