Arma 3
Gren_EVO
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Update: 12 Jun, 2020 @ 7:21am

v. 7.6

new gold and money composition
new jammer composition
new composition Interrogate the civilian (GREN_ACQUIRED_INFORMATION_CIV)
in "addons options" -> climate-weather setting added object distance
added aircraft visual distance
added aircraft distance objects

added Spanish translation by Davt and KekTorres ACC https://units.arma3.com/unit/acc
added smoke grenade with toxic gas. If added the toxic gas module will produce the damage effect
- on anyone in its vicinity, AI compensation
- if toxic gas is thrown into a building only the units inside it will be intoxicated
- the damage from exposure to gas doubles if the units and the grenade are in the building than in the open
- if gas is thrown outdoors and the unit is in a building or sheltered it will not be intoxicated
new composition toxic gas

minor bug fixes

new Count Item Cargo module

- synchronized vehicles or box is able to count objects, with optional classes, which will be placed inside them
- the module also controls the reduction of the items placed in the inventory
- see new GREN_COUNT_ITEM_OBJECT composition

undercover module

- Now you no longer lose cover if you climb stairs on towers or similar,
moreover, if you are inside buildings, posture will not negatively affect your coverage
unless you are with a weapon in your hand or near other units or in unsuitable clothing, running etc.
- added unique message to inform the player of the speed limits that will maintain coverage

mil and hunter module

- added option to remove grenades and mini-grenades from spawned units

surrender

- player allies surrender resolved

Update: 16 May, 2020 @ 2:02am

v. 7.5

renamed"GREN delete map" to "GREN Jump ADV" in option for addons
fixed malfunction of removing the map when the player respawned.
added oxygen deficiency at high altitudes (custom). If without oxygen mask after x seconds he loses consciousness and
resumes them when below the limit altitude.
added ability to add one or more classes per type of mask to have during parajump
fixed call redundant class mix3
modified GREN - suppression-information. Added interpreter class
fixed GREN_WORKERS composition
transport notebooks; now if you get hit and fall unconscious the notebook will be released

module blackeye

- added call interval in minutes

undercover module

- correct missing text take uniform
- new Undercover composition
- added ticket option for how many times to recover anonymity after losing it.
if you exceed this limit, you will no longer be able to become undercover

photo module

- new target acquisition message inserted
- message indicating if you have inserted more than one module

mil module

- added interpreter. Only a specific class can receive information from prisoners

civ module

- added interpreter. Only a specific class can receive information from civilians
- the interrogation is also available for civilians positioned in the editor just synchronize them with the module (see composition)

Update: 6 May, 2020 @ 6:02am

increased resistance of armored doors

spawn module civ

- added voice to activate AI interaction
- add audio when requested by the AI to stop
- added interaction system with top text
- added 4 fields for 4 information extrapolated from AI and
the visualization is random
- possibility to synchronize AI on the map to provide them too
interaction to receive info
- add composition

sat module

- added option for automatic room activation
- global display on activation

drag body

- fixed malfunction with mod project opfor units

undercover module

- added control system to not lose your inventory when changing in uniform

module spawn mil

- resolved the failure to display information if the unit gives up

bombing module

- added aircraft bombing
- new system for choosing options
- type of aircraft
- aircraft altitude
- fixed bombing stop problem associated with the timer

prisoner module

- added arrest option, which can also be activated with trigger
- added new composition GREN_PRISONER

chech death or damage module

- added ability to control the percentage of units or objects killed or destroyed.
- new composition available in the sub folders of the mod

Interval module

- added SITREP text
- added option to display only the final text

Update: 14 Apr, 2020 @ 12:41pm

- added in the tutorial_in_map folder new composition-mission convoy
- the cases of the mod can also be dragged underwater
- new composition GREN_SECURITY_DOOR (inside take documents, open doors bars with key-card or secret code, interact with notebook)
- new category for the undercover system

Convoy module

- improved performance and stability
- modified stop timer option
- added convoy mission-tutorial (see tutorial_in_maps folder)

Uniform Switch module

- to be coupled to the undercover module. It is used to wear even random uniforms from different factions
- you can add the uniform classes that will be randomly selected during the iteration
- control system to not lose your inventory in the uniform
- see small composition GREN_SWITCH_UNIFORM

automatic gate module

- opens and closes gates and bars
- gate damage option
- composition available (GREN_GATE)

bombing module

- activation infinite deactivation via variable (see composition or tutorial file module pdf)
- new composition GREN_BOMBING (see mod subfolder)

module force fire

- also compatible with infantry

drag corpse

- fixed display for units spawned by mil and rst modules

sat module

- new composition GREN_SAT_GOPRO
- added interaction on the display to identify which system sends the video signal
- remember that you have a limit of 8 video camera systems

sound effects module

- added synchronization for audio transfer to multiple elements on the map; objects; units, vehicles etc.

