====== Modules ====== **Northern Fronts** adds several modules that can be used for adding effects or otherwise 'enhance' your scenarios, or to help out with finding out bugs in the various scripted systems the mod contains. The modules are divided into three categories: Basic Modules, Scenario Settings Modules and Scenario Start/end Modules. \\ ====== Misc Modules ====== Miscellaneous modules to add effects and text, and to customize scenario flow with. \\ ===== Enable Breath 'Fog' ===== Enables the exhale fog for winter terrains, which means soldiers exhaling will produce a visual effect. {{:breathfog.gif |}} ---------------------------------------------------------------------------------------------------------------------------------------------------------- ===== Enable Rain FX ===== Enables additional visible and audible effects for rain. Visual effects are the rain drops hitting surfaces on and around the player, audible effect is the rain drops hitting helmets worn by soldiers. This obviously only happens if the weather turns rainy, the module itself does not provide any rain. The module allows for customization but works out of the box as well without any input, just drop it in the scenario. Both the effects can also be adjusted while in-game via the mod settings. In multiplayer the client made adjustments are local to the client, and only available if the server settings module or NORTH_fnc_serverSettings is allowing client side adjustments. Usage: just drop the module into the scenario. {{:rain.gif |}} ==== Module Customization ==== ** **Enable Rain Drop FX** .. Enable/disable the visual rain drops hitting surfaces FX. MP: can be forced by server or client side settings allowed via server settings module, or via NORTH_fnc_serverSettings. ** **Enable Helmet Rain Sound FX** .. Enable/disable the sound effect when rain drops hit soldier helmets. MP: can be forced by server or client side settings allowed via server settings module, or via NORTH_fnc_serverSettings. ** **Helmet Sound Cfg** .. With this you can use your own 'rain on helmet' sounds, the default ones are for steel helmets. This is a completely custom config class so it doesn't have to be under CfgSounds or anything, instead use any config root. The default ones are defined in //class NORTH_wfx_rainfxHelmet//. Below is how the sounds are defined in the mod itself:class CfgPatches { class NORTH_wfx_data { units[] ={}; weapons[] ={}; requiredAddons[] ={}; }; }; class NORTH_wfx_rainfxHelmet {//main sound cfg class class soundsNormal {//subclass for normal sounds sound_01 = "north\NORTH_wfx_data\sound\rain\droplet_helmet_01.wss"; sound_02 = "north\NORTH_wfx_data\sound\rain\droplet_helmet_02.wss"; sound_03 = "north\NORTH_wfx_data\sound\rain\droplet_helmet_03.wss"; sound_04 = "north\NORTH_wfx_data\sound\rain\droplet_helmet_04.wss"; sound_05 = "north\NORTH_wfx_data\sound\rain\droplet_helmet_05.wss"; sound_06 = "north\NORTH_wfx_data\sound\rain\droplet_helmet_06.wss"; sound_07 = "north\NORTH_wfx_data\sound\rain\droplet_helmet_07.wss"; sound_08 = "north\NORTH_wfx_data\sound\rain\droplet_helmet_08.wss"; sound_09 = "north\NORTH_wfx_data\sound\rain\droplet_helmet_09.wss"; sound_10 = "north\NORTH_wfx_data\sound\rain\droplet_helmet_10.wss"; sound_11 = "north\NORTH_wfx_data\sound\rain\droplet_helmet_11.wss"; sound_12 = "north\NORTH_wfx_data\sound\rain\droplet_helmet_12.wss"; sound_13 = "north\NORTH_wfx_data\sound\rain\droplet_helmet_13.wss"; sound_14 = "north\NORTH_wfx_data\sound\rain\droplet_helmet_14.wss"; sound_15 = "north\NORTH_wfx_data\sound\rain\droplet_helmet_15.wss"; sound_16 = "north\NORTH_wfx_data\sound\rain\droplet_helmet_16.wss"; sound_17 = "north\NORTH_wfx_data\sound\rain\droplet_helmet_17.wss"; sound_18 = "north\NORTH_wfx_data\sound\rain\droplet_helmet_18.wss"; sound_19 = "north\NORTH_wfx_data\sound\rain\droplet_helmet_19.wss"; sound_20 = "north\NORTH_wfx_data\sound\rain\droplet_helmet_20.wss"; }; class soundsMuffled {//subclass for muffled sounds for when using ACE ear plugs.. sound_01 = "north\NORTH_wfx_data\sound\rain\m_droplet_helmet_01.wss"; sound_02 = "north\NORTH_wfx_data\sound\rain\m_droplet_helmet_02.wss"; sound_03 = "north\NORTH_wfx_data\sound\rain\m_droplet_helmet_03.wss"; sound_04 = "north\NORTH_wfx_data\sound\rain\m_droplet_helmet_04.wss"; sound_05 = "north\NORTH_wfx_data\sound\rain\m_droplet_helmet_05.wss"; sound_06 = "north\NORTH_wfx_data\sound\rain\m_droplet_helmet_06.wss"; sound_07 = "north\NORTH_wfx_data\sound\rain\m_droplet_helmet_07.wss"; sound_08 = "north\NORTH_wfx_data\sound\rain\m_droplet_helmet_08.wss"; sound_09 = "north\NORTH_wfx_data\sound\rain\m_droplet_helmet_09.wss"; sound_10 = "north\NORTH_wfx_data\sound\rain\m_droplet_helmet_10.wss"; sound_11 = "north\NORTH_wfx_data\sound\rain\m_droplet_helmet_11.wss"; sound_12 = "north\NORTH_wfx_data\sound\rain\m_droplet_helmet_12.wss"; sound_13 = "north\NORTH_wfx_data\sound\rain\m_droplet_helmet_13.wss"; sound_14 = "north\NORTH_wfx_data\sound\rain\m_droplet_helmet_14.wss"; sound_15 = "north\NORTH_wfx_data\sound\rain\m_droplet_helmet_15.wss"; sound_16 = "north\NORTH_wfx_data\sound\rain\m_droplet_helmet_16.wss"; sound_17 = "north\NORTH_wfx_data\sound\rain\m_droplet_helmet_17.wss"; sound_18 = "north\NORTH_wfx_data\sound\rain\m_droplet_helmet_18.wss"; sound_19 = "north\NORTH_wfx_data\sound\rain\m_droplet_helmet_19.wss"; sound_20 = "north\NORTH_wfx_data\sound\rain\m_droplet_helmet_20.wss"; }; }; ** **Rain Effect Density** .. Determines how densely populated the 'rain drops on surfaces' visual effect will be, think of this as basically how many rain drops falling down will produce the effect. Of course the denser the more it may affect your FPS, mileage varies. Scale is from 0 to 100%.\\ This is of course arbitrary value because it's not possible to actually detect the amount of rain drops, it is scaling between min and max value the script allows based on the amount of rain.\\ In addition this scaling is affected by the below explained effect distance ** **Rain Effect Distance** .. Sets the distance how far from the player the visible 'rain drops on surfaces' effect is visible to. This affects the above explained density as well: the further away the distance is is set the larger the density gets to keep the visual "quality" higher.\\ So this of course may also cause FPS issues if pushed. ** **Helmet Rain Sound Volume** .. Pretty self-explanatory; sets the volume at which to play the 'rain hitting helmet' sound. MP: can be forced by server or client side settings allowed via server settings module, or via NORTH_fnc_serverSettings. ** **Disable Rain FX Auto-Scaling** .. With this you can disable that above mentioned automatic scaling of Rain Effect Density done by Rain Effect Distance. \\ [[modules|Back to top]] \\ ---------------------------------------------------------------------------------------------------------------------------------------------------------- ===== Infinite Ammo (AI Static Weapon) ===== Quite self-explanatory, makes AI controlled static weapons synced to this module have infinite ammo. Usage: drop the module into the scenario and sync it with the wanted AI controlled static weapon/weapons {{::unlimited_aiammo_eden.png?640 |}} \\ [[modules|Back to top]] \\ ---------------------------------------------------------------------------------------------------------------------------------------------------------- ===== Insect Swarm ===== This module creates a swarm of insects with several settings/features at the module position, or if the module area is large enough somewhere random inside the module area. The module area can be scaled with Eden Area Widget. Module area works so that when the area is considered more than 10m in diameter (5x5, the scripts calc the area diameter as being round even if you 'draw' it elliptical) the created swarm is created in a random position inside the area. If the area is larger than 500m in diameter a random amount of swarms is created at random positions within the module area. The amount of swarms gets larger the larger the area gets. The module can be synchronized with an object and the created swarm will follow the object You can select the type of insect to swarm from the insects available in the game By default the created swarm will follow several 'rules of swarming': they will swarm only during the time from 2 hours prior to sunset to 4 hours after sunrise, will not swarm if it's too windy or rains, if module area is large enough will swarm on some found light source inside the modules area. All of these attributes are customizable in some way. Usage: Multiple modules of this type are allowed in a scenario. Can be activated by a synchronized trigger, or at scenario start. Can be synchronized to an object. Place the module into the scenario and edit it's attributes if you wish to do so. If a trigger is synchronized to it module will not activate until the trigger is triggered. If synchronized to an object, like a soldier for example the swarm will follow the soldier. If the soldier gets into a vehicle