Short description: In this post I want to present my first mod, designed to expand the interaction with objects and facilitate the creation of mission in the editor.
Support the author: 100% of your donation goes directly to the author of this content!
Hi bro.. this Mod is awesome!but the latest version not work fine for me. Several issues and bugs. do u have the older version of this?.. the version 6 work perfect.
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Gren EVO
by
Grenadier
Description:
Project to expand the interaction with objects and facilitate the creation of mission in the editor.
In the mod folder there are files with tutorials, both for the objects and for the modules. In the youtube channel of the ITF clan you will find other video tutorials
For MP only!
Installation:
To install Gren EVO you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3.
Included files:
Gren_*.pbo
OggettiArma.pbo
OggettiArma2.pbo
Test3D.pbo
videosorveglianza.pbo
Usage:
For usage instructions and information of how to use the Gren DO Mod please refer to the included documentation and/or example mission.
License / Disclaimer:
Gren_DO (dynamic objects)
By Grenadier
It's not possible to modify my MOD without my permission.
It's not possible to use parts of my MOD without my permission.
It's not possible to use my MOD in others private servers
without my permission.
For information contact me
Changelog: (18-02-2021 - updated as it happens, displayed in news once every month)
8.7.3
body concealment system -> while you drag the body if you pass in a safe area you will be signaled
via video message simplifying the search
fixed no wheel interaction when wearing gren evo explosive vests
hunter module
- added hunter block option if the player leaves the activation area
spawn modules
- removed check loadout no longer necessary
Alarm pole
- fixed sound repetition time
briefing module
- bug fix
electric connect module
- also added civilians for the ability to go to the cabin
if the power is turned off. They will approach and activate the electrical system.
8.7
new composition GREN_ENERGY_STRATIS_EVO (see mod folder)
new composition GREN_PHOTO (see mod folder)
new module category GRENADIER photo
new module send photo
- used with the camera module allows you to send an image on multiple displays after taking the photograph
- added photographic subject name
- added which display should capture the photo
- added image path to upload after the photo is taken
square exhibition, chain reaction, Powder keg and gate module
- if the synchronized object is destroyed the enemy units in the x-meter range will alert
if the player is undercover and within range of destruction he will lose his cover
electric connect module
- added ability to synchronize enemy units to the module to allow it to head towards the cabin
if the power is turned off. They will approach and activate the electrical system.
- added ability to return the enemy unit, after current reset, to where it started
rst module
- added single unit for spawn
para object module
- added parachuted object interaction to deactivate acoustic buzzer (bbep)
undercover module
- added loss of coverage for collaborationism from proximity to own faction
- fixed minor bugs
photo capture module
- added tip to speed up trigger creation when photographed object changes state
download-upload module
- improved performance
changes uniform module
- improved performance
8.6
added reflector with light emission towards the sky
improved lighting effect of spotlights
new object for distractor
improved knife, stun stone and distractor stone throwing system
grass cutting system by the player, via mouse wheel, to improve visibility to the player when lying on the ground
(see in addons options)
download-upload module
- fixed the problem of some objects connected to the module that disappeared at the end of the operation
connect module
- added the possibility to reactivate the energy when a chosen unit is in the vicinity of the control system
main.
static jump module
- fixed stand up or sit down interaction when the aircraft leaves the ground
toxic module
- fixed toxin control inside or outside the building
- solved malfunctioning AI intoxication
- added tap for opening and closing gas release
mimetism module
- eliminated text for insertion of uniform compatible classes and replaced with a synchronization system
between module and sample unit.
- synchronize crates, vehicles, etc to add uniforms inside them
- added how many uniforms, by type, will be inserted in the crates, vehicles, etc synchronized with the module
see composition GREN_MIMETISM
underbomb module
- fixed minor bugs
module changes uniform
- synchronizes the sample unit with the module to memorize the uniforms to be worn, through interaction with a cash desk, vehicle
or other, which are normally not wearable
- see composition GREN_UNDERCOVER
intro module
- added skip intro for jip in case you want to skip the mission introduction
hidden player position module
- Synchronize the module with the players so they won't have the map at the start of the mission.
It will be returned to him in game. Useful for hiding its real position
Undercover module
- added player safety radius
- the player will lose coverage if he performs acts not contemplated in the unknown
but only when seen by the enemy in the predefined range
- improved control system
- added additional messages
- synchronize the sample units where their loadout will be stored and allow coverage
- see composition GREN_UNDERCOVER
IED module
- added more enemy units for ambush
8.4.03
fixed new 40mm tear gas grenade that replaced the vanilla white smoke
fixed system of panic unit if close to tear gas
fixed non-visibility clock with countdown in mp
distractor-stun system (see addons options)
- use the stone and throw it in one direction to make it move and go where it heard the noise
- you can hit the AI with the stone to stun him and hide his body in a safe area in total silence.
- the stone can be found in the hand grenade section
- throwing the knife. There are specific points on the body that lead to sudden death
eyes, neck, pelvic region, head, face
- you will be able to take back the knife that will be present in the AI inventory
Map Coordinates Info module
- if put in the map editor it displays the coordinates of its location
- if dragged, it updates the specific coordinates on the screen
- stores values in memory to quickly paste them into tasks, triggers, notes, etc.
surrender system
- added 3 solutions (random)
-> he gives up and puts his arms on his head
-> he drops his arms and bends over himself
-> leave your weapons and run away terrified
occupy sector module and workers
- inserted system of synchronization with game logic to make the position of the module dynamic
- see composition GREN_OCCUPY_SECTOR_RANDOM_POS
module move module
- identifies, where put, the movement of the occupy sector or workers module
- synchronize the module with the occupy sector or workers
- the more modules you use the more moving zones you will have
TL prompt module
- added eiflter deactivation option
civ. module
- bug spawn fixed
8.4.02
8.4.01
8.4
fixed new 40mm tear gas grenade that replaced the vanilla white smoke
fixed system of panic unit if close to tear gas
fixed non-visibility clock with countdown in mp
surrender system
- added 3 solutions (random)
-> he gives up and puts his arms on his head
-> he drops his arms and bends over himself
-> leave your weapons and run away terrified
occupy sector module and workers
- inserted system of synchronization with game logic to make the position of the module dynamic
- see composition GREN_OCCUPY_SECTOR_RANDOM_POS
module move module
- identifies, where put, the movement of the occupy sector or workers module
- synchronize the module with the occupy sector or workers
- the more modules you use the more moving zones you will have
8.3
added high altitude oxygen mask (MAT Project)
added 40mm tear gas grenade
bombing and Howitzer module
- improved air fire system of the module
poisonous gas module
- intercepts the 40mm tear gas grenade
force fire module
- added code to deactivate or reactivate the module
civ. module
- added custom audio associated with the information received from the civilian
- added default code to put in the mission init file which allows to recall the path of the audio file
mil, hunter, boat module
- synchronized to a moving unit or vehicle, the module will follow the position of the latter
- example composition
hunter module
- added option to spawn units directly on the vehicle synchronized with the module
8.1.01
fixed storm module error damage to player's head
fixed incorrect display of parameters for high altitude skydivers (OXY)
fixed minor bugs in the explosive pizza module
minor bugs fixed
flag module
- fixed custom audio problem
- removed animation no longer compatible with requests
added tear object
see virtual arsenal
associated with the Poisonous gas module
launched near AI, these drop their weapons and run away from the area in a panic
The effect on the player will be one of blur and confusion that can be resolved by walking away or putting on the gas mask
indicated by the mission maker
8.1
New entry in options for addons -> Explosive Vest
If activated, the player or bot wearing the GREN EVO explosive vest will explode if hit.
see in vest for vests
independent of the options for addons, if you wear such vests and you are a player you will have a menu wheel that allows you to tetonate
Oxygen project
immersion -> added hydrostatic pressure
oxygen consumption in the tank as the Pa varies, the greater the depth, the greater the consumption of O2 will be
relative dive time in minutes (can be activated in addon options)
depth in meters (can be activated in addon options)
camouflage module (old ghillie)
- you can add classes of uniforms you want just insert it in the specific text present in the module
- added effect for more control over the enemy when he is suspicious of having identified the player.
