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       <dc:date>2026-08-18T17:04:25+00:00</dc:date>
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    <item rdf:about="http://north.ofpec.com/active_features?rev=1641041180&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2022-01-01T12:46:20+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>active_features</title>
        <link>http://north.ofpec.com/active_features?rev=1641041180&amp;do=diff</link>
        <description>Active Features

There are a lot of active features.
Some of them can be toggled in the mod settings, toggling includes either on/off toggles or toggling between different types the said feature is to be used.

While passive features deal with things like small details or authenticity aspects of some asset active features are more about game-play enhancements and experiences.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2023-09-18T07:00:49+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>bace_int</title>
        <link>http://north.ofpec.com/bace_int?rev=1695020449&amp;do=diff</link>
        <description>BACE setup

Using CBA extended eventhandlers, even though I think the vanilla game supports similar as well (class EventHandlers → class TAG → events..).

Anyhoo, first create a BACE baseclass under CfgWeapons, so you can inherit etc more easily without having to copy/paste the whole thing each time, etc</description>
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        <dc:date>2025-01-06T01:53:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>buildables</title>
        <link>http://north.ofpec.com/buildables?rev=1736128413&amp;do=diff</link>
        <description>Buildables



Buildables are items with build functionality attached to them. Configure which inventory item can build which objects to allow players to build defences for example.

Add Buildable Item

This module sets up an inventory item from which objects can be built. Needs to be synced to one or more Add Buildable Object modules. Use the buildable inventory item by double left clicking it in your inventory.</description>
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        <dc:date>2026-03-11T14:07:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>features</title>
        <link>http://north.ofpec.com/features?rev=1773238039&amp;do=diff</link>
        <description>Features

Northern Fronts comes with features not available in the vanilla game.
Some of these are divided into two categories: passive features and active features.
In addition to these there are some editor module driven features as well.

Passive means they are a automatically applied feature of an asset that is out of your control. Such as the backblast of a launcher.</description>
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        <dc:date>2022-11-26T14:02:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>mod_settings</title>
        <link>http://north.ofpec.com/mod_settings?rev=1669471377&amp;do=diff</link>
        <description>Mod Settings

Some of the &quot;Active&quot; Features have toggles in the mod settings.
These settings can be found while in-game in the pause menu (ESC) -&gt; Options -&gt; Northern Fronts Options

These options are client side only and can be overridden by the server using the Server Settings module.
The settings can also be applied via scripting if the module doesn&#039;t suit your user case, see</description>
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        <dc:date>2025-01-05T16:49:16+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modules</title>
        <link>http://north.ofpec.com/modules?rev=1736095756&amp;do=diff</link>
        <description>Modules

Northern Fronts adds several modules that can be used for adding effects or otherwise &#039;enhance&#039; 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.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T02:13:40+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>nfextra_functions</title>
        <link>http://north.ofpec.com/nfextra_functions?rev=1736129620&amp;do=diff</link>
        <description>artillery

nfextra_artillery_fnc_artilleryBarrage


/*
 * File: artilleryBarrage.sqf
 * Author: Northern Fronts Mod
 * -----
 * Description:
 *   This function initiates an artillery barrage at a specified location with given parameters.
 * 
 * Parameter(s):
 *   0: ARRAY - Center position of the barrage
 *   1: ARRAY - Area dimensions of the barrage [a,b,angle,rect,c]
 *   2: STRING - Ammo class to be used for the barrage
 *   3: NUMBER - Minimum delay between shots
 *   4: NUMBER - Maximum del…</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T02:09:40+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>nfextra_genericitems</title>
        <link>http://north.ofpec.com/nfextra_genericitems?rev=1736129380&amp;do=diff</link>
        <description>Generic Items

Generic items are inventory items with no function tied to them whatsoever. They come in light, medium and heavy weight variants. They are hidden from the arsenal and similar UI elements.

The purpose of these is to use them with:

Here are the classnames of all generic items:</description>
    </item>
    <item rdf:about="http://north.ofpec.com/nfextra_main?rev=1736093110&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-05T16:05:10+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>nfextra_main</title>
        <link>http://north.ofpec.com/nfextra_main?rev=1736093110&amp;do=diff</link>
        <description>NFEXTRA - The Toolkit For Mission Maker

If you like what we are doing, you can support the mod here: &lt;https://www.patreon.com/northernfronts&gt;
or here: &lt;https://www.paypal.com/paypalme/northernfronts&gt;

To get in touch with devs and follow the development, join our Discord: &lt;https://discord.gg/a3Fhaq4&gt;

Overview

NFEXTRA makes advanced features more accessible and does not expect you to have any scripting knowledge.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T13:22:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>nfextra_modules_artillery</title>
        <link>http://north.ofpec.com/nfextra_modules_artillery?rev=1736169758&amp;do=diff</link>
        <description>Artillery

Ⓜ️Artillery Barrage



This module will create a constant artillery barrage until the module is deleted. The barrage will follow the module if its moved.