TL prompt module

- added CAS call interval in minutes

security module

- added camera debugging also with lines

Update: 10 Mar, 2020 @ 1:39am

v. 7.2

added in Eden -> settings -> addon options 1 new items;

- added the possibility that all enemy AI, put on the map, will activate if they find a NON civilian corpse.
- added 3 methods of behavior; mix, hunter, patrol zone
Random -> hunter or patrol zone
hunter -> chases the player
patrol zone -> patrol the zone

added pharmacy-medical marker
added 3 bridges that can be destroyed
drag corpse added ace interaction (see options for addons)
new composition for explosive square module and chain reaction module
new TNT mix composition
new electric net composition (electrified fence)
modified texture of one of the 3 lockers
modified tecnology composition
server object now turns on and off, it is also possible to intercept its status change via variable (see pdf file)

updated tutorial pdf modules

Security module

- completely rewritten!
- improved debugging system for sensitive areas
- now the areas are "cone-shaped"
- improved sensitive area volume debugging
- added code to customize individual depth for video surveillance synchronized to the module
- added code to copy and paste in the trigger to intercept the activation of the cameras
- added angular opening for the capture of the intruder (10 and 20 gardi)

time jump module

- inserted time jump in hours and minutes

powder keg module

- fixed double display interaction if synchronized with a trigger
- improved multiple explosion effect when using the time device function

force fire module

- improved usage information

captive module

- fixed random positioning problem in prisoner buildings
- added new random [min-max] prisoner positioning system

module mil

- improved unit spawn efficiency in buildings
- duplicate spawn speed (more performance)

Hunter dog module (beta)

- added how many dogs will have to be spawned per cycle
- waiting time between one cycle and another
- added option to auto-resize the volume, in height, to adapt to variations
terrain topographical
- added debug to display marker that corresponds to the size of the coverage area
- added central marker that identifies the type of module
- when the module is waiting it takes on a neutral color
- icon color based on the dangerousness of the module
- marker pointed to identify the spawned groups
- added text for info on the module being debugged

chain reaction module

- allows you to create sequential chain explosions with synchronized objects
- activated via trigger
- can be activated if synchronized with the explosive square and powder keg modules
- customized time effect frequency option
- see composition GREN_CHAIN_REACTION_EXPLOSION

hunter module

- crew and cargo verification system on vehicles to be spawned
if you exceed the quantity of units based on the available places they will be corrected automatically
- modified information text on module entry "unit per group" and "unit per vehicle"
- improved spawn crew sea unit and its behavior

Explosive square

- fixed failure to destroy gren evo doors with breacher setting
- synchronizable with the chain reaction module
- you can now deactivate the explosive if set in time

sound effects

- fixed debug deactivation failure from addon setting ...

Update: 5 Feb, 2020 @ 10:54pm

remove message hint "mission in progress"
update changelog ITA

Update: 5 Feb, 2020 @ 1:14am

v 7.0
For clarifications I will be available! ;))

Added "tutorial_in_maps" folder for more complex compositions. They are maps with sample compositions already positioned
- example of video surveillance

resolved dynamic video camera destruction.

Now the interception of energy, video surveillance modules and not only are done with a unique variable GREN_STATUS
This replaces the old getmass and setmass systems. See sample compositions and tutorial files (pdf)

revised most of the compositions
added atropine as an antitoxin
added 2 high voltage banners
added news_tv composition (see mod subfolder)
added explosive_new composition (see mod subfolder)
added gold and money composition (see mod subfolder)
added 1x-1.5x Markers (see GREN markers category) also available in zeus
added Occult corpse. The corpse will be hidden from the sight of enemies if it moves; inside the houses, near trees, flowering bushes.
- The dead bodies will be seen if not hidden by units created by the mil and rst modules!
added possibility to move the corpses of all bots pre-inserted or spawned later by gren evo modules
added other help items visible on the map
- Occult corpse
- gas
- undercover
added in Eden -> settings -> addon options 2 new entries;



- added the possibility to see on video if a displaced corpse is well hidden from the enemy or easily identifiable
- added Hide map that replaces the hide map module
- global disable debugging spawn modules, to speed up the editing side
- whistling bullets
- climate-weather setting
- suppression
- teleport F11
- storm

↑ PS all the respective modules will be deprecated and no longer available in EDEN or F5 - systems.

News lightning storm

As the storm increases, the following events are created;
- radio noise (TFAR)
- blackout if you add blackout module where you want the light to go out
- audibility and AI visibility. They will find it more difficult to see and hear us

electric connect module

- now the form only requires to insert the element of origin (from)
This allows you to create organization charts with a 1 to many ratio
- 2 new compositions

sound effects module

- added 3 new sounds alarms
- added 2 messages to evacuation megaphone
- added a fire effect useful for suggestive night settings associated with war sound effects.
- the approach to the burning area produces fertility for the player. Also compatible with ACE.
- added level of night illumination on the horizon produced by the fire
- added debug to display activation area marker and effect coverage radius
- added text for info on the module being debugged

security module

- added light recovery time after video surveillance activated
- deprecated security light module
- see examples in mod folder "tutorial_in_maps"
- now you can choose between 5 different types of alarms (sounds)

Photo Capute module

- synchronize it with units, objective vehicles to take the photo
- added type of acquisition tool
- added several buttons that activates the shot
- in the different buttons there is F12 which simultaneously with the shot captures the screen via steam
- module activation also via trigger
- inserted variable that allows the creation of tasks and similar
- added composition

Dynamic Flag module

- added no flag

storm module

- modified cycle time system from 3 to 2 parameters!