- activate\deactivate message that alerts the player in case an enemy suspects his presence
the message is displayed only if the suspicion on the part of the enemy is light
service module
- added day-night signaling option
- eliminated the helicopter platform in the air service
8.0
texture notebook new
corrected some translations
Added USA winter uniforms, tactics, helmets and backpacks + 2 parachutes with oxygen delivery
dark gray and ITA
Added 4 gas masks
Added 1 oxygen mask
Added backpack with tank for divers
Added scuba for refilling deep tanks (3d model by Mat CSF)
Added empty scuba (3d model by Mat CSF)
in the addons options GREN EVO - jUMP ADV there are the items to activate also the lack of high-altitude oxygen.
in the same section you can choose whether to use masks or helmets and oxygen duration
sea-land altitude detection option
when you wear the mask or helmet you will have on the video altitude, wind direction, wind speed,
oxygen supply (open-closed), quantity of oxygen available.
the amount of oxygen remaining will be saved even if abandoned.
Each oxygen cylinder present in the editor, worn, in the box or on the map, is automatically intercepted by the mod.
IMPORTANT: to view oxygen info the player must wear the backpack with the oxygen cylinder and respirator.
oxygen cylinder by Mat from CSF to whom a special thanks goes
in the addons options GREN EVO - Diving ADV you will find the entries to also activate the lack of oxygen for divers.
in the same section you can choose the oxygen duration
when you wear the diving mask you will have on screen the oxygen supply (open-closed), quantity of oxygen available.
the amount of oxygen remaining will be stored even if abandoned.
All vanilla diving masks are compatible
Each oxygen cylinder present in the editor, worn, in the box or on the map, is automatically intercepted by the mod.
IMPORTANT: to view oxygen info the player must wear the backpack with the oxygen cylinder and respirator.
See composition GREN_DIVING_OXYGEN
oxygen cylinder by Mat from CSF to whom a special thanks goes
Backpack refill with oxygen cylinders using the special "backpack oxygen cylinder" module
Download-Upload module
- added password request before downloading or uploading data
Module load unload object
- synchronized with objects, box etc allows you to load them on vehicles even at sea! ex. SDV
- loading and unloading time
Backpack tank oxygen module
customize single or groups of backpacks-oxygen tank
oxygen level for 0-10-15-25-35 min.
oxygen distribution level from 1000 to 3000 units
Countdown module
- added clock and countdown
- countdown interception variables
- end countdown text
- sound at the end of the countdown
- composition GREN_COUNTDOWN
Vehicle steal module
- This module clears units that are able to take over player vehicles left unattended in the area
- also spawna support groups that have the function of patrolling the area of vehicles
- select faction
- movement speed
- delay in starting after the players have abandoned the vehicle (s)
- safety beam
- unit skills
- type of infantry
- unit log
- respawn cycle (how many times it spawna after the module has started)
- provide torch
- turn on the flashlight
- provide night vision
- provide laser pointer
- remove grenades
- customize loadout
- file loadout
- auto module adjustment (volume)
- module debugging
- debug info
occupy sector module
- added option to remove grenades and mini-grenades from spawned units
news module
- added custom audio
- added code to facilitate custom audio recall
- added news effect duration
poisoning gas module
- added animations and sound effects
undercover module
- added compatibility with the Boeing c17 mod
- added loss of coverage if you do not travel the road with a vehicle
- added special card that allows you not to lose coverage if you are off road with a vehicle
static jump module
- added parachute opening altitude control system by the player
if the player open the parachute before the pre-established quota, the modulo variable is triggered
- added variable code to speed up the compilation of the mission
- added variable code to speed up the compilation of the mission
- added parachute with oxygen for high altitude launches
- added parachutes with oxygen cylinders in vehicles synchronized with the module
- added interaction also for ACE which allows you to open or close the oxygen supply from a parachute with a cylinder
see addon options under GREN EVO - jUMP ADV
underbomb module
- fixed sinking of ships
- added option to hide object once destroyed such as rocks, timber, etc.
undercover module
- added speed limit on aircraft, helicopters etc.
mil, hunter, RTD modules
- added option to remove the radio from spawned units
7.6.1
added informative text for clarity on the Cargo Object Counting module
composition magazine GREN_GOLD_MONEY
solved 2x F problem that puts the weapon on the shoulder
7.6
new gold and money composition
new jammer composition
new composition Interrogate the civilian (GREN_ACQUIRED_INFORMATION_CIV)
in "addons options" -> climate-weather setting added object distance
added aircraft visual distance
added aircraft distance objects
added Spanish translation by Davt and KekTorres ACC https://units.arma3.com/unit/acc
added smoke grenade with toxic gas. If added the toxic gas module will produce the damage effect
- on anyone in its vicinity, AI compensation
- if toxic gas is thrown into a building only the units inside it will be intoxicated
- the damage from exposure to gas doubles if the units and the grenade are in the building than in the open
- if gas is thrown outdoors and the unit is in a building or sheltered it will not be intoxicated
new composition toxic gas
minor bug fixes
new Count Item Cargo module
- synchronized vehicles or box is able to count objects, with optional classes, which will be placed inside them
- the module also controls the reduction of the items placed in the inventory
- see new GREN_COUNT_ITEM_OBJECT composition
undercover module
- Now you no longer lose cover if you climb stairs on towers or similar,
moreover, if you are inside buildings, posture will not negatively affect your coverage
unless you are with a weapon in your hand or near other units or in unsuitable clothing, running etc.
- added unique message to inform the player of the speed limits that will maintain coverage
mil and hunter module
- added option to remove grenades and mini-grenades from spawned units
surrender
- player allies surrender resolved
7.5
renamed"GREN delete map" to "GREN Jump ADV" in option for addons
fixed malfunction of removing the map when the player respawned.
added oxygen deficiency at high altitudes (custom). If without oxygen mask after x seconds he loses consciousness and
resumes them when below the limit altitude.
added ability to add one or more classes per type of mask to have during parajump
fixed call redundant class mix3
modified GREN - suppression-information. Added interpreter class
fixed GREN_WORKERS composition
transport notebooks; now if you get hit and fall unconscious the notebook will be released
module blackeye
- added call interval in minutes
undercover module
- correct missing text take uniform
- new Undercover composition
- added ticket option for how many times to recover anonymity after losing it.
if you exceed this limit, you will no longer be able to become undercover
photo module
- new target acquisition message inserted
- message indicating if you have inserted more than one module
mil module
- added interpreter. Only a specific class can receive information from prisoners
civ module
- added interpreter. Only a specific class can receive information from civilians
- the interrogation is also available for civilians positioned in the editor just synchronize them with the module (see composition)
7.4
increased resistance of armored doors
spawn module civ
- added voice to activate AI interaction
- add audio when requested by the AI to stop
- added interaction system with top text
- added 4 fields for 4 information extrapolated from AI and
the visualization is random
- possibility to synchronize AI on the map to provide them too
interaction to receive info
- add composition
sat module
- added option for automatic room activation
- global display on activation
drag body
- fixed malfunction with mod project opfor units
undercover module
- added control system to not lose your inventory when changing in uniform
module spawn mil
- resolved the failure to display information if the unit gives up
bombing module
- added aircraft bombing
- new system for choosing options
- type of aircraft
- aircraft altitude
- fixed bombing stop problem associated with the timer
prisoner module
- added arrest option, which can also be activated with trigger
- added new composition GREN_PRISONER
chech death or damage module
- added ability to control the percentage of units or objects killed or destroyed.
- new composition available in the sub folders of the mod
Interval module
- added SITREP text
- added option to display only the final text
7.3
- added in the tutorial_in_map folder new composition-mission convoy
- the cases of the mod can also be dragged underwater
- new composition GREN_SECURITY_DOOR (inside take documents, open doors bars with key-card or secret code, interact with notebook)
- new category for the undercover system
Convoy module
- improved performance and stability
- modified stop timer option
- added convoy mission-tutorial (see tutorial_in_maps folder)
Uniform Switch module
- to be coupled to the undercover module. It is used to wear even random uniforms from different factions
- you can add the uniform classes that will be randomly selected during the iteration
- control system to not lose your inventory in the uniform
- see small composition GREN_SWITCH_UNIFORM
automatic gate module
- opens and closes gates and bars
- gate damage option
- composition available (GREN_GATE)
bombing module
- activation infinite deactivation via variable (see composition or tutorial file module pdf)
- new composition GREN_BOMBING (see mod subfolder)
module force fire
- also compatible with infantry
drag corpse
- fixed display for units spawned by mil and rst modules
sat module
- new composition GREN_SAT_GOPRO
- added interaction on the display to identify which system sends the video signal
- remember that you have a limit of 8 video camera systems
sound effects module
- added synchronization for audio transfer to multiple elements on the map; objects; units, vehicles etc.
