Arma 3
Gren_EVO
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Update: 10 May, 2019 @ 6:51am

v. 5.9

objects

- added ruin chimney
- added Prompt for Tactical map (find it in the virtual arsenal)

Tactical map module

- allows to call up the map reinforcements pre-set in the module via command prompt.
options:
- faction
- movement speed
- min, average, maximum patrol radius once the target has been reached
- units per group
- skills
- spawn type (on foot, on vehicles)
- waiting time between one request and another
- infantry type (enter the logs of the units you want)
- unit on vehicle if troop transport is activated
- vehicle or aircraft log
- how many units per call
- supply torch
- turn on the torch
- Text to be displayed in the prompt for information on the number of units available
- customize loadout
- add a marker on the map that locates the module
- text for markers
- customize the text of the form
- prompt available in the virtual arsenal
- call limit

Hide map module

- improved performance

Anima bot module

- improved positioning on buildings or elevated positions

ON OFF Module

- added the possibility that the lights go off
If you set the check to true the lights will be off at start of the mission

Connect Module

- added the possibility that the lights go off
If the module is synchronized with one of the cabins of the mod and you set it on, the cabin will start off and the lights off

TL prompt module

- added dynamic tactical map

Gren Energy modules

- improved performance

Vehicle damage module

- added damage to avionics (air vehicle)

Occupy Sector module

- once activated spawn unit of land and air
heading towards the object synchronized with the module
options that can be activated:
- faction
- speed movimento
- min, med, maximum patrol radius once the target has been reached
- units for group
- skills
- spawn type (on foot, on vehicles)
- infantry type (enter the logs of the units you want)
- unit on vehicle if troop transport is activated
- vehicle or aircraft log
- respawn cycle
- respawn interval min, med, max
- supply torch
- turn on the torch
- check population
- customize loadout
- if the object or unit, synchronized with the module, is destroyed or killed, the module will stop
- can also be activated via trigger

Module spawn civ

- civilians get scared if you shoot near them
- different animations of fear

Convoy module

- completely rewritten
- creations with Convoy with different types of vehicles, including air vehicles
- greater simplicity in creation
- possibility to create more convoys in the same mission
- synchronization with the convoy leader
- if a convoy vehicle is conquered by the player it can be used
- greater stability in the movement
- choice of speed
- behavior (level of courage or cowardice in facing the enemy)
- verification of the column length and if too far the drivers go down
to check the situation, wait for the rest of the column
In some cases, a convoy backtracks to check the situation in the rest of the column
- debugging with verification of the various steps in the column behavior
- If a convoy vehicle is destroyed, the column is recomposed and starts again to continue the march

Module santa barbara

- added EOD option for disengagement

Update: 2 Apr, 2019 @ 12:12pm

improved performance modules spawn units
updated compositions
updated tutorial objects

santa barbata module

- fixed red thread cutting bug
- improved performance

prisoner module

- now if the prisoner is from your faction he will not be hit by the enemy up
to when it will remain tied

black eye module

- added defibrillator (if activated ADV mod)
- improved medevac drone for advanced medical ace
- the medevac drone is also a medical vehicle.
the player who is next to the drone will become a doctor
until the drone is near the player (advanced ace doctor)

Update: 2 Apr, 2019 @ 12:09pm

up

Update: 21 Mar, 2019 @ 5:49am

bug fix texture TNT object

Update: 19 Mar, 2019 @ 12:48am

Update: 19 Mar, 2019 @ 12:44am

v 5.7

modified example composition for static jump
reflector for vehicle. Added on and off switch
minor bugs

Static jump module

- improved code
- synchronizes the module with the aircraft and synchronizes the object (eg laptop) for teleporting from the ground
- it is not backwards compatible so change the settings in the previous mission to edit

Briefing module

- improved map display

Vehicle damage module

- added tail rotor damage

Module mil

added possibility to spawn only unmanned vehicles

Update: 12 Mar, 2019 @ 4:02am

v.5.6

Updated tutorial file (see in the mod folder)
news compositions

Vehicle damage module (new)

- synchronized with any vehicle creates damage
to a part of it.
- damage:
engine
fuel
rotor
hull
tires
- selective or random selection of the type of fault
- level of failure
- sound effect
- on-screen text
- cutomizable text
- can also be activated via trigger

TL prompt module

- now it is no longer necessary to insert the respawn_west or other faction marker
Where you put the module will create the marker and related objects for the rally point

Modules spawn civ and mil

- improved random classes of spawns
- addition of a spawn option for unmanned vehicles only

Location module

- possibility to add integrated text in the map
- where you put the form you will print the text
- can also be activated via trigger
- different styles based on topography, eg:
name cities, villages, altitudes, mountains, hills, vineyards etc.

Powder keg module

- added explosions repetition
- added buildings damage
- added maximum radius of buildings
- ability to synchronize multiple orders to multiple modules (requires an equal countdown for all)

items

- lever detonator
- tnt can be synchronized to the gren energy module
- tnt explode if hit
- new categories created to facilitate research
- new alarm megaphone with the possibility of activation deactivation
no limit in the number of alarms to be included in the missions

Update: 25 Feb, 2019 @ 12:28am

Update: 3 Feb, 2019 @ 7:58am

v. 5.4

Updated pdf file tutorial (see in mod folder)
added compositions to facilitate the use of some mod functions (see pdf file)

whistle module

- when the bullets are close to you, you hear their whistle

suppression module

- now it is possible to make suppression fire towards the AI (units spwaned with zeus will not be subject to the module)

TL prompt module

- added option to activate or deactivate helicopter engagement response

module spawn military and civ

- improved vehicle spawn control system

storm module

- added persistent fog percentage after storm occurred
(IMPORTANT delete the old module and add the new one)
- added percentage fog during the storm (values ​​above 60% are extremamentye limiting the visual capacity)

camp module

- improved arrangement of created objects
- correct loading addaction icon
- added box in tent with medical kit vanilla, ace base, advanced ace and defibrillator if you use the mod ADV - ACE CPR

service module

- resolved inversion of the filling and repair module
- synchronize the module with vehicles or objects to make them replenish, repair etc.
- revised text in chat
- added interaction to insert objects and identify service area

objects

- added hydraulic pump
- added electric cabins to turn off and turn on the hydraulic pump (see pdf file tutorial)
- added outdoor spotlights
- improved reflector textures
- added chimney connected via global variables to electric generators (see file tutorial_object; example link included)
- added tubes and angle tibi for gren energy fittings;)
- now the electric cabins associated with the generators turn the generators on and off again
- smoke from the chimney ceases if you activate its global variable (see file tutorial_object)

Update: 2 Feb, 2019 @ 11:54am