====== Common ====== ===== Ⓜ️Explodado ===== Causes explosion at module location or synced objects location. {{ :explodado.png?600 |}} Attributes: * Ordnance = CfgAmmo class used for explosions. For example "M_Zephyr" or "Bo_GBU12_LGB" * Amount = Amount of explosions * Min time = Minimum time in seconds between explosions * Max time = Maximum time in seconds between explosions * Radius = Max radius from origin position in which explosions can occur * Explode when killed = Synced objects will cause explosion when they are killed ===== Ⓜ️Force Push ===== This module applies a constant pushing force to anything in its area, in the direction of the module, that fulfills the condition. {{ :module_forcepush.png?600 |}} Attributes: * Force Amount = Amount of force applied to objects in the modules area * Vertical Force = Amount of vertical force. Positive number pushes objects upwards, negative downwards * Type = What kind of force will be applied * Set direction = Sets the objects direction to the push direction * Set vector up = Sets the up vector of the vehicle. To for example prevent vehicles from rolling * Duration = How long should this force be applied. -1 means until the module is deleted. * Interval = Interval in which the force is applied * Condition = Condition run on objects within the area. Must return true for the force to be applied to the object. _this returns the object ===== Ⓜ️Move To ===== This module incrementally moves synced objects to a random position within the module area. To move the objects the command setPos is used. This means almost any type of object, even other modules can be moved this way. A common use case for this module is moving the artillery barrage module over time to achieve a creeping barrage. {{ :moveto_module.png?600 |}} Attributes: * Speed = Speed with which the synced objects move * Set direction = Sets the objects direction to the move direction * Interval = Interval in seconds for how often the object is moved ===== Ⓜ️Object Init ===== Sync objects to this module, any object of that type created during the mission will have init code run on it. {{ :objectinit_module.png?600 |}} Attributes: * Object Init = The code that runs on init, '_this' to get the object. Code runs on server. * Retroactive? = Apply on existing units that have already been initialized ===== Ⓜ️Teleporter ===== Objects synced to this module will have a hold action to teleport the player to a synced location module. {{ :teleporter_ingame.png?600 |}} {{ :teleporter_module.png?600 |}} Attributes: * Speed = How long the transition takes * Sound = CfgSound class for sound played during transition This module requires the following syncs: * One or more Teleporter Locations * These act as the teleporting destinations * One or more objects synced * These objects will have the teleportation action added to them {{ :teleporter_syncs.png?600 |}} ===== Ⓜ️Teleporter Location ===== This module represents a location. If this module has an area the position of this location will be random within the area. {{ :teleporter_location_module.png?600 |}} Attributes: * Name = Location name * Text = Text shown during transition * Find safe position = Whether or not a safe position should be searched for. Will lead to less precise positioning, however it prevents spawning inside of objects.