TL prompt module
- added CAS call interval in minutes
security module
- added camera debugging also with lines
7.2
added in Eden -> settings -> addon options 1 new items;
- added the possibility that all enemy AI, put on the map, will activate if they find a NON civilian corpse.
- added 3 methods of behavior; mix, hunter, patrol zone
Random -> hunter or patrol zone
hunter -> chases the player
patrol zone -> patrol the zone
added pharmacy-medical marker
added 3 bridges that can be destroyed
drag corpse added ace interaction (see options for addons)
new composition for explosive square module and chain reaction module
new TNT mix composition
new electric net composition (electrified fence)
modified texture of one of the 3 lockers
modified tecnology composition
server object now turns on and off, it is also possible to intercept its status change via variable (see pdf file)
updated tutorial pdf modules
Security module
- completely rewritten!
- improved debugging system for sensitive areas
- now the areas are "cone-shaped"
- improved sensitive area volume debugging
- added code to customize individual depth for video surveillance synchronized to the module
- added code to copy and paste in the trigger to intercept the activation of the cameras
- added angular opening for the capture of the intruder (10 and 20 gardi)
time jump module
- inserted time jump in hours and minutes
powder keg module
- fixed double display interaction if synchronized with a trigger
- improved multiple explosion effect when using the time device function
force fire module
- improved usage information
captive module
- fixed random positioning problem in prisoner buildings
- added new random [min-max] prisoner positioning system
module mil
- improved unit spawn efficiency in buildings
- duplicate spawn speed (more performance)
Hunter dog module (beta)
- added how many dogs will have to be spawned per cycle
- waiting time between one cycle and another
- added option to auto-resize the volume, in height, to adapt to variations
terrain topographical
- added debug to display marker that corresponds to the size of the coverage area
- added central marker that identifies the type of module
- when the module is waiting it takes on a neutral color
- icon color based on the dangerousness of the module
- marker pointed to identify the spawned groups
- added text for info on the module being debugged
chain reaction module
- allows you to create sequential chain explosions with synchronized objects
- activated via trigger
- can be activated if synchronized with the explosive square and powder keg modules
- customized time effect frequency option
- see composition GREN_CHAIN_REACTION_EXPLOSION
hunter module
- crew and cargo verification system on vehicles to be spawned
if you exceed the quantity of units based on the available places they will be corrected automatically
- modified information text on module entry "unit per group" and "unit per vehicle"
- improved spawn crew sea unit and its behavior
Explosive square
- fixed failure to destroy gren evo doors with breacher setting
- synchronizable with the chain reaction module
- you can now deactivate the explosive if set in time
sound effects
- fixed debug deactivation failure from addon setting ...
7.0.01
remove message hint "mission in progress"
update changelog ITA
7.0
For clarifications I will be available! ;))
Added "tutorial_in_maps" folder for more complex compositions. They are maps with sample compositions already positioned
- example of video surveillance
resolved dynamic video camera destruction.
Now the interception of energy, video surveillance modules and not only are done with a unique variable GREN_STATUS
This replaces the old getmass and setmass systems. See sample compositions and tutorial files (pdf)
revised most of the compositions
added atropine as an antitoxin
added 2 high voltage banners
added news_tv composition (see mod subfolder)
added explosive_new composition (see mod subfolder)
added gold and money composition (see mod subfolder)
added 1x-1.5x Markers (see GREN markers category) also available in zeus
added Occult corpse. The corpse will be hidden from the sight of enemies if it moves; inside the houses, near trees, flowering bushes.
- The dead bodies will be seen if not hidden by units created by the mil and rst modules!
added possibility to move the corpses of all bots pre-inserted or spawned later by gren evo modules
added other help items visible on the map
- Occult corpse
- gas
- undercover
added in Eden -> settings -> addon options 2 new entries;
↓
- added the possibility to see on video if a displaced corpse is well hidden from the enemy or easily identifiable
- added Hide map that replaces the hide map module
- global disable debugging spawn modules, to speed up the editing side
- whistling bullets
- climate-weather setting
- suppression
- teleport F11
- storm
↑ PS all the respective modules will be deprecated and no longer available in EDEN or F5 - systems.
News lightning storm
As the storm increases, the following events are created;
- radio noise (TFAR)
- blackout if you add blackout module where you want the light to go out
- audibility and AI visibility. They will find it more difficult to see and hear us
electric connect module
- now the form only requires to insert the element of origin (from)
This allows you to create organization charts with a 1 to many ratio
- 2 new compositions
sound effects module
- added 3 new sounds alarms
- added 2 messages to evacuation megaphone
- added a fire effect useful for suggestive night settings associated with war sound effects.
- the approach to the burning area produces fertility for the player. Also compatible with ACE.
- added level of night illumination on the horizon produced by the fire
- added debug to display activation area marker and effect coverage radius
- added text for info on the module being debugged
security module
- added light recovery time after video surveillance activated
- deprecated security light module
- see examples in mod folder "tutorial_in_maps"
- now you can choose between 5 different types of alarms (sounds)
Photo Capute module
- synchronize it with units, objective vehicles to take the photo
- added type of acquisition tool
- added several buttons that activates the shot
- in the different buttons there is F12 which simultaneously with the shot captures the screen via steam
- module activation also via trigger
- inserted variable that allows the creation of tasks and similar
- added composition
Dynamic Flag module
- added no flag
storm module
- modified cycle time system from 3 to 2 parameters!
RST module
- added Hunter option if a group is alerted but will be a time-limited chase
- each spawned unit, if killed, can be dragged by the player and concealed so that any enemies cannot alert themselves to the
their proximity.
sound effects module
- added debug to display activation area marker and effect coverage radius
- added a fire effect useful for suggestive night settings associated with war sound effects.
- the approach to the burning area produces fertility for the player. Also compatible with ACE.
- added level of night illumination on the horizon produced by the fire
- added debug to display activation area marker and effect coverage radius
jammer module (requires TFAR)
- you can now turn off the noise of the jammer noise in the radio by setting the TFAR radio volume to 10.
- noise control takes place on radio; low, medium and long range
spwan military module
- added Hunter option if a group is alerted.
- added Intercom option. If one group is alert, it will notify all other groups of that module and they will turn into hunters
- when a team is attacked, the other groups spend about 10sec before alerting. If in these 10sec. they are all eliminated
no call will be made, therefore the intercom will be deactivated
- each spawned unit, if killed, can be dragged by the player and concealed so that any enemies cannot alert themselves to the
their presence.
undercover module
- now the interaction with the prisoner will move all his loadout to the player
- fixed code lock in respawn
- added unknown loss limit. If passed, you can no longer go to cover. For now constant 10
explosives modules on map elements (NEW)
similar to the explosive PLACE module but without GPS tracker
- useful for identifying elements in the map located in the perimeter of the module that cannot be synchronized with the explosive square module and gps tracker
- allows you to create (interactions) to place the classic and low potential explosive
- Different explosives options that must be in the player's inventory otherwise he will not be able to place them
- trigger time
- remote detonation (you must have the mod detonator that is found in the virtual arsenal to provide it to the player)
- different effects, smoke, flames and multiple explosions
- selection text
- if the low potential is selected and the explosive is placed on locked doors it will open them when detonated
- composition available in the subfolder of the mod
- added RHS explosives; PTM-1, TNT CHARGE 75G. CAMO, TNT CHARGE 75G.
explosive square module and gps tracker
- fixed minor bugs
- added RHS explosives; PTM-1, TNT CHARGE 75G. CAMO, TNT CHARGE 75G.
module civ, hunter, rst, mil and boat
- added option for auto volume resizing, in height, to adapt to variations
terrain topographical
- added debug to display marker that corresponds to the size of the coverage area
- added central marker that identifies the type of module
- when the module is waiting it takes on a neutral color
- when activated it assumes the color of the spawned faction
- icon color based on the dangerousness of the module
- pointed marker to identify the spawned groups
- added text for info on the module being debugged
suppression module
- fixed anomalous behavior if AI is in buildings, towers or above elevated positions
- fixed an error when the AI does not find a protection area
toxic gas module
- added mask hub
- modified breath sampling
- activation of the gas release at the time of synchronized objects
- If you use the Ace 3 interaction, you can temporarily cancel the effects of the gas by injecting yourself with atropine (gren evo)
with the new version of ace you will no longer have the auto-injector. Use the atropine of the gren evo
- fixed respawn problem with persistence of blurring
- fixed redundant script activation
- fixed gas mask failure after respawn
- now the AI will also be intoxicated
- you can avoid AI poisoning by providing the anti-gas mask
countdown module
- added invisible countdown timer
this will force the player to watch the clock to keep track of the passing time
and make missions more immersive;)
6.5.02
6.5.01
6.5
toxic gas module
- synchronize with objects or units
- module can also be activated via trigger
- synchronized objects or units, if hit, release a toxic gas
- effects produced:
blurring
tremor
wounds
cough
- If you use Ace 3 you can momentarily cancel the gas effects by injecting atropine
- use a gas mask or whatever you like to protect yourself
available options:
contamination distance from the element that releases gas
altitude where the gas is still toxic
step in seconds of physical decay
- composition available in the sub-folder of the mod
electrify module
- the synchronized elements are electrified. example: fences, nets, etc.
