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= Arma 3: Module Configuration
This page can be considered a hub when it comes to [[Modules]].
Here you will find everything you need to know when it comes to creating modules, available modules in {{arma3}} and existing module documentation.
== General Information ==
* Modules are executed before initServer.sqf, initPlayerLocal.sqf and initPlayerServer.sqf (See [[Initialisation Order]])
* Modules are very easy to set up, even for unexperienced users
* They can easily be used to create mission templates
== Create a Module Addon ==
* Make a folder named ''{{Color|purple|TAG}}_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 would not recognise the addon.
* Make sure the addon and all objects start with your tag, e.g. {{Color|purple|TAG_}}.
'''Example'''
class CfgPatches
{
class {{Color|purple|TAG}}_addonName
{
units[] = { "{{Color|purple|TAG}}_{{Color|green|Module}}{{Color|orangered|Nuke}}" };
requiredVersion = 1.0;
requiredAddons[] = { "A3_Modules_F" };
};
};
=== Module Category ===
* Modules are placed into basic categories which makes finding a desired module easier.
You can use on of the existing categories ''(See table to the right)'' or create your own category (see example below).
{| class="wikitable float-right" style="max-width: 50%"
! class
! displayName
|-
| ''Effects''
| Effects
|-
| ''Events''
| Events
|-
| ''Modes''
| Gameplay Modes
|-
| ''GroupModifiers''
| Group Modifiers
|-
| ''Intel''
| Intel
|-
| ''NO_CATEGORY''
| Misc
|-
| ''Multiplayer''
| Multiplayer
|-
| ''ObjectModifiers''
| Object Modifiers
|-
| ''Sites''
| Sites
|-
| ''StrategicMap''
| Strategic
|-
| ''Supports''
| Supports
|}
'''Example'''
class CfgFactionClasses
{
class NO_CATEGORY;
class {{Color|purple|TAG}}_{{Color|teal|explosions}}: NO_CATEGORY
{
displayName = "Explosions";
};
};
=== Creating the Module Config ===
* 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.
* Modules functions are by default '''not''' executed when in [[:Category:Eden Editor|Eden Editor]] workspace. It can be enabled using '''is3DEN''' property, but that will also change format of function params.
'''Example:'''
<spoiler>
<syntaxhighlight lang="cpp">
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 Boolean)
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 TAG_Module_Nuke : 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 = "\TAG_addonName\data\icon_Nuke_ca.paa"; // Map icon. Delete this entry to use the default icon.
category = "Effects";
function = "TAG_fnc_moduleNuke"; // Name of function triggered once conditions are met
functionPriority = 1; // Execution priority, modules with lower number are executed first. 0 is used when the attribute is undefined
isGlobal = 1; // 0 for server only execution, 1 for global execution, 2 for persistent global execution
isTriggerActivated = 1; // 1 for module waiting until all synced triggers are activated
isDisposable = 1; // 1 if modules is to be disabled once it is activated (i.e. repeated trigger activation will not work)
is3DEN = 1; // 1 to run init function in Eden Editor as well
curatorCanAttach = 1; // 1 to allow Zeus to attach the module to an entity
curatorInfoType = "RscDisplayAttributeModuleNuke"; // Menu displayed when the module is placed or double-clicked on by Zeus
// 3DEN Attributes Menu Options
canSetArea = 1; // Allows for setting the area values in the Attributes menu in 3DEN
canSetAreaShape = 1; // Allows for setting "Rectangle" or "Ellipse" in Attributes menu in 3DEN
class AttributeValues
{
// This section allows you to set the default values for the attributes menu in 3DEN
size3[] = { 100, 100, -1 }; // 3D size (x-axis radius, y-axis radius, z-axis radius)
isRectangle = 0; // Sets if the default shape should be a rectangle or ellipse
};
// Module attributes (uses https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Attributes#Entity_Specific):
class Attributes : AttributesBase
{
// Arguments shared by specific module type (have to be mentioned in order to be present):
class Units : Units
{
property = "TAG_Module_Nuke_Units";
};
// Module-specific arguments:
class Yield : Combo
{
property = "TAG_Module_Nuke_Yield"; // Unique property (use "<tag>_<moduleClass>_<attributeClass>" format to ensure that the name is unique)
