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How to start arma 3 through arma 3 sync
How to start arma 3 through arma 3 sync







how to start arma 3 through arma 3 sync

  • Input parameters differ based on value of is3DEN property.
  • Example: \ myTag_addonName\functions\fn_ module Nuke.sqf.
  • Create the functions folder within the addon folder and place *.sqf or *.fsm files there.
  • See Functions Library (Arma 3) for more info about functions configuration.
  • Place class CfgFunctions to config.cpp.
  • Anything - Any object - persons, vehicles, static objects, etc.
  • In the game, the description is available after clicking on "Show Info" button when inserting / editing the module Side = 1 // Custom side (will determine icon color) Icon = "iconMan" // Custom icon (can be file path or CfgVehicleIcons entry) See the list belowĭisplayName = "Any BLUFOR unit" // Custom name TypeName = "NUMBER" // Value type, can be "NUMBER", "STRING" or "BOOL"Ĭlass 50Mt // Pre-define entities like "AnyBrain" can be used. Arguments shared by specific module type (have to be mentioned in order to be placed on top)ĭisplayName = "Nuclear weapon yield" // Argument labelĭescription = "How strong will the explosion be" // Tooltip description Menu displayed when the module is placed or double-clicked on by ZeusĬuratorInfoType = "RscDisplayAttribute Module Nuke" // 1 to run init function in Eden Editor as well 1 if modules is to be disabled once it's activated (i.e., repeated trigger activation won't work) 1 for module waiting until all synced triggers are activated 0 for server only execution, 1 for global execution, 2 for persistent global execution 0 is used when the attribute is undefined Execution priority, modules with lower number are executed first. Name of function triggered once conditions are met Delete this entry to use the default icon Icon = "\ myTag_addonName\data\icon Nuke_ca.paa" // Map icon. Scope = 2 // Editor visibility 2 will show it in the menu, 1 will hide it.ĭisplayName = "Nuclear Explosion" // Name displayed in the menu It can be enabled using is3DEN property, but that will also change format of function params (see the section about writing a function below).
  • Modules functions are by default not executed when in Eden Editor workspace.
  • While modules inheriting from some other class will be still displayed in the Modules menu (F7), they won't be using the module framework and all benefits tied to it.
  • All modules must inherit from Module_F parent class, either directly or through some additional sub-parent.
  • All in-game objects (soldiers, vehicles, buildings, logics, modules.
  • Use can use on of the existing categories:Īlternatively, you can create your own one:
  • Modules are placed into basic categories which makes finding a desired module easier for an user.
  • Make sure the addon and all objects start with your tag, e.g.
  • Without this, the game wouldn't recognize the addon.

    how to start arma 3 through arma 3 sync

  • Inside, declare a CfgPatches class with your addon and its modules (in the units array).
  • Make a folder named myTag_addonName a create a config.cpp file in it.
  • When creating a new module, follow these steps:

    how to start arma 3 through arma 3 sync

    Arma 3 introduces a module framework, which lets designer to simplify the configuration and chose how the module function will be executed (e.g., globally and for every player who joins later).









    How to start arma 3 through arma 3 sync