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Not all details will be explicitly mentioned here.
Some general rules that apply for most if not all modules:
This module will create a constant artillery barrage until the module is deleted. The barrage will follow the module if its moved.
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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.
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.
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This module sets up an object that can be built using the Add Buildable Item module. Needs to be synced to one or more Add Buildable Item modules.
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Causes explosion at module location or synced objects location
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This module applies a constant pushing force to anything in its area, in the direction of the module, that fulfills the condition.
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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.
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Sync objects to this module, any object of that type created during the mission will have init code run on it.
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Objects synced to this module will have a hold action to teleport the player to a synced location module.
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This module requires the following syncs:
This module represents a location. If this module has an area the position of this location will be random within the area.
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This module allows renaming an item and/or changing its icon. Uses the CBA item renaming framework. Thanks CBA!
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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.
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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.
Similar to the box module, this module represents a loadout and associacted attributes. Does nothing on its own and is used by other modules.
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One or more units can be synced to this module to save their loadouts on this module. Synced units are then deleted.
Sync a loadout modules and objects to this module. The objects will then have actions for players to switch loadouts.
This module can spread loadouts from synced loadout modules to all units created of the same type as units sycned to this module. Synced units are then deleted.
Synced objects act as a factory building that produces items passively over time. As long as there are enough materials in storage.
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Logistics building for manufacturing

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Sets a recipe for manufacturing. Optional: Syncing objects to this will have those objects created once the recipe is crafted.
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The purpose of the “populator” modules is to quickly populate the map with groups. Attacking, defending, patrolling, or constantly spawn/respawning enemies are possible right now.
All Populator modules (besides the group ones) have the following attributes:
Defines units for a given side. Can be used by other modules to do dynamic spawning of units
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Once condition is true, spawns units and creates task waypoints for them. Uses CBA attack if lambs isn't loaded.
Creates units and puts them in defend behaviour. Some of the units will garisson nearby statics, some take positions in buildings others just loiter in the area. Uses CBA defend task if lambs isn't loaded
A point to insert new units into the battlefield. Think of it as a spawn & respawn point. Amount of groups set in the module are the max amount active at the same time spawned by this module. If all behaviours are deactivated or lambs not loaded it defaults to CBA search.
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Patrols get created in random points in module area and then patrol with 'range' of module. Uses CBA patrol if lambs isn't loaded.
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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
This module is supposed to be linked with a “Random Placement Position” Module and one or multiple objects/placement composition modules. It will select a random placement position and move the synced object there. It will do so for each synced object, but won't spawn something on a position twice. If there are more objects than placement positions, some will not be moved.
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module description: This module is supposed to be linked with a “Random Placement Position” Module and one or multiple objects/placement composition modules. It will select a random placement position and move the synced object there. It will do so for each synced object, but won't spawn something on a position twice. If there are more objects than placement positions, some will not be moved.
This module is supposed to be linked with a ““Random Placement Main”” Module. If the condition returns true, the position of the module is a possible placement position for an object.
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Random spawn position for players. All players of the selected side will be affected. Possible positions are defined with “Dynamic player spawn location”.
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This module is supposed to be synced with a ““Dynamic Player Spawn”” Module. This module defines a possible respawn position.
This module works similar to the Respawn Position Module. It however needs to be synced to a container. If that container contains respawn items, players can respawn on it. If not they can't. Each respawn on the position one respawn item is consumed.
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These modules uses the respawn via marker system, it creates the marker for you and moves it with this modules position.
This allows using the “old” Respawn via marker system, but allows moving them around in zeus.
Defines units for a given side. Can be used by other modules to do dynamic spawning of units.
This module serves as possible spawn and target destination for traffic spawned by the traffic route module

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Creates a vehicle service point

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