Mikero/Sandbox - modules – User

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Revision as of 03:17, 3 December 2018

modules are a way to add pre-packaged features to a mission or island

modules is a pbo addon like any other with a config.cpp

basic constructions are:

  • instantiate whatever functions give you a thrill in the modules package via a config.cpp eventhandler
  • optionally, modify, ammend, alter or bash, whatever gives you a thrill in the init field of the 'module' when added via the editor
  • optionally, call various functions declared above in the init field of given objects/vehicles/units

config.cpp


cfgPatches

class CfgPatches
{
 class Module_Whatever
 {
  units[] = {};
  weapons[] = {};
// requiredVersion = 0.1;// if needed, although BI themselves haven't respected standard versioning increases until arrowhead. most went backwards. 
                         // ofp resistance still remains the highest version 'out there' making upgrade compatibilities pointless
                         // trying to detect arma1 vs 2 addons is another fruitless excercise.
                         // past history being a guide, arma 3 will start off at version 1.00 again

  requiredAddons[] = {CAUI};//to get at class Logic;
 };
};

CfgVehicles

class CfgVehicles
{
 class Logic;
 class Whatever: Logic
 {
  displayName = "Whatever";
  icon = some\sexy\icon\somewhere;
  picture = \some\sexy\picture\somewhere.paa; // note the \ and paa requirement
  vehicleClass = "Modules";//for standard F7 editing
  class Eventhandlers
  {
   init = "_this execVM '\your\modules\init_whatever.sqf';";
   init = "[this] execVM '\your\modules\init_whatever.sqf';";//alternate syntax
  };
 };
};
  • note that just like everything else, all file references are hard paths to make portability impossible
  • You can try screaming about _this, and [this]. it doesn't help much.

module init script

whatever functions (plural) you want to achieve, and whatever you *might* want init fields of units to play with, they must be reference via

YourFunc1 = compile preprocessFile "\some\function\somewhere1.sqf";
YourFunc2 = compile preprocessFile "\some\function\somewhere2.sqf";
YourFunc3 = compile preprocessFile "\some\function\somewhere3.sqf";



'YourFunc1' is the reference name. Thus, later on...

returnval= ([whatever,arguments]) spawn/call YourFunc1;

returnval can of course be anything, including arrays or nothing at all

the awfullness of the comref describes arguments as 'anything at all', or _this, or this, or [an array] or somevalue

the truth is

_this is an unconditional name used in the function itself. it refers to the passed argument(s) if any

what _this is, can be, an array, a single value ,or indeed nil. it purely depends on what is passed (why the biki can't state this is beyond me)

thus

retval= call 'blah';
retval= [] call blah;
retval= somevar call blah;
retval= [somevar] call blah;

are purely dependent on the function 'blah'. eg what it wants. not, some semantic requirement of the call verb itself