- module can also be activated via trigger
- effect that can be activated and deactivated via variable (see pdf tutorial file)
- composition available in the sub-folder of the mod
para jump module
- replaced min-med-max altitude and radius values in only 2 min-max numbers
sound effects module
- solved the non-functioning forest effect
TL prompt module
- added possibility to call artillery with different ammunition
- selection for single ammunition
- selection for all ammunitions
module death or damage
- added system to control the killing or destruction of the elements
when selected the module will be triggered when all the elements will be destroyed or killed, when not selected it will be triggered when only one of the elements
he will be killed or destroyed.
rst module
- fixed reinforcement settings error. Since the last update it was not working properly
bombardment effect module
- improved audio effect in mp
Hunter form
- added kamikaze damage level (min, med, max)
- I add kamikaze variable behavior
This will not have a tracking effect cost towards the player but will have an indifferent or almost attitude!
6.4.01
6.4
Added help on the map for basic functions, interaction and GUI use.
Added power plant that controls all of Takistan (thanks to Mameo for the work done)
sound effects module
- solved reproduction sounds WW II
boming module
- inserted min-max frequency beams effects
force fire module
- added limit to shooting sequence
service module
- modified interaction
- improved effects and functionality
countdown module
- modified its interception
- possibility to change the countdown if already started
- possibility to interrupt the countdown
- see pdf file in mod
- see composition
module medevac camp
- modified interaction
- improved performance
- added composition without medical cases
module para object
- resolved departure helicopter before due
- added option to no sound of the aircraft
- added hook up module to object or vehicle.
This allows the object to be dropped to drop wherever the object goes with the interaction.
You can get on a helicopter, reach a certain area and release the parachute support.
module civ, mil, boat, rst
- replaced mni-med-max values in only 2 nuemri min-max
- review previous modules to change the values
FOB deploy module
- synchronizes the module with one or more vehicles
- Create a FOB
- various recallable compositions
Environment setting
- added 2x speed time
workers module
- added workers respawn cycle
- sound effect resolved upon the death of workers
6.2.04
Jail module
- each enemy unit that is brought into it becomes neutral
- bug fix
6.2.03
new composition STATIC_JUMP and PARA_JUMP
IED module
- added search path radius for IED spawn
- Now the perimeter of the module is used to activate it when the player enters
key module
- synchronized with vehicle objects, these become exclusive use of the chosen player in the editor.
- added player name (including fantasy)
- added the steam ID of the player who will become the owner
sound effects module
- added WW II sounds
Module para object
- added interaction with object for refueling departure
- added text to distinguish multi-interaction on objects
- once the interaction is complete, the item will automatically disappear from the object
keeping those not yet started
prisoner module
- completely revised
force fire module
- improved compatibility with RHS
- added random min-max aiming altitude system
- improved altitude tracking system
- new composition
SAT module
- added room also for the player (helmet position)
module mil
- added 3 levels low-medium-high yield
Suppression module
- added 3 levels low-medium-high yield
Check death-Damage module
- synchronized with multiple objects, vehicle, units, mines or other
keeps their death or destruction under control.
- see composition in mod
6.2.02
6.2.01
Little update for key
6.2
solved texture error tlprompt
Force fire module
- useful module for stage effects or barrage
- synchronized with armed vehicles, it forces them to shoot
- the module is the target
- added the target radius is the perimeter of the module
- added altitude
- added min-max delay
- added strokes per min-max cycle
- infinite ammunition
- static target position (false) or dynamic (true)
- see composition in the mod and tutorial modules
soppression module
- added surrender function
- add audio when AI surrender
- added interaction system with top text
- added 4 fields for 4 information extrapolated from the AI when surrendered
visualization is random
- added proximity surrender
sound effect module
- added 6 new audio samples (battle noise)
- possibility to interrupt the audio by deleting the module
- CAUTION: suggest replacing all the modules of the previous version
mil module
- add module lock system if enemy units are located near the spawn area. If below x meters the module stops.
powder module
- modified timer for freedom of insertion
- add audio when AI surrender
- added interaction system with top text
- added 4 fields for 4 information extrapolated from the AI when surrendered
visualization is random
- added proximity surrender
SAT module
- allows the display of static and dynamic images in objects such as: posters, displays, laptops etc.
- automatically recognizes the receiving source and display
- day, night and thermal display
- sound on connection
- synchronizable with trigger
- see composition in mod
- connection interruption if the source is destroyed
reflector for vehicle
- added camera for moving shots
Howitzer module
- corrected independent d30j which did not work properly
- added IFA artillery
on-off module
- modified interaction
- added timer
- added interaction text
download-upload module
- synchronized to the display, PC, notebook, laptop and other objects it allows to create interaction
for download or upload
- multiple synchronizations
- interaction text
- main and secondary text at event start
- main and secondary text at event start
- time to complete the operation
- link to customize the image of the object at the end of the operation
- maintained the download and upload of the Gren Evo notebook for backwards compatibility
- see composition in the mod and tutorial modules
Dynamic Flag module
- synchronize the module with a flag pole
- multiple synchronizations
- text to visualize with interaction
- preloaded and custom flags
- sound when the interaction is activated
- main and secondary text at the start of the first event
- main and secondary text at the start of the second event
- single or multiple wind
- see composition in the mod and tutorial modules
hunter module
- added attachment system on the sides
- add spawn system if enemy units or players are near the module. If below x meters the module stops.
- added kamikaze without scream
- added presence of explosive on the kamikaze and its color (custom)
- solved wrong kamikaze operation in MP
- Added hunter timing system automatically. No longer modifiable by the mission maker
If the enemy or player is above x meters, the module starts working again
Civil spawn module
- improved spawn radius
Module para object
- added option for smoke coloring
- added option for insertion of aircraft for transporting supplies or noise only
- added real aircraft entry distance
- choice of aircraft class
module RST
- improved performance
- added possibility to change number of reinforcement groups
PS I recommend checking old form for any changes in the options
- improved unit entry into buildings
explosives module
- resolved explosion if moving object or vehicle
6.1
updated tutorial file modules
updated gren_energy_stratis composition with the addition of the occupy and workers module
Multi-purpose case and empty box can now be loaded on vehicles with ACE interaction
vehicle damage module
- improved sounds
Jammer module
- operation problem solved
explosives square module
- now it is possible to increase the explosion effect by synchronizing the object or vehicle with the
module santa barbara and piazza explosives
storm module
- now the temporal effect associated with the blackout module removes the light when the storm is strong and restores the current
when weaker
environment setting module
- added time delay 0.1 and 0.5
- correct seasonal factor
Occupy module
- add option for module activation if the synchronized target is damaged or intact or live or dead if bot.
- add spawn system if enemy units are near the module. If below 200m the module stops. If the enemy is above
200m the module starts working again
- add how many groups will be spawned each time the module is activated
hunter module
- add balance system in spawning units. When selected, as many players are spawned as many players as possible
in the module area
workers module
- module for repairing objects
- the workers, if attacked, will interrupt their work to defend themselves and subsequently restore it if they are still alive.
