Arma 3
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Modules Enhanced
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Data Type: Mod
File Size
Posted
Updated
647.200 KB
30 Sep, 2023 @ 8:54pm
1 Mar @ 9:23pm
19 Change Notes ( view )

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Modules Enhanced

Description


Current Version - v0.7.4

Please Read Before Asking: Module Documentation[github.com]

Description

Modules Enhanced is an editor extension that seeks to provide useful new modules to the 3DEN editor as well as potentially fix/recreate broken/inconsistent/outdated vanilla Arma 3 modules.

This is currently the beta version as there are many modules still in development.

Features
- Many new modules ranging from ambient artillery and paradropping vehicles to trapping inventories and creating mine jammers.
- Utilizes CBA's event system and per frame handlers.
- All module functions have a public version that mission makers can execute mid mission, without a module, using scripting!

... for a full list, visit the Wiki[github.com]

Under The Hood
- Modules create dependency. All clients must have the mod.
- No scheduled scripts. All code is in unscheduled space using CBA's frame system. This makes sure that code is executed exactly when its needed.
- CBA's event system instead of remoteExec.
- CBA's system allows for easy hooks into this mod. Other mod makers have an easier time adding their mods on top of mine.

Have A Module You Want Added? Want To Help Contribute?

Visit the GitHub Issues Page[github.com] and put in a request. I'm always looking for additional things to add.

Current Module List

Ambient Artillery (Virtual)
Create Minefield
Communication Jammer
Delete BI Respawn Position
Enable/Disable Gun Lights
Effect - Fire
Effect - Lightpoint
Effect - Smoke
Lightning Storm
Move On Combat
Multiplayer Sync
Paradrop Vehicle/Crate
Register Teleporter
Speed Limiter
Trap Inventory
Vehicle Mine Jammer
Vehicle Rearm
Vehicle Refuel

For an explaination on what these modules do and how to use them, visit the Wiki[github.com]

Contact Me:
Message Me On Discord: hypoxic
For Scripting/Modding Help:
- Visit Official Arma Discord[discord.gg]
- Ping Me @hypoxic in the #arma3_scripting channel
45 Comments
jkellgren7 16 Apr @ 9:37pm 
Could you automate Logistics Module ,please? Would be useful to make it replenish used things on the fly. Like Re-enforcements module fuel trucks shuttling back and forth. I would like to see a module that adds diffirent formations for flying heiicopters and making them land in File or Diamond formations adding invizable landing pads.Adding faster swimming and shooting under water and some way to make the diver (on the fly) change so he could have his dive googles half-way above the waterline only.He gets tilted and some way to make him more or less boyant.Like a life vest. Thanks
Tez 15 Apr @ 7:49pm 
Man this thing really enhanced my modules.
Martin Friss 14 Feb @ 7:47am 
is this client or server sided? Or both?
Hypoxic  [author] 3 Feb @ 1:54pm 
Would you create a github issue for me and give me a modlist and steps to reproduce?
Marcus 🔰 3 Feb @ 10:41am 
Hi, first, thank you for your mod :steamthumbsup:
I noticed that the "Communication Jammer" module does not fully work on a Dedicated Server. The map does not darken.
Is this normal ?
_mickey_ 26 Dec, 2023 @ 1:04pm 
@Hypoxic thank you!
Hypoxic  [author] 24 Dec, 2023 @ 3:42pm 
Patch v0.7.3

Fixes:

- MoveOnCombat now uses CombatModeChanged event handler, improving performance.
- RegisterTeleporter base class changed to MEH_ModuleBase
- Version control messages for player only show if there are modules in the mission
Hypoxic  [author] 24 Dec, 2023 @ 3:03pm 
Yup, I see it. I'll shoot a hotfix tonight.
_mickey_ 24 Dec, 2023 @ 1:44pm 
@Hypoxic How can a player turn this off? I would not like to see it where your modules are not
_mickey_ 24 Dec, 2023 @ 1:43pm 
@Hypoxic Hi! Is it necessary for the player to meet endless warning messages about changing your versions, even in those missions that do not have your modules?