Arma 3
NFEXTRA - The Toolkit For Mission Maker (BETA)
97 Comments
Tiwaz  [author] 6 Jun @ 12:05pm 
New update out. See the changelogs for what has changed / is new.
Tiwaz  [author] 6 Jun @ 11:39am 
The bug LackOfReason reported was fixed in 22 May already. Just for anyone wondering, since its not clear from this conversation chain :)
LackOfReason722 21 May @ 10:48am 
@Tiwaz I sent it, I hope you find out the issue.
Tiwaz  [author] 21 May @ 7:03am 
@LackOfReason722 Send me your .rpt via discord if you can. I can have a look at it.
LackOfReason722 20 May @ 7:37pm 
The manufacturing doesn't work, but when I try out your example missions your setup works fine even though I'm doing the exact same thing. I even setup a recipe that creates a unit and it still doesn't work.
Tiwaz  [author] 15 May @ 12:20pm 
@Wiket "Has the issue of inventory items being produced not being global been fixed?"

It is fixed now.
Wiket 27 Apr @ 9:27pm 
@Tiwaz Sorry for the delay, I replied in discord.
Tiwaz  [author] 27 Apr @ 5:20am 
@Wiket i could not recreate the "some recipes missing" issue. So it would be really helpful if you can run the commands i send you via discord. So i can figure out if its just the UI or the actual network variable being the problem. Run them once the issue starts happening. I will patch the locality issue today then.
Tiwaz  [author] 26 Apr @ 1:45pm 
(and maybe the manufacturing progress bar)
Tiwaz  [author] 26 Apr @ 1:44pm 
@Wiket On my end yes, have not published the fix yet though. I am trying to recreate the "not all recipes show up" issue first so i can fix both in one patch :)
Wiket 24 Apr @ 5:31pm 
Has the issue of inventory items being produced not being global been fixed?
Wiket 24 Apr @ 5:30pm 
But yes, sometimes we lose it and sometimes we dont. I imagine it could be a mod conflict.
Wiket 24 Apr @ 5:30pm 
@Tiwaz Hey, sorry, I intended to follow through and still will. I havent really been at my PC much since we last spoke.
Tiwaz  [author] 24 Apr @ 8:31am 
@Wiket i couldn't recreate and judging by your last discord PM its not an issue anymore?
Wiket 27 Mar @ 4:30pm 
Another issue, after death the manufacturing scroll option goes away.
Wiket 27 Mar @ 3:57pm 
We use this mod to have a whole production system in our unit similar to something like Foxhole, but I am running into a problem. The manufacturing menu is only showing some recipes, then when we restart the server some others show, but never all at once.
Tiwaz  [author] 9 Feb @ 3:27pm 
@HappyRooster007 The regular Incoming and impact sounds play without you doing anything now.
The sound field is more for custom sounds you might want :)
HappyRooster007 9 Feb @ 11:53am 
Do you know the sounds of impact sounds? What I have to write if I wanna 155mm shell impact sound and etc?
Ma$kingunnar 9 Feb @ 7:28am 
id say its worth trying :)
Tiwaz  [author] 9 Feb @ 6:16am 
They are still placed relative to the module. Maybe a checkbox option to hard snap all of them to surface might be better
Ma$kingunnar 9 Feb @ 1:59am 
noticed that rotating and moving around the composition module gave me better results. :)
Ma$kingunnar 9 Feb @ 1:53am 
tried it out. seems that some, but not all objects in the comp are snapping to surface. does it have anything to do with where the comp is placed and or where the comp module is placed?
Tiwaz  [author] 8 Feb @ 4:32pm 
@Nexus You can also use the function and some scripting to dynamically add a respawn position during the game. But yes zeus module would be nice also for ease of use.
Nexus 8 Feb @ 4:22pm 
@Tiwaz I get that ngl, but was mostly asking since something like the item-based respawn mechanic could heavily benefit from having a zeus module. Allowing player-built FOBs to be more nuanced
Tiwaz  [author] 8 Feb @ 7:06am 
@Qwerty2jam Service point now has a timer.
Tiwaz  [author] 8 Feb @ 7:02am 
@Ma$kingunnar I may have fixed the placement module positions in last patch. Test it out :)
Tiwaz  [author] 8 Feb @ 7:01am 
@HappyRooster007 Artillery barrage projectiles now play their normal projectile sound. And the custom sound you can set in the module now works as well.
Tiwaz  [author] 8 Feb @ 7:00am 
@Brickky Context menu for buildables should now exist on all clients.
Tiwaz  [author] 8 Feb @ 7:00am 
I just released a patch. Checkout the changelogs to see what has been added or fixed.
Tiwaz  [author] 7 Feb @ 1:48pm 
@Nexus Maybe, if i feel like there is enough interest and people actually using the mod.
Nexus 7 Feb @ 4:22am 
Really cool mod, especially the logistics based modules! Are there plans to make some of the module available in Zeus as well?
Tiwaz  [author] 3 Feb @ 10:05am 
@Brickky I will make a patch relatively soon. Will be fixed in there.
Brickky 29 Jan @ 5:19pm 
@vicmarfons I'm also having issues with the buildables when trying to do so in dedicated servers and the like (no menu when double clicking on inventory item). in your case, you'll need to put in the item's classname which you can get by going to arsenal, selecting your desired item and ctrl+c to copy the classname to paste into the item classname textbox
Tiwaz  [author] 21 Jan @ 10:02am 
@Qwerty2jam I assume you are talking about the teleporter?