the swarm will disappear but will re-appear at the soldier again shortly after exiting the vehicle. Swarms will disappear if the module is deleted. {{:insects_eden.png?640 |}}{{::swarm.gif |}} ==== Module Customization ==== ** **Insect type** .. Self-explanatory, type of insect to use. ** **Swarm Size** .. The swarm 'cloud' diameter, in meters. ** **Swarm Density** .. This is a bit backwards and counter intuitive value, the smaller the value the denser the swarm is. As in the smaller the number the more insects there will in the are determined by the module area attribute (set with the area widget) ** **Swarm At Height** .. The height above ground the swarm should swarm ** **Insect size** .. Maximum size of the insect, the smaller the value the smaller the insect. Value is the particle scale value so it's not in mm or cm or anything. ** **Disable light bulp seek** .. By default the insects will seek nearby light sources (terrain lights so streetlights etc) and swarm around them. Ticking this box makes them ignore the light sources ** **Disable wind disrupt** .. By default too high winds will dissipate the insect swarm. Ticking this box disables that feature and wind does not affected the swarm. ** **Disable rain disrupt** .. By default rain will dissipate the insect swarm. Ticking this box disables that feature and insects swarm even if it's raining. ** **Swarming hours - start offset** .. How many hours __//before//__ the sunset the insects will start swarming. This sort of emulates insects tending to swarm at night. Sunset is determined by the terrains location on the planet and the date, and can't be changed. ** **Swarming hours - end offset** .. How many hours __//after//__ the sunrise the insects will start swarming. This sort of emulates insects tending to swarm at night. Sunrise is determined by the terrains location on the planet and the date, and can't be changed. ** **Sunset - Sunrise** .. Shows the approximate times the sunset and sunrise will occur on the used terrain and date \\ [[modules|Back to top]] \\ ------------------------------------------------------------------------------------------------------------------------------------------------------- ===== Repaint ===== A simple module that allows mission maker to setup Repaint stations. Vehicles close to the station can have their vehicle textures changed by players, if there are available vehicle skins. \\ [[modules|Back to top]] \\ ----------------------------------------- ===== Scenario Start ===== This module provides a sort of a **Northern Fronts** signature scenario start visual effect.\\ The effect tries to mimic a old WWII era black & white filmreel feel; starts with the film projector starting up and then fades from the 'film' into the scenario after a given time has passed.\\ The module provides some attributes you can use to customize the effect, such as giving some text to show on the screen while the 'film' is playing. Activated automatically at scenario start. Place the module into the scenario, and that's it. Multiplayer: The 'film' can run at slightly different time for each client, runs when the client actually starts up the scenario so if one client has already started the 'film' will play for that client while someone else might still be in the loading screen whom then gets the 'film' playing only after entering the actual scenario. This of course depends on client PC, server speed, connection etc so might be from parts of a second to some seconds. The module can be set to play for specific side, in this case only one module per side is allowed of course. The module can be synchronized for specific unit(s)/vehicle(s)/group(s), in which case multiple modules can be used even if unit/group is on the same side. When synchronized with a soldier/group/vehicle the 'film' produced by the synced module will play for the synced soldier/group/vehicle only. {{:scen_start.gif |}} ==== Module Customization ==== ** **Side** .. Side, in multiplayer, to which the 'film' is shown. If module is synced to an object or a group this attribute is disregarded. Has no effect in singleplayer ** **Film Scratch & Dust Density** .. Scales how much the 'film' is scratched. The larger the value the more scratches on the film. ** **Start Black Duration** .. How many seconds to show black screen at scenario start before the 'film projector' starts ** **Text Hold Time** .. How many seconds to show the text you have given, if any. This time does not include the time it takes for the 'projector' to start the 'film', so this time is calculated from when the 'film reel' starts ** **Fade Duration** .. How many seconds it takes to fade into the scenario from the 'film' when it ends ** **Disable User Input** .. Whether to disable user input (everything except ALT + F4) or not during the 'film'. ** **Music** .. List all music available in the game. Description.ext and campaign description.ext are supported.