Table of Contents

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.


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.

Module Customization



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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



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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 (5×5, 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.

Module Customization



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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.



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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.

Module Customization



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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.

Module Customization

End settings

Filmreel effect



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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.

Module Customization



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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.

Module Customization



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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



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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



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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

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

Post Process Color Corrections

Info on these is taken from BI wiki: https://community.bistudio.com/wiki/Post_Process_Effects#ColorCorrections

Post Process Film Grain



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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.


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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

[
	[
  		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)
]



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