RST module

- added Hunter option if a group is alerted but will be a time-limited chase
- each spawned unit, if killed, can be dragged by the player and concealed so that any enemies cannot alert themselves to the
their proximity.

sound effects module

- added debug to display activation area marker and effect coverage radius
- added a fire effect useful for suggestive night settings associated with war sound effects.
- the approach to the burning area produces fertility for the player. Also compatible with ACE.
- added level of night illumination on the horizon produced by the fire
- added debug to display activation area marker and effect coverage radius

jammer module (requires TFAR)

- you can now turn off the noise of the jammer noise in the radio by setting the TFAR radio volume to 10.
- noise control takes place on radio; low, medium and long range

spwan military module

- added Hunter option if a group is alerted.
- added Intercom option. If one group is alert, it will notify all other groups of that module and they will turn into hunters
- when a team is attacked, the other groups spend about 10sec before alerting. If in these 10sec. they are all eliminated
no call will be made, therefore the intercom will be deactivated
- each spawned unit, if killed, can be dragged by the player and concealed so that any enemies cannot alert themselves to the
their presence.

undercover module

- now the interaction with the prisoner will move all his loadout to the player
- fixed code lock in respawn
- added unknown loss limit. If passed, you can no longer go to cover. For now constant 10

explosives modules on map elements (NEW)

similar to the explosive PLACE module but without GPS tracker
- useful for identifying elements in the map located in the perimeter of the module that cannot be synchronized with the explosive square module and gps tracker
- allows you to create (interactions) to place the classic and low potential explosive
- Different explosives options that must be in the player's inventory otherwise he will not be able to place them
- trigger time
- remote detonation (you must have the mod detonator that is found in the virtual arsenal to provide it to the player)
- different effects, smoke, flames and multiple explosions
- selection text
- if the low potential is selected and the explosive is placed on locked doors it will open them when detonated
- composition available in the subfolder of the mod
- added RHS explosives; PTM-1, TNT CHARGE 75G. CAMO, TNT CHARGE 75G.

explosive square module and gps tracker

- fixed minor bugs
- added RHS explosives; PTM-1, TNT CHARGE 75G. CAMO, TNT CHARGE 75G.

module civ, hunter, rst, mil and boat

- added option for auto volume resizing, in height, to adapt to variations
terrain topographical
- added debug to display marker that corresponds to the size of the coverage area
- added central marker that identifies the type of module
- when the module is waiting it takes on a neutral color
- when activated it assumes the color of the spawned faction
- icon color based on the dangerousness of the module
- pointed marker to identify the spawned groups
- added text for info on the module being debugged

suppression module

- fixed anomalous behavior if AI is in buildings, towers or above elevated positions
- fixed an error when the AI ​​does not find a protection area

toxic gas module

- added mask hub
- modified breath sampling
- activation of the gas release at the time of synchronized objects
- If you use the Ace 3 interaction, you can temporarily cancel the effects of the gas by injecting yourself with atropine (gren evo)
with the new version of ace you will no longer have the auto-injector. Use the atropine of the gren evo
- fixed respawn problem with persistence of blurring
- fixed redundant script activation
- fixed gas mask failure after respawn
- now the AI will also be intoxicated
- you can avoid AI poisoning by providing the anti-gas mask

countdown module

- added invisible countdown timer
this will force the player to watch the clock to keep track of the passing time
and make missions more immersive;)

Update: 24 Nov, 2019 @ 9:29am

Update: 24 Nov, 2019 @ 7:43am

Update: 22 Nov, 2019 @ 10:35am

v. 6.5

toxic gas module

- synchronize with objects or units
- module can also be activated via trigger
- synchronized objects or units, if hit, release a toxic gas
- effects produced:
blurring
tremor
wounds
cough
- If you use Ace 3 you can momentarily cancel the gas effects by injecting atropine
- use a gas mask or whatever you like to protect yourself
available options:
contamination distance from the element that releases gas
altitude where the gas is still toxic
step in seconds of physical decay
- composition available in the sub-folder of the mod

electrify module

- the synchronized elements are electrified. example: fences, nets, etc.
- module can also be activated via trigger
- effect that can be activated and deactivated via variable (see pdf tutorial file)
- composition available in the sub-folder of the mod

para jump module

- replaced min-med-max altitude and radius values ​​in only 2 min-max numbers

sound effects module

- solved the non-functioning forest effect

TL prompt module

- added possibility to call artillery with different ammunition
- selection for single ammunition
- selection for all ammunitions

module death or damage

- added system to control the killing or destruction of the elements
when selected the module will be triggered when all the elements will be destroyed or killed, when not selected it will be triggered when only one of the elements
he will be killed or destroyed.

rst module

- fixed reinforcement settings error. Since the last update it was not working properly

bombardment effect module

- improved audio effect in mp

Hunter form

- added kamikaze damage level (min, med, max)
- I add kamikaze variable behavior
This will not have a tracking effect cost towards the player but will have an indifferent or almost attitude!