Attributes:</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T13:22:12+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>nfextra_modules_buildables</title>
        <link>http://north.ofpec.com/nfextra_modules_buildables?rev=1736169732&amp;do=diff</link>
        <description>Buildables



Buildables are items with build functionality attached to them. Configure which inventory item can build which objects to allow players to build defences for example.

Ⓜ️Add Buildable Item

This module sets up an inventory item from which objects can be built. Needs to be synced to one or more Add Buildable Object modules. Use the buildable inventory item by double left clicking it in your inventory.</description>
    </item>
    <item rdf:about="http://north.ofpec.com/nfextra_modules_common?rev=1736171412&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T13:50:12+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>nfextra_modules_common</title>
        <link>http://north.ofpec.com/nfextra_modules_common?rev=1736171412&amp;do=diff</link>
        <description>Common

Ⓜ️Explodado

Causes explosion at module location or synced objects location.



Attributes:
“”“”
Ⓜ️Force Push

This module applies a constant pushing force to anything in its area, in the direction of the module, that fulfills the condition.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T13:24:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>nfextra_modules_itemrenaming</title>
        <link>http://north.ofpec.com/nfextra_modules_itemrenaming?rev=1736169841&amp;do=diff</link>
        <description>Generic Items

Ⓜ️Rename Inventory Item


This module allows renaming an item and/or changing its icon. Uses the CBA item renaming framework. Thanks CBA!



Attributes:</description>
    </item>
    <item rdf:about="http://north.ofpec.com/nfextra_modules_loadout?rev=1736169874&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T13:24:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>nfextra_modules_loadout</title>
        <link>http://north.ofpec.com/nfextra_modules_loadout?rev=1736169874&amp;do=diff</link>
        <description>Loadout

Ⓜ️Box

This module represents a box and associated settings. Does nothing on its own, is used by other modules. Sync one or more objects with container storage to this module.



Attributes:

Ⓜ️Box Spawner


Sync a box module and an object to this module. The object will then have actions on it to create boxes which are set by using synced to the box module.</description>
    </item>
    <item rdf:about="http://north.ofpec.com/nfextra_modules_logistics?rev=1736169897&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T13:24:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>nfextra_modules_logistics</title>
        <link>http://north.ofpec.com/nfextra_modules_logistics?rev=1736169897&amp;do=diff</link>
        <description>Logistics

Ⓜ️Factory

Synced objects act as a factory building that produces items passively over time. As long as there are enough materials in storage.

Attributes:

Ⓜ️Manufacturing


Logistics building for manufacturing

Attributes:



Ⓜ️Manufacturinq Recipe</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T14:23:41+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>nfextra_modules_populator</title>
        <link>http://north.ofpec.com/nfextra_modules_populator?rev=1736173421&amp;do=diff</link>
        <description>Populator

The purpose of the “populator” modules is to quickly populate the map with groups while leaving much control to the mission maker. Attacking, defending, patrolling, or constantly spawn/respawning enemies are possible right now.

All Populator modules (besides the group ones) have the following attributes:</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T13:31:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>nfextra_modules_randomplacement</title>
        <link>http://north.ofpec.com/nfextra_modules_randomplacement?rev=1736170315&amp;do=diff</link>
        <description>Random Placement

Ⓜ️Random Placement Composition

Sync this module to a ““Random Placement Main”” module and one or more objects that should be moved together. Position and rotations are relative to this composition module

Ⓜ️Random Placement Main</description>
    </item>
    <item rdf:about="http://north.ofpec.com/nfextra_modules_respawn?rev=1736170331&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T13:32:11+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>nfextra_modules_respawn</title>
        <link>http://north.ofpec.com/nfextra_modules_respawn?rev=1736170331&amp;do=diff</link>
        <description>Respawn

Ⓜ️Dynamic Player Spawn

Random spawn position for players. All players of the selected side will be affected. Possible positions are defined with “Dynamic player spawn location”.


Attributes:



Ⓜ️Dynamic player spawn location</description>
    </item>
    <item rdf:about="http://north.ofpec.com/nfextra_modules_traffic?rev=1736170346&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T13:32:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>nfextra_modules_traffic</title>
        <link>http://north.ofpec.com/nfextra_modules_traffic?rev=1736170346&amp;do=diff</link>
        <description>Traffic

Ⓜ️Traffic Route

Defines units for a given side. Can be used by other modules to do dynamic spawning of units.


