Arma 3
Modules Enhanced
131 Comments
Hypoxic  [author] 13 Jun @ 10:22pm 
no, these are all for the editor
MFd00m1775 13 Jun @ 9:09pm 
Is this Zeus compatible ?
Hypoxic  [author] 11 Jun @ 7:10am 
Yeah I can add a separate vehicle module when I rework the waypoint module
Naxisan 29 May @ 10:44pm 
also for spawners, maybe you could add a module to spawn vehicles than just an infantry?
Hypoxic  [author] 29 May @ 12:49pm 
You probably have an error somewhere. Hop in the discord and post what you have so far and I'll walk you through it.
Dragonangel24 29 May @ 11:12am 
Author the Earthquakes DOnt Work or im Screwing up the triggers
Hypoxic  [author] 27 May @ 5:41am 
There's the artillery module. I can make one for singular explosions.
Naxisan 27 May @ 4:43am 
ambient explosions? is there any?
Hypoxic  [author] 12 May @ 2:27pm 
My mod doesn't touch any of those. Load only my mod and reattempt. If it still happens, write down the steps to replicate and I'll look at it.
[8.LLDiv] GamerOnkel 12 May @ 8:43am 
Hello, with your mod some modules no longer merge in single player, e.g. adding an arsenal, remotely controlling units and updating editable objects.
Komodo 6 May @ 1:49pm 
tysm for that cinematic Hypoxic, been wanting such a module for the quite some time, boi are briefings gon be lit now
Hypoxic  [author] 4 May @ 9:47pm 
Had some extra time tonight, so I added some experimental map animation modules. In its current iteration, you start with a "Map Animation: Start" module and you sync "Map Animation: Add" modules in sequence or "daisy chain". A recursive function will pull all the data from the chained add modules and the start module will handle all the logic.

Use this for say, a briefing or something where you want to show the player around the map. You can even execute code as the animations start, so you can do things like sound files, text, sideChats, whatever.
Hypoxic  [author] 4 May @ 1:04pm 
I can add some font, color, and size settings
sgt.bean 4 May @ 12:15pm 
Is it possible for the intro text in the cinematic modules to use different fonts?
Hypoxic  [author] 30 Apr @ 6:41pm 
You can go to the ChangeNotes tab above, but that's just barebones, "Hey this is what I did". For very indepth stuff, you'll have to follow the PRs and commits in the github.
LackOfReason722 30 Apr @ 5:49pm 
How do I see the details of very update? I wanna know new stuff you've added or fixed or changed.
Hypoxic  [author] 30 Apr @ 12:58am 
Working on getting some cinematic modules out for you guys.
Hypoxic  [author] 30 Apr @ 12:58am 
I don't have a SetMode module. If you are talking about a vanilla Arma module, I haven't modified any Arma modules, I just remake the module in a repaired state.
widepeepoSad 19 Apr @ 8:56pm 
Hey the SetMode module is still bugged. If you set a "no change" in the "stance" it just bugs.
Hypoxic  [author] 15 Apr @ 8:38am 
Current weekend time is going to writing the defibrillator system in ACE Anvil (Reforger). I'll get some updates out for Modules Enhanced as we enter the testing phase and have some more time to bring back here.
Hypoxic  [author] 27 Mar @ 9:03am 
I also need to change how the spawner waypoints work. They aren't that intuitive atm.
0x00 27 Mar @ 12:08am 
Suggestion btw, spawner module garrison would be more useful if it looked up all buildings instead of terrain objects alone, for editor placed buildings and compositions...

Cheers
0x00 26 Mar @ 9:40pm 
Thanks bud
Hypoxic  [author] 26 Mar @ 3:00pm 
Gotcha, I'll change it tonight.
0x00 26 Mar @ 12:58pm 
Unit Spawner doesn't spawn units to different sides, caused by bug in createUnit, see createUnit wiki, Example 6, would link it but cant :P

Great mod
_mickey_ 20 Mar @ 10:04am 
And one more detail! You added icons on the map for service modules. At least I used the "Vehicle Service Station" module and saw it on the map during the game, but I also saw the icon of the enemy such module on the map! Please add a check box whether the module will be visible on the map or not, because the invisibility of the icon may be required by the mission.
_mickey_ 20 Mar @ 10:01am 
@Hypoxic good day!

I have found a small issues with air vehicles and the all Vehicle Service modules. The reload/refuel/rearm countdown will not take into account the aircraft touching the ground or not. Thus helicopters or other air vehicle will rearm/refuel/repair in mid-air. Please try add a ground touchdown check for air vehicles before countdown will start.
_mickey_ 27 Feb @ 11:53am 
@Hypoxic Hi! Thank you so much for adding the service base to my request! I think it will be useful not only for me, but for any user also
GunMasterX11 23 Feb @ 10:42am 
How do I use the vehicle paradrop module?
_mickey_ 18 Feb @ 11:00am 
Thank you, dear friend, for not abandoning Arma3 and polishing your mod, this is very valuable.

