Module Framework – Arma 3

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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 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 { myTag_addonName { units[] = {"myTag_ModuleNuke"}; requiredVersion = 1.0; requiredAddons[] = {"Modules_F"}; }; };
  2. 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 inherting 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.
    class CfgVehicles { class Logic; class Module_F: Logic { class ArgumentsBaseUnits { class Units; }; 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"; // 1 for remote execution on all clients, 0 for server only execution isGlobal = 1; // 1 for persistent execution (i.e. will be called on every JIPped client). Use with caution, can lead to desync isPersistent = 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; // Module arguments class Arguments: ArgumentsBaseUnits { // Arguments shared by specific module type (have to be mentioned in order to be placed on top) class Units: Units {}; // Module specific arguments class Yield { displayName = "Nuclear weapon yield"; // Argument label description = "How strong will the explosion be"; // Tooltip description typeName = "NUMBER"; // Value type, can be "NUMBER", "STRING" or "BOOL" class values { class 5kt {name = "5 kt"; value = 5; default = 1;}; // Listbox item class 15kt {name = "15 kt"; value = 15;}; }; }; class Name { displayName = "Nuclear weapon yield"; description = "How strong will the explosion be"; // When no 'values' are defined, an input box is displayed instead of listbox }; }; // 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


  3. Configure module function
  4. class CfgFunctions { class myTag { class Effects { file = "\myTag_addonName\functions"; class moduleNuke{}; }; }; };
  5. 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
    // Argument 0 is module logic _logic = [_this,0,objnull,[objnull]] call bis_fnc_param; // Argument 1 is list of affected units (affected by value selected in the 'class Units' argument)) _units = [_this,1,[],[[]]] call bis_fnc_param; // True when the module was activated, false when it's deactivated (i.e., synced triggers are no longer active) _activated = [_this,2,true,[true]] call bis_fnc_param; // Module specific behavior. Function can extract arguments from logic and use them. if (_activated) then { // ... Splendid code here ... }; // Module function is executed by spawn command, so returned value is not necessary. // However, it's a good practice to include one. true
  6. Create module logic icon
  7. IconModule ca.png
    1. Right click on the image on left and Save Image As' to get the default module icon.
    2. Create a simple icon presenting the module in the circle. Avoid using too much detail, as the icon may downsized in the game.
    3. Save the image to \myTag_addonName\data\iconNuke_ca.paa

    If you cannot or don't want to create a custom image, avoid using icon entry in the module config. The default icon will then be inherited from Module_F base class.