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).
// Listbox items
class Values
{
class 50Mt { name = "50 megatons"; value = 50; };
class 100Mt { name = "100 megatons"; value = 100; };
};
};
class Name : Edit
{
displayName = "Name";
tooltip = "Name of the nuclear device";
property = "TAG_Module_Nuke_Name";
// Default text for the input box:
defaultValue = """Tsar Bomba"""; // Because this is an expression, one must have a string within a string to return a string
};
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-defined entities like "AnyBrain" can be used (see the table 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 (determines icon color)
};
};
};
};
</syntaxhighlight>
</spoiler>
[[File:A3 modules info.jpg|230px|thumb|[[2D Editor]]: The description is available after clicking on "Show Info" button when editing the module]]
[[File:A3 3den ModuleDescription.jpg|thumb|230px|[[:Category:Eden Editor|Eden Editor]]: The description is available after opening the modules' attributes window]]
Pre-defined sync preview entities can be:
{| class="wikitable"
! Class
! Descripton
|-
| ''Anything''
| Any object - persons, vehicles, static objects, etc.
|-
| ''AnyPerson''
| Any person. Not vehicles or static objects.
|-
| ''AnyVehicle''
| Any vehicle. No persons or static objects.
|-
| ''GroupModifiers''
| Group Modifiers
|-
| ''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
|}
=== Configuring the Module Function ===
* Place '' class CfgFunctions'' to ''config.cpp''. See [[Arma 3: Functions Library]] for more info about functions configuration.
'''Example'''<br>
<spoiler>
class CfgFunctions
{
class {{Color|indigo|TAG}}
{
class {{Color|teal|Effects}}
{
file = "\{{Color|indigo|TAG}}_addonName\functions";
class {{Color|green|module}}{{Color|orangered|Nuke}} {};
};
};
};
</spoiler>
=== Writing the Module Function ===
* Create the ''functions'' folder within the addon folder and place *.sqf or *.fsm files there.
* Example: ''\{{Color|indigo|TAG}}_addonName\functions\fn_{{Color|green|module}}{{Color|orangered|Nuke}}.sqf''
* Input parameters differ based on value of ''is3DEN'' property.
'''Default Example''' (is3DEN = 0)<br>
<spoiler>
<sqf>
params [
["_logic", objNull, [objNull]], // Argument 0 is module logic
["_units ", [], [[]]], // Argument 1 is a list of affected units (affected by value selected in the 'class Units' argument))
["_activated", true, [true]] // True when the module was activated, false when it is deactivated (i.e., synced triggers are no longer active)
];
// 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
private _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, but it is good practice.
true;
</sqf>
</spoiler>
'''Example Eden Editor''' (is3DEN = 1)<br>
<spoiler>
When '''is3DEN = 1''' is set in module config, different, more detailed params are passed to the function.
<sqf>
params [
["_mode", "", [""]],
["_input", [], [[]]]
];
switch _mode do
{
// Default object init
case "init":
{
_input params [
["_logic", objNull, [objNull]], // Module logic
["_isActivated", true, [true]], // True when the module was activated, false when it is deactivated
["_isCuratorPlaced", false, [true]] // True if the module was placed by Zeus
];
// ... code here...
};
// When some attributes were changed (including position and rotation)
case "attributesChanged3DEN": {
_input params [
["_logic", objNull, [objNull]]
];
// ... code here...
};
// When added to the world (e.g., after undoing and redoing creation)
case "registeredToWorld3DEN": {
_input params [
["_logic", objNull, [objNull]]
];
// ... code here...
};
// When removed from the world (i.e., by deletion or undoing creation)
case "unregisteredFromWorld3DEN": {
_input params [
["_logic", objNull, [objNull]]
];
// ... code here...
};
// When connection to object changes (i.e., new one is added or existing one removed)
case "connectionChanged3DEN": {
_input params [
["_logic", objNull, [objNull]]
];
// ... code here...
};
// When object is being dragged
case "dragged3DEN": {
_input params [
["_logic", objNull, [objNull]]
];
// ...code here...
};
};
true;
</sqf>
</spoiler>
{{GameCategory|arma2|Editing}}
{{GameCategory|arma3|Editing}}
[[Category:Take On Helicopters: Editing]]