\\ Music will be played when the 'film reel' starts and will fade out with the film unless the setting 'Music Auto-fade' is disabled ** **Play Music From** .. How many seconds from the start of the selected song the music will start playing from. For example if you set the value to 15 the song will strat playing from 15 seconds in, as if you skipped the first 15 seconds. ** **Music Auto-fade** .. Toggle the music fading out with the 'film reel' fading into the scenario. When checked music will fade out with the film effect, if not checked music will continue to play until the song ends or fadeMusic is applied ** **Text Position** .. Where the text (if any) will be positioned on the screen. There are eight choices: Center, Center Up, Center Down, Left Upper Corner, Left Lower Corner, Right Upper Corner, Right Lower Corner and Custom. ** **Custom Text Position** .. Works only if the above 'Text position' attribute is set to 'custom'. The custom position is a 2D screen position. ** **Intro Text** .. Text to be shown during the 'film'. Leave empty if no text is wanted. Text must be in structured text format ([[https://community.bistudio.com/wiki/Structured_Text]])\\ Supports multiple lines of text, not tested how many until the thing breaks down.\\ NOTE that there can be words that do not get printed properly because BI command design. If such a word occurs with your scenario design let us know.\\ The module includes several keyboard shortcuts for the structured markup, unfortunately due to the game's limitations the 'tag' is always created at the end of the text box: * ''ALT + T'': text * ''ALT + B'': line break * ''ALT + C'': color * ''ALT + D'': shadow * ''ALT + U'': underline * ''ALT + S'': size * ''ALT + H'': hyperlink * ''ALT + I'': image * ''ALT + F'': font \\ [[modules|Back to top]] \\ ------------------------------------------------------------------------------------------------------------------------------------------------------ ===== Scenario end ===== Like the Scenario Start module this module provides a sort of a **Northern Fronts** signature scenario end visual effect. The effect tries to mimic a old WWII era black and white film reel feel; switches into the 'film reel' from the scenario and displays a text if wanted. The film reel runs out and the projector shuts down after which the regular Arma debriefing is shown. The module provides some attributes you can use to customize the effect. Also includes attributes to control how the scenario ends. In multiplayer you can select the side to which the given ending is shown. Activated by a trigger. Multiple modules of this type allowed in scenario. {{::scen_end_eden.png?640 |}}{{:scen_end.gif |}} ==== Module Customization ==== === End settings === ** **Type** .. Type of end the module should provide. * "EveryoneWon" - show "MISSION COMPLETED" to everyone * "EveryoneLost" - show "MISSION FAILED" to everyone * "SideScore" - show "YOUR SIDE WON" to side with largest score * "GroupScore" - show "YOUR GROUP WON" to group with largest score * "PlayerScore" - show "YOUR WON" to player with largest score ** **Cancel pending tasks** .. When the end is triggered remaining pending tasks will be cancelled === Filmreel effect === ** **Film Scratch & Dust Density** .. Scales how much the 'film' is scratched. The larger the value the more scratches on the film. ** **Music** .. List all music available in the game. Description.ext and campaign description.ext are supported.\\ Music will be played when the 'film reel' starts and will fade out with the film unless the setting 'Music Auto-fade' is disabled ** **Play Music From** .. How many seconds from the start of the selected song the music will start playing from. For example if you set the value to 15 the song will strat playing from 15 seconds in, as if you skipped the first 15 seconds. ** **Disable User Input** .. Whether to disable user input (everything except ALT + F4) or not during the 'film'. ** **Text Position** .. Where the text (if any) will be positioned on the screen. There are eight choices: Center, Center Up, Center Down, Left Upper Corner, Left Lower Corner, Right Upper Corner, Right Lower Corner and Custom. ** **Custom Text Position** .. Works only if the above 'Text position' attribute is set to 'custom'. The custom position is a 2D screen position. ** **Text** .. Text to be shown during the 'film'. Leave empty if no text is wanted. Text must be in structured text format ([[https://community.bistudio.com/wiki/Structured_Text]])\\ Supports multiple lines of text, not tested how many until the thing breaks down.