“”“”


Ⓜ️Traffic Route Location

This module serves as possible spawn and target destination for traffic spawned by the traffic route module</description>
    </item>
    <item rdf:about="http://north.ofpec.com/nfextra_modules_vehicleservice?rev=1736170359&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T13:32:39+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>nfextra_modules_vehicleservice</title>
        <link>http://north.ofpec.com/nfextra_modules_vehicleservice?rev=1736170359&amp;do=diff</link>
        <description>Vehicle Service

Ⓜ️Service Point

Creates a vehicle service point

Attributes:

Waves

Ⓜ️Waves Spawn Location

Spawn location for the wave spawn system. Sync this to a threshold module. Make sure to set the area large enough to allow units to actually spawn.</description>
    </item>
    <item rdf:about="http://north.ofpec.com/nfextra_modules_waves?rev=1736173599&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T14:26:39+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>nfextra_modules_waves</title>
        <link>http://north.ofpec.com/nfextra_modules_waves?rev=1736173599&amp;do=diff</link>
        <description>Waves

Ⓜ️Waves Spawn Set

This module sets which units are spawned by the wave module

Ⓜ️Waves Start

Starting point for waves module system for spawning AI in waves. Works the same way as threshold modules. Sync to threshold modules to change the spawning behaviour in later waves.</description>
    </item>
    <item rdf:about="http://north.ofpec.com/nfextra_modules?rev=1736171346&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T13:49:06+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>nfextra_modules</title>
        <link>http://north.ofpec.com/nfextra_modules?rev=1736171346&amp;do=diff</link>
        <description>General information about modules in NFEXTRA

Some general rules that apply for most if not all modules:</description>
    </item>
    <item rdf:about="http://north.ofpec.com/nfextra_samples?rev=1736094725&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-01-05T16:32:05+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>nfextra_samples</title>
        <link>http://north.ofpec.com/nfextra_samples?rev=1736094725&amp;do=diff</link>
        <description>Sample Missions for NFEXTRA

This page provides a collection of sample missions designed to demonstrate how to use the 3den modules included in NFEXTRA. These missions are hosted in a Google Drive folder and can be added to Arma 3 for quick reference and testing.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-12-27T16:00:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>passive_features</title>
        <link>http://north.ofpec.com/passive_features?rev=1640620831&amp;do=diff</link>
        <description>Passive Features

blah



Seasonal Tank Threads

Tank threads change according to the terrain season. They are either normal or snowy if it&#039;s a winter terrain.

TODO: images




Launcher Backblast

Launcher backblast is dangerous.

If you stand too close and too directly behind the launcher tube when it is fired you will die.
If you&#039;re lucky and happen to be outside the</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-01-06T02:07:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>sidebar</title>
        <link>http://north.ofpec.com/sidebar?rev=1736129277&amp;do=diff</link>
        <description>Main
----------
Features&quot;Passive&quot; FeaturesSeasonal Tank ThreadsLauncher BackblastDisposable LaunchersTactical Reload&quot;Active&quot; FeaturesBolt Action Cycling EffectsMolotov CocktailMagazine Re-/Cross-packStatic Weapon ReloadingPortable Crew Served Weapon SystemsFast DeployMiscKrag JørgensenAvtomatModulesMisc ModulesEnable Breath &#039;Fog&#039;Enable RainInfinite Ammo (AI Static Weapon)Insect SwarmRepaintScenario StartScenario EndTypewriterTypewriter - Info TextScenario SettingsDebugServer SettingsFilmFx Modul…</description>
    </item>
    <item rdf:about="http://north.ofpec.com/start?rev=1640373064&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-12-24T19:11:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>start</title>
        <link>http://north.ofpec.com/start?rev=1640373064&amp;do=diff</link>
        <description>Northern Fronts - Scandinavia in WW2

If you like what we are doing, you can support the mod here: &lt;https://www.patreon.com/northernfronts&gt;
or here: &lt;https://www.paypal.com/paypalme/northernfronts&gt;

For more information visit: &lt;https://forums.bohemia.net/forums/topic/219268-northern-fronts-scandinavia-in-ww2/&gt;
To get in touch with devs and follow the development, join our Discord: &lt;https://discord.gg/a3Fhaq4&gt;

Main features:

Mod is going to include realistic representations of weaponry, equipme…</description>
    </item>
    <item rdf:about="http://north.ofpec.com/tanks?rev=1654184234&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2022-06-02T15:37:14+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>tanks</title>
        <link>http://north.ofpec.com/tanks?rev=1654184234&amp;do=diff</link>
        <description>Tanks

Northern Fronts contains a wide variety of accurate WW2 tank designs. These are often full families of one tank design.

Vickers 6-ton / T-26

Vickers 6-ton

The British Vickers 6-ton design was videly exported tank design, which saw service in many countries, including Poland, China, Bulgaria and Finland. For the Finnish Army these tanks were exported without weapons in 1936. Equipping of these vehicles was still underway when the Winter War broke out, and only one tank company could be …</description>
    </item>
</rdf:RDF>
