Eden Editor: Modding: Difference between revisions
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== Introduction == | |||
[[Eden Editor]] is a powerful modding tool for designing scenarios, but what makes it truly unique is that the editor itself is moddable. Custom addons can add or modify almost all features, using configs, user interface controls, scripting commands and event handlers. | |||
{{Important|While the public name is ''Eden Editor'', the system name is <u>''3DEN''</u>.*}} | |||
:<sup>''<nowiki>*</nowiki> The system name is different because during the development, a neutral technical name had to be used while public name wasn't selected yet. 3DEN is acronym for '''3D''' '''E'''ditor '''N'''ew''.</sup> | |||
== Addon Dependency == | |||
When expanding or modifying Eden Editor configs, make sure you have '''3DEN''' addon in the list of required addons. Without it, the game could load your addon before the 3DEN addon, which could in turn lead to unpredictable issues. | |||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
class CfgPatches | class CfgPatches | ||
Line 9: | Line 16: | ||
weapons[] = {}; | weapons[] = {}; | ||
requiredVersion = 1.0; | requiredVersion = 1.0; | ||
requiredAddons[] = {3DEN}; | requiredAddons[] = {3DEN}; // 3DEN must be among required addons! | ||
}; | }; | ||
}; | }; | ||
</syntaxhighlight> | </syntaxhighlight> | ||
== Cfg3DEN == | |||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
class Cfg3DEN | class Cfg3DEN | ||
Line 21: | Line 28: | ||
{ | { | ||
// Entity settings for each type | // Entity settings for each type | ||
class Object | class Object {}; | ||
class Group {}; | |||
class Trigger {}; | |||
class Group | class Waypoint {}; | ||
class Logic {}; | |||
class Marker {}; | |||
class Trigger | |||
class Waypoint | |||
class Logic | |||
class Marker | |||
// | class Mission {}; // Scenario attributes and global preferences | ||
class | class Layer {}; // Layer settings and attributes | ||
{ | class Attributes {}; // User interface for attributes | ||
}; | class Default {}; // General visualization settings | ||
class Camera {}; // Camera settings | |||
class | class Connections {}; // Configuration of all connection types | ||
class Messages {}; // Pop-up messages | |||
class Notifications {}; // Non-interruptive on-screen notifications | |||
class EventHandlers {}; // Default event handlers | |||
class | class History {}; // Visualization of history list entries | ||
class Updates {}; // Update log configuration | |||
class Tutorials {}; // Tutorials and their categories | |||
class | |||
class | |||
class | |||
class | |||
class | |||
class | |||
}; | }; | ||
}; | }; |
Revision as of 14:35, 3 December 2015
Introduction
Eden Editor is a powerful modding tool for designing scenarios, but what makes it truly unique is that the editor itself is moddable. Custom addons can add or modify almost all features, using configs, user interface controls, scripting commands and event handlers.
- * The system name is different because during the development, a neutral technical name had to be used while public name wasn't selected yet. 3DEN is acronym for 3D Editor New.
Addon Dependency
When expanding or modifying Eden Editor configs, make sure you have 3DEN addon in the list of required addons. Without it, the game could load your addon before the 3DEN addon, which could in turn lead to unpredictable issues.
class CfgPatches
{
class MyAddon
{
units[] = {};
weapons[] = {};
requiredVersion = 1.0;
requiredAddons[] = {3DEN}; // 3DEN must be among required addons!
};
};
Cfg3DEN
class Cfg3DEN
{
class MyAddon
{
// Entity settings for each type
class Object {};
class Group {};
class Trigger {};
class Waypoint {};
class Logic {};
class Marker {};
class Mission {}; // Scenario attributes and global preferences
class Layer {}; // Layer settings and attributes
class Attributes {}; // User interface for attributes
class Default {}; // General visualization settings
class Camera {}; // Camera settings
class Connections {}; // Configuration of all connection types
class Messages {}; // Pop-up messages
class Notifications {}; // Non-interruptive on-screen notifications
class EventHandlers {}; // Default event handlers
class History {}; // Visualization of history list entries
class Updates {}; // Update log configuration
class Tutorials {}; // Tutorials and their categories
};
};