\\ NOTE that there can be words that do not get printed properly because BI command design. If such a word occurs with your scenario design let us know.\\ The module includes several keyboard shortcuts for the structured markup, unfortunately due to the game's limitations the 'tag' is always created at the end of the text box: * ''ALT + T'': text * ''ALT + B'': line break * ''ALT + C'': color * ''ALT + D'': shadow * ''ALT + U'': underline * ''ALT + S'': size * ''ALT + H'': hyperlink * ''ALT + I'': image * ''ALT + F'': font \\ [[modules|Back to top]] \\ ------------------------------------------------------------------------------------------------------------------------------------------------------- ===== Typewriter ===== Produces a text as if it was typed with a typewriter, completed with typewriter sounds. Text appears on the center of the screen. Comes in two versions, scenario init and trigger activated. Quite self-explanatory; scenario init means it will activate automatically when scenario starts and trigger activated means it is activated when synced trigger activates. Multiple modules of this type are allowed per scenario. In multiplayer you can choose the side to which the text is shown, or sync the module with individual soldier or a group and the text is shown only for them. {{:typew_1.gif |}} ==== Module Customization ==== ** **Text** .. Supports multi-line texts via two separate ways; either by using structured text or ''\n'' line breaks.\\ One line character limit is 24.\\ NOTE that in case of structured text all other markup is ignored except ''
''. But you still must use '''' for text so that the system recognizes the text as structured text.\\ Commands like format are also supported, BUT only when ''\n'' line breaks are used.\\ Example of structured text: Somewhere at Raate
0030 hrs
Produces a two line text.\\ \\ Example of text with ''\n'' line breaks: Somewhere at Raate\n format ["Year: %1", date # 0]\n 0030 hrs Produces a three line text with the current year.\\ \\ The module includes keyboard shortcuts for the structured markup, unfortunately due to the game's limitations the 'tag' is always created at the end of the text box: * ''ALT + T'': text * ''ALT + B'': line break ** **Side** .. Side for which to show the text for in multiplayer. If the module is synced with an object or a group this setting is ignored. \\ [[modules|Back to top]] \\ ----------------------------------------------------------------------------------------------------------------------------------------------------- ===== Typewriter - Info Text ===== Produces a text as if it was typed with a typewriter, completed with typewriter sounds. Text appears on the lower right corner of the screen like with BIS_fnc_infoText. Comes in two versions, scenario init and trigger activated. Quite self-explanatory; scenario init means it will activate automatically when scenario starts and trigger activated means it is activated when synced trigger activates. In multiplayer you can choose the side to which the text is shown only, or sync the module with individual soldier or a group and the text is shown only for them. Multiple modules of this type are allowed per scenario. {{:typew_2.gif |}} ==== Module Customization ==== ** **Text** .. Supports multi-line texts via ''\n'' line breaks. Commands like format are also supported.