Revision as of 17:46, 2 November 2023

= Arma 3: Module Configuration

This page can be considered a hub when it comes to Modules. Here you will find everything you need to know when it comes to creating modules, available modules in Arma 3 and existing module documentation.


General Information

  • Modules are executed before initServer.sqf, initPlayerLocal.sqf and initPlayerServer.sqf (See Initialisation Order)
  • Modules are very easy to set up, even for unexperienced users
  • They can easily be used to create mission templates

Create a Module Addon

  • Make a folder named TAG_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 would not recognise the addon.
  • Make sure the addon and all objects start with your tag, e.g. TAG_.

Example

class CfgPatches
{
	class TAG_addonName
	{
		units[] = { "TAG_ModuleNuke" };
		requiredVersion = 1.0;
		requiredAddons[] = { "A3_Modules_F" };
	};
};

Module Category

  • Modules are placed into basic categories which makes finding a desired module easier.

You can use on of the existing categories (See table to the right) or create your own category (see example below).

class displayName
Effects Effects
Events Events
Modes Gameplay Modes
GroupModifiers Group Modifiers
Intel Intel
NO_CATEGORY Misc
Multiplayer Multiplayer
ObjectModifiers Object Modifiers
Sites Sites
StrategicMap Strategic
Supports Supports

Example

class CfgFactionClasses
{
	class NO_CATEGORY;
	class TAG_explosions: NO_CATEGORY
	{
		displayName = "Explosions";
	};
};

Creating the Module Config

  • 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.
  • 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.

Example:

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 Boolean)
			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 TAG_Module_Nuke : 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 = "\TAG_addonName\data\icon_Nuke_ca.paa";	// Map icon. Delete this entry to use the default icon.
		category = "Effects";

		function = "TAG_fnc_moduleNuke";	// Name of function triggered once conditions are met
		functionPriority = 1;				// Execution priority, modules with lower number are executed first. 0 is used when the attribute is undefined
		isGlobal = 1;						// 0 for server only execution, 1 for global execution, 2 for persistent global execution
		isTriggerActivated = 1;				// 1 for module waiting until all synced triggers are activated
		isDisposable = 1;					// 1 if modules is to be disabled once it is activated (i.e. repeated trigger activation will not work)
		is3DEN = 1;							// 1 to run init function in Eden Editor as well
		curatorCanAttach = 1;				// 1 to allow Zeus to attach the module to an entity
		curatorInfoType = "RscDisplayAttributeModuleNuke"; // Menu displayed when the module is placed or double-clicked on by Zeus

		// 3DEN Attributes Menu Options
		canSetArea = 1;						// Allows for setting the area values in the Attributes menu in 3DEN
		canSetAreaShape = 1;				// Allows for setting "Rectangle" or "Ellipse" in Attributes menu in 3DEN
		class AttributeValues
		{
			// This section allows you to set the default values for the attributes menu in 3DEN
			size3[] = { 100, 100, -1 };		// 3D size (x-axis radius, y-axis radius, z-axis radius)
			isRectangle = 0;				// Sets if the default shape should be a rectangle or ellipse
		};

		// Module attributes (uses https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Attributes#Entity_Specific):
		class Attributes : AttributesBase
		{
			// Arguments shared by specific module type (have to be mentioned in order to be present):
			class Units : Units
			{
				property = "TAG_Module_Nuke_Units";
			};

			// Module-specific arguments:
			class Yield : Combo
			{
				property = "TAG_Module_Nuke_Yield";				// Unique property (use "<tag>_<moduleClass>_<attributeClass>" format to ensure that the name is unique)
				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).

				// Listbox items
				class Values
				{
					class 50Mt	{ name = "50 megatons";	value = 50; };
					class 100Mt	{ name = "100 megatons"; value = 100; };
				};
			};

			class Name : Edit
			{
				displayName = "Name";
				tooltip = "Name of the nuclear device";
				property = "TAG_Module_Nuke_Name";
				// Default text for the input box:
				defaultValue = """Tsar Bomba"""; // Because this is an expression, one must have a string within a string to return a string
			};

			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-defined entities like "AnyBrain" can be used (see the table 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 (determines icon color)
			};
		};
	};
};
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2D Editor: The description is available after clicking on "Show Info" button when editing the module
Eden Editor: The description is available after opening the modules' attributes window

Pre-defined sync preview entities can be:

Class Descripton
Anything Any object - persons, vehicles, static objects, etc.
AnyPerson Any person. Not vehicles or static objects.
AnyVehicle Any vehicle. No persons or static objects.
GroupModifiers Group Modifiers
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

Configuring the Module Function

Example

class CfgFunctions
{
	class TAG
	{
		class Effects
		{
			file = "\TAG_addonName\functions";
			class moduleNuke {};
		};
	};
};

Writing the Module Function

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

Default Example (is3DEN = 0)

params [ ["_logic", objNull, [objNull]], // Argument 0 is module logic ["_units ", [], [[]]], // Argument 1 is a list of affected units (affected by value selected in the 'class Units' argument)) ["_activated", true, [true]] // True when the module was activated, false when it is deactivated (i.e., synced triggers are no longer active) ]; // 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 private _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, but it is good practice. true;

Example Eden Editor (is3DEN = 1)

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

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

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