Please try to make it so that the player has the ability to create a service base for each faction, multiple use, without personal and multiple vehicle module synchronization. Also so that the Repair / Refuel / Rear modules can be configured in replenishment time equally.

Big thanks for you!
Hypoxic  [author] 18 Feb @ 9:32am 
Some changes are in the works. The other fixes recently were one line changes so I can do them quickly. I only really get to work on this on weekends for extended periods of time.
_mickey_ 18 Feb @ 5:31am 
@Hypoxic

Sorry for the spam messages, but I'll clarify my thoughts a little.

Right now player can only do a lot of one-time reloads/refueling/repairs for each individual trigger and for each individual attached vehicle. This so complicates things!

I'd really like to be able to create one module for any of the services (Refuel, Repair, Rearm) and have it work a set number of times, only within one repeatable trigger, preferably without synchronization with a specific vehicle. It would be convenient and simple
_mickey_ 18 Feb @ 5:22am 
@Hypoxic I would like to create a service base (so that multiple services can be performed there, but not elsewhere), but I don't understand how to do this.
_mickey_ 18 Feb @ 5:21am 
@Hypoxic I have two questions:

1. Why can't the player set the time for "Rearm" and "Refuel" modules to < 1 minute (36 sec or 49 sec, for example.), while in the "Repair" module player can set any time, namely - from 0 to 1 hour? So only "Repair" has the flexibility, while "Rearm" and "Refuel" do not have such flexibility.

2. How can player make multiple Rearm/Refuel/Repair using a trigger in which it is set (repeatable)? I have tried this many times, however, subsequent Rearm/Refuel/Repair after the first will always work outside the trigger. It seems that all subsequent services in your module work without taking into account the second, third trigger activations. They are sort of put in a queue and will automatically replenish - ammunition, health, fuel at any point on the map, far from the module and trigger.
0x00 18 Feb @ 3:06am 
Would be useful for units to be able to paradrop individually if SL isn't in paradrop aircraft, just a suggestion, since there's no equivalent module atm, thanks for the rapid fix.
Hypoxic  [author] 17 Feb @ 10:34am 
Fixed
0x00 17 Feb @ 2:34am 
Small bug with paradrop module, when SL performs a paradrop, all squad members even if on the ground AND not in paradrop aircraft, will also be placed in parachutes.

Amazing mod otherwise, thanks.
Badger-190 14 Feb @ 4:14pm 
Not a problem thanks for fixing it so fast
Hypoxic  [author] 13 Feb @ 8:19pm 
fixed, thanks for report!
Hypoxic  [author] 13 Feb @ 7:30pm 
I'll look at it. It should only allow triggers and the vanilla respawn position module.
Badger-190 13 Feb @ 6:54pm 
I am getting an error ever since the 1.0 update on the delete respawn module when I try to sync a trigger to it.

ERROR: Modules Enhanced | MEHModuleDeleteRespawnPosition | Invalid object synced to module

I have tried syncing both ways module to trigger , trigger to module, with and withour a respawn posistion synced and I am getting the same error no matter what. I also have tried uninstalling and reinstalling the mod.

any help on a direction to go with this would be great.
Hypoxic  [author] 4 Feb @ 6:39am 
If the SPE waypoints play well with being daisy chained, sure. I haven't messed with them so I would have to test.

And yeah I can do a toggle map lights module.
[ACPL] Jon 4 Feb @ 6:34am 
Hey man, great work so far.

How about a module that turns off lights in the synced trigger-covered area?
kgp227 3 Feb @ 7:06pm 
Would u consider adding the option for SPE rush waypoints on the Infantry spawner?
_mickey_ 29 Jan @ 1:08pm 
No, I think it's desirable to make separate modules for everything. This will give the user the opportunity to set up their own goals. After all, maybe they only want to create a gas station only...
Hypoxic  [author] 29 Jan @ 1:01pm 
If we are going that route, might as well just make a repair/rearm/refuel station module or something.
_mickey_ 29 Jan @ 11:54am 
"I can look at doing what you request with the whole side."

Yes. please try to implement this without synchronizing each vehicle that needs repair. It would be great to create a service depot for the entire faction at once, so that any vehicle could drive into the base and be repaired/refueled/rearmed
_mickey_ 29 Jan @ 11:52am 
@Hypoxic I understand you, however, your module works for me when the trigger is activated, which I synchronized with your module only once (in the module settings I set a larger number of repairs).

I make the trigger itself "repeatable". As soon I activate the trigger one time, everything works, but after that the damaged vehicle starts to repair itself automatically, without second, third activation the trigger.
Hypoxic  [author] 29 Jan @ 10:17am 
I can look at doing what you request with the whole side.