\\ Example of text with ''\n'' line breaks: Somewhere at Raate\n format ["Year: %1", date # 0]\n mapGridPosition player Produces a three line text with the current year and player map coords. ** **Side** .. Side for which to show the text for in multiplayer. If the module is synced with an object or a group this setting is ignored. \\ [[modules|Back to top]] \\ ------------------------------------------------------------------------------------------------------------------------------------------------------------ ====== Scenario Settings Modules ====== \\ ===== Debug ===== Allows control over 'debug mode' for many of the scripted systems that come with the mod. Usage: drop the module into the scenario and select which system to turn debug mode on. Debug mode varies; on all scripted systems it logs a ton of stuff into the .rpt, on some system also visual things may appear. ==== Module Customization ==== ** **Output log into** .. Where the *.rpt logging should occur. Makes no difference in SP but in MP you can select either to log only into the server.rpt, or to all *.rpts (server + clients). Note that this latter probably causes a lot of additional network traffic. ** **Enable all debug** .. Self-explanatory, turns on debug mode for scripted systems available for the module. However, not desirable because the logging gets so massive it most likely defeats it's purpose ** **Molotov debug** .. Debug mode for the molotov cocktail. Includes also visual output so for troubleshooting purposes screenshots/video might provide more information than just rpt logging. Logging etc only occurs when the weapon is used ** **BACE debug** .. Debug mode for the Bolt Action Cycling Effects, in other words bolt action rifle 'bolting'. ** **Krag debug** .. Debug mode specifically for the Krag Jorgensen rifle due to its unique feature of magazine cut-off ** **Vehicle Ident. debug** .. Debug mode for the 'Vehicle ident.' system, meaning the number/letter identification used on for example tanks ** **Seasonal tank threads** .. Debug mode for the tank threads changing visually depending on if using summer or winter terrain ** **Launchers** .. Debug mode for launchers, some visual aids may appear for backblast debugging purposes ** **Tactical reload** .. Debug mode for the tactical reload system, as in for reloading the partially depleted magazine \\ [[modules|Back to top]] \\ --------------------------------------------------------------------------------------------------------------------------------------------------- ===== Serverside settings ===== Can be used to force/enable/disable some of the mod settings in Multiplayer. There also some settings that are not available anywhere else. Some of these settings may not have much effect as particle effects are already nerfed in MP to avoid performance issues. Only one module per scenario is allowed. ==== Module Customization ==== Some of these can also be applied by using NORTH_fnc_scenarioSettings function if this module is not suitable for your use-case. === Module Attributes === ** **Enable burning bodies** .. Enable/disable burning bodies left behind by incendiary weapons like the molotov cocktail or flamethrower. Setting is forced on clients. ** **Molotov inventory cook-off** .. Percentage of how likely it is for a burning body have it's inventory cooked off by the fire. ** **Manual Rifle Bolt** .. Control rifle bolting setting (BACE). Client can not override this setting unless 'client' is selected here * Force Auto: forces all clients to use automatic rifle bolting = rifle bolts automatically after firing * Force Manual: forces all clients to use manual rifle bolting = rifle bolts by pressing firing button again after firing * Force Button Hold: forces all clients to use manual rifle bolting = rifle bolts only by releasing the firing button after firing * Client: individual clients settings allowed and used ** **Launcher disposal** .. Control Launcher disposal method setting. Client can not override this setting unless 'client' is selected here * Force Manual: Used launcher tube is dropped by using the drop tube action, by selecting another weapon, or by attempting to reload * Force Auto: Used launcher tube is automatically dropped after firing * Client: individual clients settings allowed and used ** **Allow Magazine Cross/repack** .. Control magazine cross/repack action availability. Client can not override this setting unless 'client' is selected here * Force on: possibility to use magazine cross/repack is forced on * Force off: possibility to use magazine cross/repack is forced off * Client: individual clients settings allowed and used ** **Helmet Rain FX** .. Control the availability of the 'rain sounds on helmets' effect provided by the Rain FX module. Client can not override this setting unless 'client' is selected here * Force on: force 'rain sounds on helmet' effect on * Force off: force 'rain sounds on helmet' effect off * Client: individual clients settings allowed and used ** **Force Helmet Rain FX Volume** .. Force the volume for above mentioned 'rain sounds on helmets' effect. Volume set with the slider \\ [[modules|Back to top]] \\ -------------------------------------------------------------------------------------------------------------------------------------------------- ====== Film FX modules ====== Modules used to produce a black&white film reel effect, visual and with a optional projector sound. Same effect as with the scenario start/end modules. {{::filmfx.png?640 |}}{{:filmfx.gif |}} ===== FilmFX ===== Produces the film reel effect with fully customizable post-process effects. Trigger activated. Multiple modules of this type are allowed. ==== Module Customization ==== === Customizable 'film reel' effect === ** **Side** .. Effect in Multiplayer only. Selects the side to whom the film is shown for.