Arma 3
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Kalliser's modules
   
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Data Type: Mod
Mod Type: Editor Extension
File Size
Posted
Updated
205.749 KB
13 Jun, 2018 @ 4:54am
12 Jun, 2020 @ 4:52am
63 Change Notes ( view )

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Kalliser's modules

Description
This mod provide several new modules in Eden.

Ambiant warfare
Your dreams are reals
The purpose of this module is to easily add a war ambiance in the mission who will not be a playback sound.
The module is able to shells with 82mm or 155mm ammunition. Is able to spawn flares, tracers and destroyed vehicle.
This module as mainly 2 workings way :
1. The module can be sync with any object in Eden, in this case, spawning effects will occur in the configured radius (min and max range) and will follow targeted objects.
2. The module can use existing marker in Eden, in this case spawning effect will occur in all designated area
Both way can be combined.
Furthermore you have the possibility to configure blaklist area who will be a marker area in which any spawning is forbidden (works either on objects nor marker way), this is suited if you want to sanctuarize some area like your main mission area.
To spawn destroyed vehicle you must synchronize empty vehicle to the module, theses one will acting as the list of vehicle to spawn in designated area.

Unleash the power
You can protect units on the field to avoid unwanted casuality (protect both IA and players)
You can enable/disable each type of spawn
3 levels of intensity availables
Works with triggers !
Combine 2 or more Ambiant Warfare modules to make complex configuration or just to increase the intensity of fire

Misc
Code is optimized, it should not cause massive fps drop, I tested heavy bombing on the map the game was running smooth.
Tracers are rewrited so it no longer stop after some times like vanilla tracers (they where running out of ammunitions) you can enjoy them for the whole mission duration.
I have some idea to improve it with even more effects (smoke, light weapon fire without tracers)

Paradrop module
With this module don't never mess against paradrop, just place units on map (groups of players, groups of IA and transport vehicles) link them all to the module, place a marker on the map the configure it in the module parameters, and let's go. All units will embark in transports, players will receive a task to show them their assigned transport. When all transports are boarded they will takeoff, go to the drop zone and proceed paradrop. Finally transports will come back to their starting point in order to land.

The module can by synced to a trigger and/or synced to a zeys trigger in order to let you control when paradrop sequence will start
Parachute type is configurable in module parameters.

Gear module
Simplify gear unit attribution
This module can be synced to playable units and IA units, IA units wil become a stuff's template source used to auto-equip playables units in an enforced way.
If more than one template exists for playable units, then it will choose randomly between them, allowing stuff variation attribution feature.
If you need to attribute stuff in a selective way, just place more than one module, each one can be synced with one AI and one playable unit.
This module will also generate a gear entry in the player briefing with their detailled stuff and a roster entry with the roster list for all synced playable units.

Arsenal module
Don't mess with scripts again
The purpose of this module is to provide a way to create custom arsenal without use of script inside the mission.
The idea is to use units in Eden as source of available items for the arsenal.

In achieve that you need to synchronize the Arsenal module with any unit of your choice present in Eden Editor, each one will then become a source of stuff for the arsenal.
The arsenal must be a non-unit object synced with the module. There is nothing more to do.

This module will also be able to transform any unit sync as a gear template for players, players just need to going close then ask for their gear and they will be fully equipped.

The last but not the least
You can disable the gear feature on synced units
You can disable AI on sync AI
You can hide synced units so they will only act a arsenal's source

Extended Intel
This module module provide an easy way and nicely done way to add intel for players.
The extended Intel module can be synchrnized with any object or unit in Eden, at the start of the mission one of them will become the real intel, while other will contains nothing. But it's still required for players to investigate in order to find the good one.
The extended Intel module can also be synced with another module called Intel Marker when the intel is found the marker will be revealed to player.
This purpose of the theses modules is to add replayability (because even the mission creator ignore the real position of the intel), and challenge while being very easy to set up.
Theses modules are configurables : investigation delay, intel message, marker type and color are the main options provided by Extended Intel.

Zeus triggers
This module allow you to activate any triggers while in zeus mode.
To use it add the module and sync it with some triggers.
When the mission is running, go in zeus view : you should have an icon indicator at the same emplacement than your triggers, to activate it place any unit on it and the marker will be activated.

IA spawner


Notes :
Name yours triggers, it will be displayed in zeus views (and only in zeus view)
If you write a custom condition in your trigger, it will still be active so check it before trying to activate the trigger in zeus mode
Important : only one Zeus Triggers module is allowed (and you will never want to have more) or face unexpected behavior

Dynamic groups
This module is intended to just avoid to use sqf in mission as it only use BIS function, juste place the module on the map, choose if group players are automatically added or synchronize any group to the module.

Randomizer
This module allow mission maker to randomize some groups of mapping element at the start of the mission.
12 Comments
sideguy 15 Mar @ 5:19pm 
Can you add the key to the mod so we can use it on servers? Right now I cant have verify signature on because this mod is missing the bikey for it.
SUPREMAWARGOD36 3 Mar @ 7:27pm 
damn it doesnt work anymore
Olympus304 15 Oct, 2022 @ 4:30pm 
can we plz get a tutorial? this is a good mod but getting it to execute properly is difficult
Teamson 9 Oct, 2022 @ 6:11am 
can anyone tell how the tracer module works? cant make it work somehow
Crack Jack 11 Dec, 2020 @ 12:00pm 
could we get a small tutorial on how to work the paratrooper module
Liquid_SWE 4 Dec, 2020 @ 8:59am 
Im getting a error code when using ambient warfare if the "Tracer" option is activated
Mrakos 20 Apr, 2020 @ 2:42am 
Hi @Kalliser, this looks cool but would there be any chance of adding a reliable vehicle respawn module with saving attributes/pylons/skins etc?
Fearmonger 27 Feb, 2020 @ 6:48am 
Do you have any instructions on setting up the AI Spawner?
Kalliser  [author] 24 Jun, 2018 @ 3:10pm 
I'm not sure to understand what do you mean by select certain opfor unit, but yes, there is no predefined assets in my modules, it's fully configurable. For arsenal, you just need to sync any unit to arsenal (any equipment evetn form Unsung or IF mod will be present in the arsenal).
For ambiance if you want destroyed vehicle in an area it required to sync empty vehicle to the module, they will act as your predefined vehicle list to spawn (and are removed at the start of the mission)
JB Buggin 22 Jun, 2018 @ 2:58pm 
is there a way to select certain opfor units if i were to use this with Unsung or Iron Front?