Arma 3 Module Framework

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Arma 3 introduces a new module framework which simplifies the configuration process for modules and how the functions attached to them are executed (e.g., globally and for every player who joins later).

How to Create a Module

When creating a new module, follow these steps:

  1. Create a module addon.
    • Make a folder named myTag_addonName a create a config.cpp file in it.
    • Inside, declare a CfgPatches class with your addon and its modules (in the units array). Without this, the game wouldn't recognize the addon.
    • Make sure the addon and all objects start with your tag, e.g. myTag
    class CfgPatches
    	class myTag_addonName
    		units[] = {"myTag_ModuleNuke"};
    		requiredVersion = 1.0;
    		requiredAddons[] = {"A3_Modules_F"};

  2. Select a module category
    • Modules are placed into basic categories which makes finding a desired module easier for an user. Use can use on of the existing categories:
    class displayName
    Effects Effects
    Events Events
    Modes Gameplay Modes
    GroupModifiers Group Modifiers
    Intel Intel
    Multiplayer Multiplayer
    ObjectModifiers Object Modifiers
    Sites Sites
    StrategicMap Strategic
    Supports Supports

    Alternatively, you can create your own one:

    class CfgFactionClasses
    	class NO_CATEGORY;
    	class myTag_explosions: NO_CATEGORY
    		displayName = "Explosions";

  3. Create config for module logic
    • All in-game objects (soldiers, vehicles, buildings, logics, modules, ...) are defined in CfgVehicles class.
    • All modules must inherit from Module_F parent class, either directly or through some additional sub-parent. 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.
    • Modules functions are by default not executed when in Eden Editor workspace. It can be enabled using is3DEN property, but that will also change format of function params (see the section about writing a function below).
    class CfgVehicles
    	class Logic;
    	class Module_F: Logic
    		class AttributesBase
    			class Default;
    			class Edit; // Default edit box (i.e., text input field)
    			class Combo; // Default combo box (i.e., drop-down menu)
    			class Checkbox; // Default checkbox (returned value is Bool)
    			class CheckboxNumber; // Default checkbox (returned value is Number)
    			class ModuleDescription; // Module description
    			class Units; // Selection of units on which the module is applied
    		// Description base classes, for more information see below
    		class ModuleDescription
    			class AnyBrain;
    	class myTag_ModuleNuke: Module_F
    		// Standard object definitions
    		scope = 2; // Editor visibility; 2 will show it in the menu, 1 will hide it.
    		displayName = "Nuclear Explosion"; // Name displayed in the menu
    		icon = "\myTag_addonName\data\iconNuke_ca.paa"; // Map icon. Delete this entry to use the default icon
    		category = "Effects";
    		// Name of function triggered once conditions are met
    		function = "myTag_fnc_moduleNuke";
    		// Execution priority, modules with lower number are executed first. 0 is used when the attribute is undefined
    		functionPriority = 1;
    		// 0 for server only execution, 1 for global execution, 2 for persistent global execution
    		isGlobal = 1;
    		// 1 for module waiting until all synced triggers are activated
    		isTriggerActivated = 1;
    		// 1 if modules is to be disabled once it's activated (i.e., repeated trigger activation won't work)
    		isDisposable = 1;
    		// // 1 to run init function in Eden Editor as well
    		is3DEN = 1;
    		// Menu displayed when the module is placed or double-clicked on by Zeus
    		curatorInfoType = "RscDisplayAttributeModuleNuke";
    		// Module attributes, uses
    		class Attributes: AttributesBase
    			// Arguments shared by specific module type (have to be mentioned in order to be present)
    			class Units: Units
    				property = "myTag_ModuleNuke_Units";
    			// Module specific arguments
    			class Yield: Combo
    				// Unique property, use "<moduleClass>_<attributeClass>" format to make sure the name is unique in the world
    				property = "myTag_ModuleNuke_Yield";
    				displayName = "Nuclear weapon yield"; // Argument label
    				tooltip = "How strong will the explosion be"; // Tooltip description
    				typeName = "NUMBER"; // Value type, can be "NUMBER", "STRING" or "BOOL"
    				defaultValue = "50"; // Default attribute value. WARNING: This is an expression, and its returned value will be used (50 in this case)
    				class Values
    					class 50Mt	{name = "50 megatons";	value = 50;}; // Listbox item
    					class 100Mt	{name = "100 megatons"; value = 100;};
    			class Name: Edit
    				displayName = "Name";
    				tooltip = "Name of the nuclear device";
    				// Default text filled in the input box
    				// Because it's an expression, to return a String one must have a string within a string
    				defaultValue = """Tsar Bomba""";
    			class ModuleDescription: ModuleDescription{}; // Module description should be shown last
    		// Module description. Must inherit from base class, otherwise pre-defined entities won't be available
    		class ModuleDescription: ModuleDescription
    			description = "Short module description"; // Short description, will be formatted as structured text
    			sync[] = {"LocationArea_F"}; // Array of synced entities (can contain base classes)
    			class LocationArea_F
    				description[] = { // Multi-line descriptions are supported
    					"First line",
    					"Second line"
    				position = 1; // Position is taken into effect
    				direction = 1; // Direction is taken into effect
    				optional = 1; // Synced entity is optional
    				duplicate = 1; // Multiple entities of this type can be synced
    				synced[] = {"BLUFORunit","AnyBrain"}; // Pre-define entities like "AnyBrain" can be used. See the list below
    			class BLUFORunit
    				description = "Short description";
    				displayName = "Any BLUFOR unit"; // Custom name
    				icon = "iconMan"; // Custom icon (can be file path or CfgVehicleIcons entry)
    				side = 1; // Custom side (will determine icon color)
    In the game, the description is available after clicking on "Show Info" button when inserting / editing the module
    • Pre-defined sync preview entities are:
      • Anything - Any object - persons, vehicles, static objects, etc.
      • AnyPerson - Any person. Not vehicles or static objects.
      • AnyVehicle - Any vehicle. No persons or static objects.
      • AnyStaticObject - Any static object. Not persons or vehicles.
      • AnyBrain - Any AI or player. Not empty objects
      • AnyAI - Any AI unit. Not players or empty objects
      • AnyPlayer - Any player. Not AI units or empty objects
      • EmptyDetector - Any trigger