\\ If the module is synchronized with an individual player or player's group this attribute is disregarded and the film is show to the synced player/group only ** **Film Scratch & Dust Density** .. The density of the 'old film' scratch and dust effect. The higher the value the more scratchy and dusty the film is ** **Film Effect Alpha** .. How visible the above scratch & dust effect is. The higher the value the more visible it is ** **Film Length** .. How long to play the film for, in minutes. -1 means it will run until stopped with the Film FX End module. ** **Fade in duration** .. How long it takes to fade into the film from the selected fade type. Time is in seconds. ** **Fade in from** .. From 'where' to fade into the film * Scene: from the scenario itself. The scene fades into the film effect. * Black: fade into film from black * White: fade into film from white ** **Fade out duration** .. How long it takes to fade out of the film into the selected fade type. Time is in seconds. ** **Fade out to** .. From 'where' to fade out of the film to * Scene: back to the scenario itself. The film fades back into the current scene * Black: fade from film to black * White: fade from film to white ** **Music** .. Music to play during the film. The list contains basically all music available in the game (arma itself and other mods) with Northern Fronts provided music first.\\ Selected song can be previewed with play button next to the list ** **Play Music From** .. How many seconds in from the start of the song to start playing it. Meaning if you set the value to 15 the song will start as if you skipped the first 15 seconds of the song. ** **Music auto-fade** .. Enable/disable music automatically fading in/out with the film effect ** **Enable projector** .. Enable/disable the 'projector.' Means the projector sound, dirty lens overlay (in addition to the dust & scratch effect) and optional start projector/shutdown projector effects ** **Projector effect** .. What effects to use to simulate the film being projected by a projector (requires the above mentioned 'enable projector' box to be checked) * Sound only: Only the ticking projector sound will play with the film, dirty lens overlay is not added * Start/end: When the film starts it starts with a projector starting and an empty screen showing before the film is 'projected onto' it. When the film ends similar kind of projector shutting down effect is shown. Projector lens overlay is visible. * Start: Only play the projector start effect at film start. Lens overlay is shown. * End: Only play the projector shutdown effect when the film ends ** **No Sound** .. Disable/enable 'in-game' and environmental sounds. So no other sounds will play other than what the module produces. ** **Disable user input** .. Disables all user input other than ALT+F4 during the film. User controls are returned after film ends. === Post Process Color Corrections === Info on these is taken from BI wiki: [[https://community.bistudio.com/wiki/Post_Process_Effects#ColorCorrections]] ** **Post Process template** .. List post process templates defined in configs, includes both Arma and possible mod added templates. The selected template values however are not projected in the rest of the attributes. Selecting a template will override the attribute values. ** **Brightness** .. Image brightness, a float value between 0 and 2. 0 = fully black, 1 = default brightness (presumably the brightness value in your video settings), 2 = fully white. ** **Contrast** .. Image contrast. Float, range 1..who knows. 