- can be synchronized with more objects to be repaired if destroyed
- factions, west, east, indenpendent
- speed of transport operated
- quantity of workers from 1 to 3
- safety radius (workers will not leave if enemies are in range)
- workers' skills (if armed)
- time needed for repairs from 0 to 1 hour (custom)
- type of transport: air, foot or parachuted
- type of unit (put the different logs you want)
- vehicle crew quantity
- interval between the spawn of workers (provided that until they are alive and the object is repaired the cycle remains locked)
- torch
- torch turn-on force
- provide night vision device
- custom unit loadout
- module position marker in debug map
- marker text
- check repair status through interaction with the worker
6.0
Tutorial files updated and added English version (by lulu56)
fix minor bug
static jump module
- added move inside on c-130
on\off module
- added player animation
- added energy activation-deactivation sound
Santa Barbara module
- now you can insert + bombs with different countdowns
jammer module
- now part of the Energy family
- can be activated and deactivated through interactions or destroy the jammer object (see composition in the mod folder)
- if the jammer object (antella, radar or other) is reconstructed the radio disturbance will be restored
- inserted disturbing sound that propagates from the jammer module
- audibility distance of the custom disturbance sound. 0 will be deactivated
- PS I recommend reviewing your old missions to change them when the jammer is updated
TL prompt module
- added destination option via helicopter to the sea or to buildings by using the ropes for the latter
- hide or display the map in the TL prompt
objects
- added pass secret area (see incognito module)
- added single and triple gold bar
- added money
(see composition gren_new_objects)
undercover module
- optimized code
- added pass secret area (having this pass in the inventory you can keep the unknown even in the prohibited areas)
- (see composition in the mod folder)
- request for the pass from the enemy unit, in the forbidden areas, if it passes nearby.
storm module
- optimized radio distribution
- added option to activate or deactivate goggle cleaner menu (useful if ACE is active)
- cleaning the glasses also by removing them and putting them back (alternative cleaning system)
camp med module
- bug fix
weather module
- added visibility distance
sound effects module
- added possibility to insert a custom audio effect (file with .ogg extension)
5.9.01
5.9
objects
- added ruin chimney
- added Prompt for Tactical map (find it in the virtual arsenal)
Tactical map module
- allows to call up the map reinforcements pre-set in the module via command prompt.
options:
- faction
- movement speed
- min, average, maximum patrol radius once the target has been reached
- units per group
- skills
- spawn type (on foot, on vehicles)
- waiting time between one request and another
- infantry type (enter the logs of the units you want)
- unit on vehicle if troop transport is activated
- vehicle or aircraft log
- how many units per call
- supply torch
- turn on the torch
- Text to be displayed in the prompt for information on the number of units available
- customize loadout
- add a marker on the map that locates the module
- text for markers
- customize the text of the form
- prompt available in the virtual arsenal
- call limit
Hide map module
- improved performance
Anima bot module
- improved positioning on buildings or elevated positions
ON OFF Module
- added the possibility that the lights go off
If you set the check to true the lights will be off at start of the mission
Connect Module
- added the possibility that the lights go off
If the module is synchronized with one of the cabins of the mod and you set it on, the cabin will start off and the lights off
TL prompt module
- added dynamic tactical map
Gren Energy modules
- improved performance
Vehicle damage module
- added damage to avionics (air vehicle)
Occupy Sector module
- once activated spawn unit of land and air
heading towards the object synchronized with the module
options that can be activated:
- faction
- speed movimento
- min, med, maximum patrol radius once the target has been reached
- units for group
- skills
- spawn type (on foot, on vehicles)
- infantry type (enter the logs of the units you want)
- unit on vehicle if troop transport is activated
- vehicle or aircraft log
- respawn cycle
- respawn interval min, med, max
- supply torch
- turn on the torch
- check population
- customize loadout
- if the object or unit, synchronized with the module, is destroyed or killed, the module will stop
- can also be activated via trigger
Module spawn civ
- civilians get scared if you shoot near them
- different animations of fear
Convoy module
- completely rewritten
- creations with Convoy with different types of vehicles, including air vehicles
- greater simplicity in creation
- possibility to create more convoys in the same mission
- synchronization with the convoy leader
- if a convoy vehicle is conquered by the player it can be used
- greater stability in the movement
- choice of speed
- behavior (level of courage or cowardice in facing the enemy)
- verification of the column length and if too far the drivers go down
to check the situation, wait for the rest of the column
In some cases, a convoy backtracks to check the situation in the rest of the column
- debugging with verification of the various steps in the column behavior
- If a convoy vehicle is destroyed, the column is recomposed and starts again to continue the march
Module santa barbara
- added EOD option for disengagement
5.8
improved performance modules spawn units
updated compositions
updated tutorial objects
santa barbata module
- fixed red thread cutting bug
- improved performance
prisoner module
- now if the prisoner is from your faction he will not be hit by the enemy up
to when it will remain tied
black eye module
- added defibrillator (if activated ADV mod)
- improved medevac drone for advanced medical ace
- the medevac drone is also a medical vehicle.
the player who is next to the drone will become a doctor
until the drone is near the player (advanced ace doctor)
5.7.03
up
5.7.02
bug fix texture TNT object
5.7.01
5.7
modified example composition for static jump
reflector for vehicle. Added on and off switch
minor bugs
Static jump module
- improved code
- synchronizes the module with the aircraft and synchronizes the object (eg laptop) for teleporting from the ground
- it is not backwards compatible so change the settings in the previous mission to edit
Briefing module
- improved map display
Vehicle damage module
- added tail rotor damage
Module mil
added possibility to spawn only unmanned vehicles
5.6
Updated tutorial file (see in the mod folder)
news compositions
Vehicle damage module (new)
- synchronized with any vehicle creates damage
to a part of it.
- damage:
engine
fuel
rotor
hull
tires
- selective or random selection of the type of fault
- level of failure
- sound effect
- on-screen text
- cutomizable text
- can also be activated via trigger
TL prompt module
- now it is no longer necessary to insert the respawn_west or other faction marker
Where you put the module will create the marker and related objects for the rally point
Modules spawn civ and mil
- improved random classes of spawns
- addition of a spawn option for unmanned vehicles only
Location module
- possibility to add integrated text in the map
- where you put the form you will print the text
- can also be activated via trigger
- different styles based on topography, eg:
name cities, villages, altitudes, mountains, hills, vineyards etc.
Powder keg module
- added explosions repetition
- added buildings damage
- added maximum radius of buildings
- ability to synchronize multiple orders to multiple modules (requires an equal countdown for all)
items
- lever detonator
- tnt can be synchronized to the gren energy module
- tnt explode if hit
- new categories created to facilitate research
- new alarm megaphone with the possibility of activation deactivation
no limit in the number of alarms to be included in the missions
5.5
Added new compositions tutorial mod. See subfolder mod
Together with the other compositions, there is the GREN_ENERGY_STRATIS.
. map the composition and correctly coordinate the red marker at
000-000 coordinates and everything will be perfectly positioned.
Updated pdf file tutorial objects and modules
Added new modules category (Grenadier info)
Added under pictures folder with an image inside, where to add
text to create your own tasks to load on the internal page of the folders or for other purposes
Now with city electric cabinet it is possible to lower and raise the internal lever (take a look pdf file)
. Solution, for example, for controlling the lighting of the towns to be coupled with the blackout modules
Created new category Grenadier Energy. Contains 2 modules; blackout and OnOff
Powder module
- synchronized with any object or vehicle, if destroyed, creates the explosion effect of explosives boxes
Electric Connect module
- Create energy grid connection between objects and module blackouts
(take a look composition attached in the catrlal mod)
- added marker debug identifying coverage area
- added marker icon identifying position of energy structures
OnOff module
- synchronized with any object has the same function as electrical cabins and similar.
Activate and deactivate electric current (read pdf file tutorial)
Electric objects, generators, hydraulic pumps
- added new interaction system that allows you to insert X objects in the map without limitations
and each one able to interact with the simple addition of a simple trigger
Now every city, for example, will have its own independent power station that can be activated or deactivated
from mod objects like generators, notebooks or more!
- Missions prior to this update will continue to work regularly
I recommend going to the new system.
Blackout module
- Allows you to reset the light without switch-off limits
(see attached composition)
- inserted option to activate the blackout for all the lamps or to exclude the reflectors of the Gren Evo.
- added marker debug identifying coverage area
Howitzer module
- added compatibility with the BM-21 RHS rocket launcher
individual task folder object
- added a new folder with which you can interact, browse and transport
Unlike the old folders 001 and 002 it is not constrained in the insertion of the object variable name and leaves complete freedom
in case you want to give a variable name
- added non-transportable folder
Transportable notebook object
- Unlike the old system it is not constrained in the insertion of the object variable name and leaves full freedom
in case you want to give a variable name. This means that there are no limits to the amount of notebooks to put on the map
or to create tasks.
"Drug" box object
- now they have weight, gravity and the interaction with the arsenal is complete (withdrawal and insertion)
Medical camp module
- bug fix
Intro ed End Module
- added possibility of inserting a music custom
- added text area to copy the content code to put in the init file if you want to customize the music (see pdf file in the mod folder)
- new SITREP text effect addition
- added global music source option
It allows to have a uniform sound and repeatability for jip.
