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Author Topic: Documentation of new Modules (Iron Front)  (Read 5089 times)

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Offline nominesine

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Documentation of new Modules (Iron Front)
« on: 29 May 2012, 02:10:54 »
The Armaverse got a bunch of new modules with the release of Iron Front. Five of them are important to make the game behave properly, according to IF developer panzer_baron over at BI Forums

Quote from: panzer_baron;2157278
There are 5 important modules in the Iron Front, among the classical arma ones.

-   Advanced AI. Makes the AI more aggressive and effective without making them deadly sharp-shooters.
-   FVD. When you sit in aircraft, you get larger view distance then in the standard mission settings. Must have for any aircraft mission.
-   Tank riders. Enable the soldiers who are on tanks, to act more realistic (dismount when in combat, dismount when the turret of the tank turns around)
-   Using mines and tripwires. That module is must to make all the mines and explosives to work, in couple with the Functions module.
-   Advanced artillery features. Needed for the artillery towing and pushing. Needed to be in couple with the Functions module.

As usual, they come completely without other documentation. I've tested them all in SP mode. I'll post my findings here and hope that others will join in. Let's figure them out together, shall we?

How do you use the modules?

Place the Function Module on the map (identical to the ArmA2 Module with the same name). Then place the desired IF Module. Do not group them together. The modules does not need sync'ing.

What actually happens when you use them?

Advanced AI: Makes the AI perform in a different pattern, according to my tests. Without it, AI soldiers in IF tend to do nothing much of their time. With this Module activated, they become more active. Their attack pattern seems different from how they react in ArmA.
FVD: Increases your viewdistance without noticeable effect on performance, as long as you are riding in an aircraft. Bail out, and the effect vanishes.
Using mines and tripwires: Mines placed in-game (by sappers or soldiers who have reequipped themselves in an ammo box) does not work at all without this Module. When it is present on the map, all units can handle mines and explosives. Don't forget that some munitions also require you to carry sapper tools to work properly.

These are my findings so far. Feel free to help me fill in the rest.
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Offline nominesine

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Re: Documentation of new Modules (Iron Front)
« Reply #1 on: 30 May 2012, 16:49:40 »
I found some useful information on the IF DevBlog. It concerns the modules named Using Mines And Tripwires and Advanced Artillery.

Quote
Mines and Tripwires
To make any mine or explosive work properly in the editor, you need to set Using mines and tripwires and Functions module.

To set a good charge, you will need in your inventory four things: The charge itself, the detonator, a wire and sapper tools. By default, in the game the “Sapper (Corporal)” infantry unit has all the four things in his backpack. You can also find them in the “Mines (Wehrmacht)” ammo crate.

Set a charge.
Look at it, and choose “Lay wire” in the action menu. Don’t forget, you MUST have a wire!
Go somewhere away with the wire. Don’t forget that the distance of the wire is limited. Don’t choose “Cancel” in the menu – it stops the wire laying, if you want to reset it.
Put somewhere safe the detonator.
Look at the detonator and choose “Attach wire” in the action menu.
Choose “Use” in the action menu of the detonator to detonate! BOOOM!

Mines
To set a mine you just need the mine and the sapper tools. With the sapper tools you can also disable them.
There are a lot of various mines, with trip-wires included, you can test them all in the editor.

Machine-Guns
The light infantry machine-guns, like the MG-42 and the DP-27, can be deployed on their stanines on various objects – on fences, on vehicles, on windows etc. To do it, make sure that the stanines touch the object, and then press Shift + Space.

Artillery
The artillery in the game is fully mobile. There are two ways to transport them – towing them by vehicle or pushing them by infantry. To activate those features, Advanced Artillery Features and Functions modules must be set in the editor.

Towing artillery by vehicles:
Drive a truck by it’s back close to the anti-tank gun platform. It must be close enough!
In the action menu of the cannon choose “Mobile stance”. You must not be inside the cannon at that moment.
Then choose “Hitch to vehicle”. Now it’s done, you can sit in the truck and drive with the towed cannon.
To unhitch it, choose “Unhitch”, and then “Combat stance”. The cannon is ready for combat.

Towing artillery by infantry:
For that just choose “Push” in the action menu. You MUST be inside the cannon to do it. Note: the more crew is in the gun, the faster the pushing will be.
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Offline savedbygrace

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Re: Documentation of new Modules (Iron Front)
« Reply #2 on: 03 Jun 2012, 23:16:22 »
Wow, some pretty cool stuff nominesine. Thanks for posting it.