Arma 3
Scofer's Mission Modules
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Update: 23 Aug, 2023 @ 2:56am

-You can now use the variable SMM_deleteAction in a crates init to determine whether it will have a hold action added to delete the crate if it’s empty. This overrides the Add Delete Action parameter on the crate spawner module. This can be useful if you only want certain crates in a pool deleted if empty.

-Fixed issue where crates/vehicles synchronised to a define crate/vehicle module weren't being added to their pool if they were synchronised to the module after a trigger.

-Speculative fix for issue where the crate/vehicle spawner modules were being executed before the define modules, meaning the modules did nothing as no pools were defined.

Update: 7 Jul, 2023 @ 3:41am

Fixed issue where vehicle textures and components weren't being used by the vehicle deployer.

Update: 22 Jun, 2023 @ 8:51am

-Added the 'Height Spawn' parameter for vehicle spawner too. Couldn't make it work last time as either me or Arma were dumb, probably both.

Enable if attempting to deploy vehicles at positions that aren't ground level and the vehicle isn't spawning where it's supposed to. Not recommended in other circumstances. Due to how this has to be done there's no checking for empty space, vehicles will spawn on the EXACT position every time. Does nothing to marker deployment positions.

Update: 21 Jun, 2023 @ 8:42am

-Added the 'Height Spawn' parameter for crate spawner
Enable if attempting to deploy crates at positions that aren't ground level and the crate isn't spawning where it's supposed to. Not recommended in other circumstances. Due to how this has to be done there's no checking for empty space, crates will spawn on the EXACT position every time. Does nothing to marker deployment positions.

-Added the 'Add Delete Action' parameter for crate spawner
This option will add a holdAction to spawned crates allowing them to be deleted. The holdAction will only be visible if the crate is empty. Hold time set to 5 seconds to prevent accidental deletion.

Update: 27 Mar, 2023 @ 10:03am

Minor Update
-Defined crate names assigned with "SMM_crateName" are now applied to the "ace_cargo_customName" variable when those crates are spawned, meaning the custom name you apply to the crate will be displayed when it's loaded into a vehicle rather than just having the default name.

Update: 6 Feb, 2023 @ 11:08am

-Added the Hide Terrain Object Filter module and associated documentation
This module is used as an alternative to the base game Hide Terrain Objects module, allowing you to input exactly which objects will be hidden, rather than the arbitrary options of buildings, walls, vegetation, and other.

-Added Module Info to Terrain Deformation module

Update: 12 Sep, 2022 @ 1:54pm

v1.4
-Fixed spelling error in the CBA Addon Category name

-Added Terrain Deformation module, allow you to relatively easily deform terrain in a square, circle, or ellipse. Can be found under SMM Misc modules.
-Added CBA Addon setting for real-time terrain deformation.

Thanks to ShinobiShadow and Daning for mathematical help with this module.

Update: 25 Feb, 2022 @ 1:36pm

v1.31
-Altered function priorities for crate/vehicle spawner modules, preventing issues where the game tries to add crate/vehicle spawners before the corresponding pools have been defined during mission start.

Update: 26 Jan, 2022 @ 5:11am

v1.3
- Vehicles will have their pylons preserved on respawn.

Update: 6 Jan, 2022 @ 3:56pm

v1.2
- Fixed issue where vehicles were always respawning facing north rather than the direction they were placed.