You can not change the volume from the module unlike the player or module option
- added text character choice
Interval module
- added text character choice
briefing module - diary (news)
- serves to create briefings or quick journals visible in the menu in the "briefing" map, contents:
. title
. subtitle
. general informations
. title mission objectives
. title of mission orders
. text for 5 different objectives
. name mission maker
. custom image
. website link (static)
- viewable by faction
- unlimited number of module to use
if you want to create different topics, change the title and you will see it appear in the briefing entry in the map
the new information
- possibility to add personalized images
- possibility to add hyperlink markers (see example composition or pdf file)
- possibility to change the color of the hyperlink marker (see example composition or pdf file)
- possibility to change the color of part of the text in the objectives
newspaper module (news)
- single or multiple synchronizable with any object or vehicle to interact with the wheel
- allows you to view an entire information page with different options, for example;
. title
. written by
. year, month, day, hour minutes
. informant
. subtitle
. image paragraph 1
. image description
. left column image
. column image description
. paragraph 1
. paragraph 2
. author
. author image
(see example composition or pdf file)
5.3.03
5.3.02
5.3.01
5.3
gunner spotlight module
- Synchronized with land and sea vehicles provides a reflector on the turret
artilleryman (beta)
- switching on and off
- synchronized with helicopters provides a reflector to the gunner (does not work if the AI is piloting)
military spawn module
- added suppression fire system on AI influencing its behavior
Hunter module
- correct spawn unit count
jammer module
- correct operation (TFR)
RST module
- resolved control units that go to activate the alarm
- added change of state of the units to trigger of the audible alarm
- added suppression fire system on AI influencing its behavior
- added HQ autocomposition
- added choice of reinforcement direction (north, eset, south, west)
bullet whistle module
- added form that creates the whistling effect of bullets if close to the player
AI suppression module
- allows to fire suppression on the AI influencing his behavior
security module
- added option for single or repeated alarm activation
- added sound effect lighting lamps (spotlight)
- solved an error that occurred when the coverage area and camera direction position options were not selected
storm module
- now addaction clean is displayed only if the module is used
- added percentage option blur during the storm if you do not wear glasses or
protections on the face
objects
- table and living room lamp can be inserted without limit with individual switching on and off
- the white industrial lamp when destroyed does not turn red
- added reflectors of various sizes
- reflectors with animation
- added sound sampling in turning on and off large reflectors
- added reflector that is positioned in any part of a vehicle, even more reflectors for each vehicle
Take the vehicle reflector from the object list and place it where you want on the vehicle. at the start of
the mission
it will become an integral part of the vehicle.
environment setting module
- when you select the fog the enemy will have the same difficulty in seeing you
proportionally to the level of fog present
Minor bugs
5.2
improved sound effects module para object and bomb
solved wreck placement. First, if the module was lifted off the ground, the objects were spawned in the air
underbomb module
- correct text for GPS
objects
- added barrel with gravitational effect
- added second folder (see pdf file tutorial) folder_02
- added key card for exclusive access to security doors
present as an object in editor, virtual arsenal, equipment and zeus
- added second door with a linkable bar to interact with the key card
- added menu with icon on the bars for key card use
- added interaction menu on notebook download to acquire secret code of ports with numerical combination (DOOR WITH BARS 01)
- added interaction menu on notebook upload to acquire secret code of ports with numerical combination (DOOR WITH BARS 02)
- added icon to confidential folders
tutorial in map https://mega.nz/#!4NZRDChR!I1hsDnJUhtsrquK495BZwEO7jO2b_hVQYpWqWLf0iQg
static jump module
- solved the absence of fuel after x vehicle immobility time
- added text color option for multi-selections modules on a single Object
simplifies but visualization in case more modules are added
ghillie module (new)
- when you wear the ghillie the stamina, the audibility on the part of the enemy and the camouflage are influenced.
- possibility of inserting the ghillie classes
- pre-set and editable classes, to facilitate the use of the module
- set the fatigue (%)
- set the audibility (%)
- set camouflage (%)
blackout module
- added some buildings cup
undercover module
- added field to insert also markers as forbidden sensitive areas
- added movement of the lips enemy unit
- added movement of partial tracking
- added random dynst of suspected activation by the enemy
- added enemy player distance min med max (randomom) within which it becomes suspicious
- resolved loss of coverage if you were on a vehicle due to posture
tutorial in map https://mega.nz/#!sNxEgAbK!chL0z3Lm78-HwP4vk4IA4H4vIN8LK4zBBYyUFfD1y1w
new tutorial file modules present in the mod folder
new tutorial file for objects in the mod folder
5.1.01
5.1
changelog
various bug fixes
Anima boat module
- added 13 new postures (kneeling, patient care, repairs, briefings, etc.)
modulo civ
- fix tooltip for option Punish
- fix tooltip for loadout Punish
security module
- now the sensitive area can be changed according to the faction that will trigger it
undercover module
- Now to make the units surrender you must be armed
and if you are already in incognito you will risk to make you discover
- sensitive areas. Inserting one more trigger and entering the area of one of these you will lose coverage
and only by going out will you repay it
- added variable coverage recovery time if lost by firing or entering a prohibited place.
- added incognito status based on posture. You are initially warned but if you stay chino o
lying down for too long you lose coverage
- added suspicion if too close to the enemy
- loss of coverage if an enemy hits the player
- added text chat of the proximity enemy in Italian and English
- added random voice to the enemy if suspected of the players and close to him
- added Italian and English voice of the entries
- added coverages allowed to maintain the coverage
countdown module
- not synchronized
module camp medevac
- solved addaction for jip
storm module (sand and snow)
- addition of fatigue in % in the storm phase for vanilla and ACE 3
5.0.1.1
5.0.1
correct notebook text
correct physics generators
module service
- added air vehicle rearmament
module Underbomb
- solved remote detonation problem
- addition of explosive removal once placed
module service
- improved the supply and repair control system
- added reset system
5.0
Updated file tutorial
New video link tutorial modul security and security light
Minor bug fixes
Storm module
- dirty add on glasses; sand or snow
- cleaning glasses via menu mouse wheel or keys ctrl+shift+T (ACE)
- blurring effect when you do not wear worn glasses (snad and snow storm)
- injury to the "head" if you do not wear glasses worn in the sandstorm (only with ACE)
GPS module
- correct beep and marker duplication
Undercover module
- solved the loss of the ability to maintain the undercover after respawn
Medical Field module
- synchronized to one or more vehicles allows to deploy a medical field
- option whether to make the medical player the moment he enters the tent
When he goes out he loses this ability
- module that can also be activated via a trigger
Service module
- improved positioning system and service interruption
Storm module
- improved thunder sound effects
- added light fog during an intense storm
- the effect of the storm is influenced by the level of cloud cover and the amount of rainfall
Security module
- allows you to create sensitive areas after inserting security cameras connected to the module
- video cameras in the GRENADIER category scenario elements
- 4 different types of cameras for different angles
- camera activity control led
- LED of activation of cameras if you enter its range of action
- sensitive area length option
- width area sensitive option
- debugging system to verify the map the activatable area
- debugging system to check the direction of the camera in the map
- automatic sensing area rotation, based on the direction of the camera
- acoustic alarm activated
- sound alarm radius option (up to what distance you can hear)
- area volume option. Decide when the sensitive area per building plan should be high
- option for raised floors. With this system it is possible to place the cameras on the floor of a building and
render
only that level is sensitive
- Check the raised area base. Displays the red arrows that define the minimum and maximum height of the
sensitive area
- infinite insertions of the cameras in the editor. There are no limits to synchronization between the camera
and the module
- Area shape. It is possible to choose between rectangular and elliptical
- If you connect them to the lamp module they will remain off and then turn on if connected to the Security
Light modulE
- Destructible video cameras. Doing so will deactivate the area sensitive to the passage of the player
- tasks that can be activated!
- implemented a new 360 ceiling camera.
Security Light Module
- module to combine with the Security module
- by synchronizing the lamps previously connected to the Security module when the alarm is triggered, they are
switched on again
in a random time to be included in the module
items
- improved aesthetic and luminous effect of video cameras
- improved luminous effect of the lamps
- compatible with security and security light modules
- created 360 surveillance camera with emergency light
- inserted sound breaking camera 360
- solved the ignition of industrial lamps
4.8.9.1
Storm module
- fixed module persistence bug (it did not completely dissolve)
- even lighter on FPS
Undercover module
- interaction did not work properly
Para Object module
- fixed error message when selecting any object attached (none)
4.8.9.03
4.8.9.02
4.8.9.01
4.8.9
Storm module
- fixed storm persistence bug (it did not completely dissolve)
Random Para Jump Module
- added choice of the parachute if the car para is check
- added percentage of probability to lose the primary weapon during the descent phase
Module mil and Civ
- improved vehicle movements
- added random option of movement for vehicles
IED module
- fixed non-detonation IED (for vanilla)
- improved explosions effect
- add an icon to the interaction
- in some situations it is much more difficult to disarm the IED, sometimes it needs to desist (for Vanilla) ;)
- add player animation
V.4.8.8
Fixed GPS barcode error
Fixed snow persistence display errors
Created single category GRENADIER Object for all objects.
