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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.
Miscellaneous modules to add effects and text, and to customize scenario flow with.
Enables the exhale fog for winter terrains, which means soldiers exhaling will produce a visual effect.
Usage: just drop the module into the scenario.

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.
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.
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

Back to top
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.

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
TODO
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.
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
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.

Type
Type of end the module should provide.
Cancel pending tasks
When the end is triggered remaining pending tasks will be cancelled
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
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.

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 <br/>. But you still must use <t></t> 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:
<t>Somewhere at Raate<t/><br/> <t>0030 hrs<t/>
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.
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.
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.
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.
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
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.
Some of these can also be applied by using NORTH_fnc_scenarioSettings function if this module is not suitable for your use-case.
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
Launcher disposal
Control Launcher disposal method setting. Client can not override this setting unless 'client' is selected here
Allow Magazine Cross/repack
Control magazine cross/repack action availability. Client can not override this setting unless 'client' is selected here
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 Helmet Rain FX Volume
Force the volume for above mentioned 'rain sounds on helmets' effect. Volume set with the slider
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.
All in-game sounds like are muted, only sounds produced by the module can be heard.
Produces the film reel effect with fully customizable post-process effects.
Trigger activated.
Multiple modules of this type are allowed.
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
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
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)
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.
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]
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
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.
Back to top
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.
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) ]