  4. Configure a module function
  5. class CfgFunctions 
    	class myTag
    		class Effects
    			file = "\myTag_addonName\functions";
    			class moduleNuke{};

  6. Write the module function
    • Create the functions folder within the addon folder and place *.sqf or *.fsm files there.
    • Example: \myTag_addonName\functions\fn_moduleNuke.sqf
    • Input parameters differ based on value of is3DEN property.


    // Argument 0 is module logic.
    _logic = param [0,objNull,[objNull]];
    // Argument 1 is list of affected units (affected by value selected in the 'class Units' argument))
    _units = param [1,[],[[]]];
    // True when the module was activated, false when it's deactivated (i.e., synced triggers are no longer active)
    _activated = param [2,true,[true]];
    // Module specific behavior. Function can extract arguments from logic and use them.
    if (_activated) then {
    	 // Attribute values are saved in module's object space under their class names
    	 _bombYield = _logic getVariable ["Yield",-1]; //(as per the previous example, but you can define your own.) 
    	 hint format ["Bomb yield is: %1", _bombYield ]; // will display the bomb yield, once the game is started 
    // Module function is executed by spawn command, so returned value is not necessary.
    // However, it's a good practice to include one.

    Eden Editor Compatible

    When is3DEN = 1 is set in module config, different, more detailed params are passed to the function.

    _mode = param [0,"",[""]];
    _input = param [1,[],[[]]];
    switch _mode do {
    	// Default object init
    	case "init": {
    		_logic = _input param [0,objNull,[objNull]]; // Module logic
    		_isActivated = _input param [1,true,[true]]; // True when the module was activated, false when it's deactivated
    		_isCuratorPlaced = _input param [2,false,[true]]; // True if the module was placed by Zeus
    		// ... code here...
    	// When some attributes were changed (including position and rotation)
    	case "attributesChanged3DEN": {
    		_logic = _input param [0,objNull,[objNull]]; // Module logic
    		// ... code here...
    	// When added to the world (e.g., after undoing and redoing creation)
    	case "registeredToWorld3DEN": {
    		_logic = _input param [0,objNull,[objNull]]; // Module logic
    		// ... code here...
    	// When removed from the world (i.e., by deletion or undoing creation)
    	case "unregisteredFromWorld3DEN": {
    		_logic = _input param [0,objNull,[objNull]]; // Module logic
    		// ... code here...
    	// When connection to object changes (i.e., new one is added or existing one removed)
    	case "connectionChanged3DEN": {
    		_logic = _input param [0,objNull,[objNull]]; // Module logic
    		// ... code here...
    	// When object is being dragged
    	case "dragged3DEN": {
    		_logic = _input param [0,objNull,[objNull]]; // Module logic
    		// ... code here...