- Now it will be easier to find them in the scenic elements
Created new category for para jump modules
Random Para Jump Module (new)
- allows the player teleportation in an area and altitude defined by min-med-max variables inserted in the module.
- min-med-max spawn area
- min-med-max altitude of spawn
- module that can be synchronized with objects and other for interaction with them.
- can also be activated via trigger
- synchronization of multiple modules on an object
- synchronization of a module on several objects.
- text to be displayed as editable interaction
- parachute option provided automatically
Para Object form
- the duration of the buzzer is extended
undercover module
- added option to activate / deactivate chat player
- added player animation
module civ
- added custom loadout for Punish units
Explosive Square module
- added beep to GPS
- added ability to resume the GPS tracker
Static jump and light vehicle module
- improved interior lighting effect on vehicles
- added module synchronization with objects or vehicles to allow teleports on the static aircraft (static jump module)
V.4.8.5
changelog
Sound effects module
- added funeral bell
Undercover module
- allows you to be not hostile towards enemies.
- parameters for undercover;
- weapons
- uniforms
- tactics
- backpacks
- headgear
- walking speed
- speed on vehicles
Storm module
- Now when entering the buildings the snow or the sand remains outside, (for buildings of small and medium size)
- the storm persistence system has been completely revised
- reduced 20% storm sound volume
- improved storm particles
- modified snow persistence time
Object
- inserted GPS that can be inserted in the player's inventory
Necessary to be able to place the GPS for tracking
Hunter module
- added option for unit quantity in cargo
When you select the type of hunter as a vehicle you land or air is
allowed to decide how many of the crew and cargo use
- Descent of units in the vicinity of the player. This also applies to the helicopter.
- After patrolling, if it identifies the player, lands, makes the pursuers descend and resume
patrolling.
Place explosives and GPS tracker module
- changed name for adding the GPS tracking device
- ability to track multiple GPS devices
- Destroyed the vehicle the marker in the map will vanish
- faction option that will see the marker
- added breacher to place explosive at low potential
- added remote explosive detonation
- revised aesthetic text interaction with addition of icons related to the function
- improved explosive effects
Object jump module
- resolved IR grenade selection error
Howitzer module
- added random Russian voice
intro module
- added source type music
AniBot module
- can be synchronized to units
- adds animation to the AI
- choice of animation
- Equipment level
- activate / deactivate reaction
storm module
- reduced 20% storm sound volume
- improved storm particles
- modified snow persistence time
lightvehicle module
- added green light on and off in vehicles
v4.8.1.01
v4.8.1
Vehicle restriction module
- fixed malfunction
- added option limits gunner use
- added option restricts commandant use
Vehicle Light module
- added possibility of turning off the light
- added icon for more identification in the menu
- added activation and deactivation sound
Harpoon object
- fixed the not loading the image correctly
IED Module
- improved explosion and detonation effect
Storm Module
- reduced duration
- improved player visibility
- random storm intensity from strong to soft
- added light random sleet
Deletemap Module
- resolved the failure to return the map when you fall into the sea from an aircraft
Spwan milboat
- resolved depth bombs in mp
v4.8.01
v4.8
changelog
Para Object module
- allows you to parachute any object and vehicle
- altitude option, radius (random)
- smoke option, IR grenade, beep detection
Spawn mil module
- Improved spawn units in buildings
- improved performance
Intro module (to be used when the mission starts)
- animation with shooting in position defined by the mission maker (degrees, distance, altitude)
Damage Scenery module
- damages or destroys random; buildings, vehicle, aircraft, units ect
- activity area similar to a trigger
- also works via a trigger
RST module
- Added custom loadout
Spawn boat mil Module
- Added custom loadout
- added depth bombs that are activated according to the depths of the sea
in a radius of less than 100m they are placed on the side of the boat or ship and after x seconds random they are released into the sea
Light in Vehicle module
- synchronisable with different ground and air vehicles
- possibility to change color, position, brightness, intensity
- dynamic option. Activated by the player once he gets on the vehicle (red light-green light)
- dynamic option. Activated by the player once he gets on the vehicle (red light-green light) only in position of driver or pilot
Vehicle restriction
- improved operating system for helicopter recognition
Delete map module
- activate-deactivate map from helicopter or aircraft pilots
TL prompt 17 module
- added other types of CAS
- car selection of aircraft based on the player's faction
- greater reliability on the destruction of tanks
v4.7.01
v4.7
Fixed access to denied port with security bars.
Added the possibility of flagging vehicles (forms, civ, civ boat, RTD, mil, mil boat)
New graphic interface of the modules for greater reading and intuitiveness
Revised the bilingual text and added additional information
Changed the tooltip system. Now viewable in the form
Corrected convoy speed
minor bugs
Gren_EVO v.4.0.01
Gren_EVO v.4.0
bug fix
Improved modules performance
resolved RHS torch assignment in military spawn modules, hunter, RST etc
INFO module
- added tutorial in the tutorial_module file
IED module
- possibility to randomly place a certain number of IEDs
- decide the IED spwan radius
- implements the ambush if the player approaches the IED
- random choice of IED
- added the possibility to activate the IED via mobile phone based on the percentage chosen
- AI faction that will ambush
- AI class also selectable random if more than one is inserted
- possibility to spawn AI in buildings
- random road destroyers
- markers debug
civil, military, hunter modules
- added option to load custom loadout and random
Convoy module
- creates a convoy of vehicles even with the addition of a vehicle of air
- possibility to make a cyclical path
- set a stop time for each waypoint
- message every time it reaches a waypoint
- launch bengal if attached (random color)
Static Jump module
- this module allows the positioning of a static transport vehicle
- possibility to start it from the ground
- choose the altitude where it will remain static
- connectable to the vehicle by entering variable name
- fading effect in the static positioning phase
- addition of dynamic text in the fade
- count down before the ground vehicle departs
- time jump once the vehicle has reached the static area
Translated texts, objects, messages, interactions and more in English
hunter module
- added paratroopers
- added population control
Howitzer module
- direct connection with the howitzer by means of a variable name
- type of howitzer. Both vanilla and RHS
- Bengal of different color before the shot howitzer
- activation cycles
- shots fired per cycle
- time to spend between one cycle and another
- random bombardment area
- operating voices
- volume of voices
- trigger activated
Ver 3.9.1
Howitzer module
- direct connection with the howitzer by means of a variable name
- type of howitzer. Both vanilla and RHS
- Bengal of different color before the shot howitzer
- activation cycles
- shots fired per cycle
- time to spend between one cycle and another
- random bombardment area
- operating voices
- volume of voices
- trigger activated
v3.9
Ver 3.9
civil spawn module
- added system of punishment in case a civilian is killed by the player
- choose the faction to spawn
- how many units should I make up the punishment group
- choice of the type of unit
- flashlight also supplied for RHS
- flashlight on or off if alerted
- night viewer option
Hunter module
- added the possibility to spawn land and air sea vehicles.
- choice of the movements formations of the footed infantry
- possibility for the sea units to land if the hunt is on land.
- improved spawn area
- choice of tracking speed
- random choice of infantry units and vehicles
- Kamikaze
- storm module
- creates storm effect in the desert
- creates storm of snow
- radio noise effect
- random time between one storm and another
- reduced hearing by the AI
- increased camouflage of the player
- sound effects such as breath, shiver and more
- elimination of steam when breathing in a vehicle
- RST form
- now it is possible to choose how many units must be groups from 2 to 5 units per patrol
- form F11
- allows you to teleport a player in case he has to return to the game
- TL-Propmt-17 module
Ver 3.8.7
- Remove inventory map form
- remove and reset the map every time the player detaches from the ground
example, on airplanes or parachutes.
- Activate and deactivate the message of the successful deletion or repositioning of the map in the inventory
- sound module
- added 6 different sounds related to rail vehicles
- HUNTER module
- create a group of 2 to 5 units that once the player has spawned
or the group.