You can use this function to do it on the fly:
https://north.ofpec.com/wiki/doku.php?id=nfextra_functions#nfextra_modules_common_fnc_createteleporter
Qwerty2jam 20 Jan @ 9:19pm 
@Tiwaz Disregard my last comment mate, appears it just doesn't work with structures which is likely down to me not knowing cfgclasses well enough.

To improvements, if you were to take any to zeus the ability to add more Fast Travel points on the fly would be incredibly useful. Would there be any way to do it in the interim by calling functions?
Tiwaz  [author] 19 Jan @ 11:26am 
Its a fairly simple module, not much can go wrong. So i would be surprised. But i can take a look at it.
Qwerty2jam 19 Jan @ 9:57am 
Object init module doesn't seem to work, or I'm not understanding how to use it correctly. Cannot get it to addaction to newly spawned instances of a synced bunker at all, nothing appears. Any idea?
Tiwaz  [author] 15 Jan @ 11:38am 
@HappyRooster007 Seems like the sound is not working right now.

That is what i meant with the "However i am not sure the sounds are currently playing correctly and i don't know yet why." in my last reply about this topic.
HappyRooster007 15 Jan @ 11:31am 
@Tiwaz
And what type of sound should I write if I want the basic sound of 155mm artillery? Also the basic sound of mlrs 230mm and mortar 82mm.
I tried 155mm artillery with with prescribed sound type (mortar1) and no incoming sound was heard.
Ma$kingunnar 14 Jan @ 12:01pm 
Much appreciated, respect
Tiwaz  [author] 14 Jan @ 11:10am 
I can add some options for that its relatively simple to do
Ma$kingunnar 14 Jan @ 9:33am 
Yes, this is on uneven terrain. Between some spots theres also a big difference in altitude above sea level, making some spawned compositions look like ufos in the sky. :steamsad: Is surface snapping planned or something you could at least consider? :)
Tiwaz  [author] 14 Jan @ 9:26am 
Main, Composition and 3x position is enough.

Actually, is this on uneven terrain? I don't think objects snap to the surface currently.
Ma$kingunnar 14 Jan @ 9:19am 
So if i wanted one composition to possibly spawn around, say three locations, i would in essence have to put 3 sets of modules (main, position and composition) down to avoid a floating composition?
Tiwaz  [author] 14 Jan @ 8:48am 
@Ma$kingunnar They are placed relative to the position of the composition module. Could be the source of that problem in your case.
Ma$kingunnar 14 Jan @ 8:46am 
The random placement paired with a composition of objects always places the composition mid air. Any way to fix this? :)
Tiwaz  [author] 12 Jan @ 8:54am 
@HappyRooster007 They are CfgSounds sounds. You can also add your own sounds in a mission:
https://community.bistudio.com/wiki/Description.ext#CfgSounds]CfgSounds

However i am not sure the sounds are currently playing correctly and i don't know yet why.
HappyRooster007 12 Jan @ 6:07am 
Hi, where I can find of sounds types for artillery module?
Tiwaz  [author] 12 Jan @ 5:19am 
@brendob47 deleting the wave start or the currently active threshold module stops it.


Alternatively if you don't need scaling and such you could also use the populate insertion point though. Its a bit simpler for that + has a stop and start conditions that gets checked regularly.
So you could have it skip waves when players are near (to avoid players seeing them spawn). And then entirely have it stop when factory destroyed :)
brendob47 10 Jan @ 12:32pm 
Is the Waves module set able to be deactivated early via script? I want to simulate enemy factory production with it, but this should stop of the factory is destroyed/captured