1 = default contrast ** **Contrast offset** .. Image contrast offset. Float, range 1..who knows. ** **Color blending** .. Color for blending [r, g, b - color, a - blend factor (0 - original color, 1 - blend color )]. [r, g, b, a] ** **Color colorization** .. Color for colorization [r, g, b - color, a - saturation (0 - original color, 1 - B&W multiplied by colorize color)]. [r, g, b, a] ** **Color weights** .. Color RGB weights for desaturation. [r, g, b, 0] ** **Radial color** .. radial color, [radialMajorAxisRadius, radialMinorAxisRadius, radialRotationDeg, radialCenterX, radialCenterY, radialInnerRadiusCoef, radialInterpCoef] * radialMajorAxisRadius: major axis radius of ellipse, float, range 0..1 * radialMinorAxisRadius: minor axis radius of ellipse, float, range 0..1 * radialRotationDeg: rotation of ellipse axis (in degrees), float, range 0..359 * radialCenterX: centerX of ellipse on the screen (in relative coords, [-0.5] -> [0.5], where 0 is in the screen center), float, range -1..1 * radialCenterY: centerY of ellipse on the screen (in relative coords, [-0.5] -> [0.5], where 0 is in the screen center), float, range -1..1 * radialInnerRadiusCoef: coefficient for inner radius (where effect is not applied), float, range 0..1 * radialInterpCoef: coefficient for color interpolation between inner and outer radius, float, range 0..who knows === Post Process Film Grain === ** **Intensity** .. Grain intensity, float, range 0..1 ** **Sharpness** .. Grain sharpness, float, range 0..20 ** **Size** .. Grain size, float, range 0..8 ** **Intensity X0** .. Grain intensityX0, float, range -x..0..+x ** **Intensity X1** .. Grain intensityX1, float, range -x..0..+x ** **Monochromatic** .. Is the grain monocromatic \\ [[modules|Back to top]] \\ ------------------------------------------------------------------------------------------------------------------------------------------------------ ===== FilmFX End ===== Ends the Film FX module produced film. Trigger activated. Has to be synced with the wanted Film FX module. Multiple of this type of module allowed per scenario. \\ [[modules|Back to top]] \\ ------------------------------------------------------------------------------------------------------------------------------------------------------- ===== FilmFX Text ===== Ends the Film FX module produced film. Has to be synced with the wanted Film FX module. Activated when the Film FX module activates. Multiple of this type of module allowed per scenario. ==== Module Customization ==== ** **Delay** .. Delay from module init until the text starts. In seconds. ** **Duration** .. How long the text will be shown. In seconds. ** **Fade in** .. How long it takes for the text to fade in. In seconds. ** **Fade out** .. How long it takes for the text to fade out. In seconds. ** **Text alpha** .. How visible the text is. 0% not visible, 100% fully visible. ** **Text Position** .. Where the text is positioned on the screen ** **Custom Text Position** .. Custom position for the text on the screen, 2D screen position format ([[https://community.bistudio.com/wiki/SafeZone]]). For this to have an effect 'custom' has to be selected from the above Text Position list ** **Text** .. Text to be shown. Text must be in structured text format, [[https://community.bistudio.com/wiki/Structured_Text]].\\ Supports multiple lines of text, not tested how many until the thing breaks down.\\ The module includes several keyboard shortcuts for the structured markup, unfortunately due to the game's limitations the 'tag' is always created at the end of the text box: * ''ALT + T'': text * ''ALT + B'': line break * ''ALT + C'': color * ''ALT + D'': shadow * ''ALT + U'': underline * ''ALT + S'': size * ''ALT + H'': hyperlink * ''ALT + I'': image * ''ALT + F'': font ** **Text sound** .. Classname of the sound (in CfgSounds [[https://community.bistudio.com/wiki/Description.ext#CfgSounds]]) to be played with the text ** **Script** .. Can be either a path to a specifically formatted .sqf file or specifically formatted compiled function. The special formatting is a nested array, the file/function must not contain anything else than this nested array (comments are OK of course).\\ What this allows is playing a 'script of texts', with optional sound file per text, during the film. The format of the script is: [ [ text fade in time, text fade out time, delay before next text, text duration, structured text 1, sound classname (empty "" if no sound) ], [ text fade in time, text fade out time, delay before next text, text duration, structured text 2, sound classname (empty "" if no sound) ], [...], "#ENDFILM" (optional) ] \\ [[modules|Back to top]] \\ -------------------------------------------------------------------------------------------------------------------------------------------------