- faction choice (west, East, independent)
- how many times they will have to spawn the units
- time interval between one spwan and another
- hunting waiting time. Once you reach the place of the hunt you will stop for seconds and then resume the hunt
- flashlight also supplied for RHS
- flashlight on or off if alerted
- night viewer option
- TL-Propmt-17 module
- possibility to create poit rallies for 2 independent teams
- call the extraction by helicopter and define destination
- call CAS via laser designator
- choice of the type of helicopter
- faction choice
- auto creation of respawn area, flag, teleport etc.
- choice of type of CAS aircraft
- check heli fuel
- choice of exfiltration direction
- CAS shift option
- CAS shift count via Prompt
- option to display rally point coordinates
- Indepedent extraction option for each team
- type of smoke or light grenade to recall extraction
- enable-disable CAS
- destructible CAS
- CAS altitude choice
- Object
- created tablet for TL-P-17
- manageable both in the virtual arsenal and in the coffers
- also manageable with zeus
- who owns the tablet can use the TLP17 on a mission (similar to black-eye)
- RST military module
- added the option to activate or not light flares if discovered by the enemy
- improved vehicle spawning and reinforcement system
- flash option for RHS
- sea military spawn module
- now the module detects the available seats on the vehicles and takes them all.
- "unit" option is used to insert the logs or classes of the various opponents to be chosen randomly
- flash option for RHS
- weather form
- added possibility to activate or deactivate the random weather.
- military spawn module
- now it is possible to choose how many units must be groups from 2 to 5 units per patrol
- flash option for RHS
- prisoner form
- added possibility to place random in a prisoner in a x ray from the module.
- added the possibility to place it randomly on the ground or inside buildings.
- added text in English in the countdown
- black-eye
- revisited the proportions of the tablet on screen
- crash-site module
- fixed system of interaction with the wreck
Ver 3.5
- Sound module
- added module activation radius
- Underbomb module
- improved graphic appearance
- inserted explosive positioning
- added explosive choice (3 vanilla 1 ace)
- added pointing system ("harpoon") for better location of the explosive on vehicles
- added activation-deactivation of visual effects such as smoke, fire etc.
- Black-eye interface
- inserted the possibility to choose the spawn direction (cardinal points)
- Crash site form
- radius of spawn wreck
- type of wreck choice
- sinking wreck
- collision cleaning area
- wreck damage level
- Objective 1 wreck coordinates (can be activated)
- Customized Objective 2 (put the text you want and activate)
- Objective 3 destroy wreck
- Pilots 3 options; absent, one dead, 2 dead
- pilot class
- smoke, fire or absent effects
- marker in absolute and relative map
- marker size
- inserted wreck damage level
- possibility of spawn at sea with the possibility to place explosives using the "underbomb" module
- time module
- added 8 types of skiptime in the time jump form
- enable and disable fade
- enable disable unit movements in the time jump phase
- RST military module
- added night vision option to the military spawn module
- added night vision option to the RST module
- entered percentage choice spawn vehicles
- minor bug fixes
- civil module
- entered percentage choice spawn vehicles
- minor bug fixes
- added module spawn civilian maritime units
- activation distance
- can also be activated via trigger
- random movement range min med max
- half speed
- civil option chosen randomly based on logs inserted
- option chosen random vehicles based on logs inserted
- added module spawn military maritime units
- faction choice
- activation distance
- can also be activated via trigger
- half speed
- random selection min min med max
- type of unit
- type of boat or ship
- unity alliance
- flashlight supplied
- flashlight on or off if alerted
- night viewers option
- civil option chosen randomly based on logs inserted
- option chosen random vehicles based on logs inserted
- compatibility with hellenic HAFM
- prisoner form
- added countdown to the life of the prisoner before he is executed
- enable or disable the video message of the time in reverse
- added additional items
- New electric cabin for blackout 02
- now it is possible to insert more electric cabins connected to a single module
minor bugs
- correct height of security door Security_door_01
- now it is possible to destroy the doors with a slam without destroying the building (excluding the metal door used for bunkers)
- solved problem level damage module bombardment (gave error)
Ver. 3.0
- added new sound sampling
- added civil spaw module with the following options;
- activation distance
- random movement range min med max
- spawn in buildings
- spawn vehicles
- civil option chosen randomly based on logs inserted
- option chosen random vehicles based on logs inserted
- added military patrol spaw module with the following options;
- faction choice
- activation distance
- can also be activated via trigger
- x groups of 2 to spawn
- random selection min min med max
- spawn in buildings
- spawn vehicles
- type of unit
- type of vehicle
- unity alliance
- flashlight supplied
- flashlight on or off if alerted
- added RST module (from the homonymous script) with the following options;
- People in whole cities
- faction choice
- activation range
- x groups of 2 to spawn
- random selection min min med max
- spawn in buildings
- spawn vehicles
- type of unit
- activation of reinforcements if alarm is triggered
- alarm if the units alert
- bengal
- sound alarm
- vehicle type for reinforcements
- type reinforcement unit (put more units in the list based on the amount of reinforcements you want.
- choose vehicles to be spawned in the city (put different vehicles and randomly decide which ones to spawn)
- lock vehicles
- supply flashlight
- flashlight off and on if alerted
- spawn means of air (helicopters, airplanes, etc)
- type of aircraft
- patrol radius
- distance of spawn aircraft
All strictly RANDOM
- added time jump form
- 3 different lines of text to display all customizable
- interval between start and end of time jump
- x hours forward
- added information form
- decide which object to interact with
- what image to visuyalize
- text to read
- added prisoner form. options;
- units to be made prisoner
- name to be displayed on the mission
- control functions of the prisoner (follow me, stop, get on the vehicle, send it from the vehicle)
in addition to the interactions the prisoner is confirmed by the command received.
- added blackout module 2 independent of interactions with objects. options;
- blackout radius
- activation also via trigger
- duration of the blackout
- activation of a countdown message
- choice of the text to be displayed in the message
- choice of the image to be displayed with the message
- added explosives Square form. options;
- type of interacting object
- type of explosive
- timer
- interaction text
This module allows you to check if the player has the type of explosives necessary
to be placed and once placed is eliminated from the inventory.
- added multiple explosions effects with fire, smoke etc.
- fixed damaged door position damaged rust.
- added minutes to the weather module
- re-textured part of the notebooks
- added new sound sampling
- added civil spaw module with the following options;
- activation distance
- random movement range min med max
- spawn in buildings
- spawn vehicles
- civil option chosen randomly based on logs inserted
- option chosen random vehicles based on logs inserted
- added military patrol spaw module with the following options;
- faction choice
- tactile distance
- can also be activated via trigger
- x groups of 2 to spawn
- random selection min min med max
- spawn in buildings
- spawn vehicles
- type of unit
- type of vehicle
- unity alliance
- flashlight supplied
- flashlight on or off if alerted
- added RST module (from the homonymous script) with the following options;
- People in whole cities
- faction choice
- activation range
- x groups of 2 to spawn
- random selection min min med max
- spawn in buildings
- spawn vehicles
- type of unit
- activation of reinforcements if alarm is triggered
- alarm if the units alert
- bengal
- sound alarm
- vehicle type for reinforcements
- type reinforcement unit (put more units in the list based on the amount of reinforcements you want.
- choose vehicles to be spawned in the city (put different vehicles and randomly decide which ones to spawn)
- lock vehicles
- supply flashlight
- flashlight off and on if alerted
- spawn means of air (helicopters, airplanes, etc)
- type of aircraft
- patrol radius
- distance of spawn aircraft
All strictly RANDOM
- added time jump form
- 3 different lines of text to display all customizable
- interval between start and end of time jump
- x hours forward
- added information form
- decide which object to interact with
- what image to visuyalize
- text to read
- added prisoner form. options;
- units to be made prisoner
- name to be displayed on the mission
- control functions of the prisoner (follow me, stop, get on the vehicle, send it from the vehicle)
in addition to the interactions the prisoner is confirmed by the command received.
- added blackout module 2 independent of interactions with objects. options;
- blackout radius
- activation also via trigger
- duration of the blackout
- activation of a countdown message
- choice of the text to be displayed in the message
- choice of the image to be displayed with the message
- added explosives Square form. options;
- type of interacting object
- type of explosive
- timer
- interaction text
This module allows you to check if the player has the type of explosives necessary
to be placed and once placed is eliminated from the inventory.
- added multiple explosions effects with fire, smoke etc.
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Hi bro.. this Mod is awesome!but the latest version not work fine for me. Several issues and bugs. do u have the older version of this?.. the version 6 work perfect.
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