R3vo/Sandbox – User
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:
- 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
- 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:
- 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).
- 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
- Configure a module function
- Place class CfgFunctions to config.cpp. See Functions Library (Arma 3) for more info about functions configuration.
- 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.
- This page contains a list of all modules available in the editor
- Activate modules mode by pressing F7 or clicking on following icon:
- Double-click on map to place a module.
- After selecting a desired module, click on SHOW INFO button to see detailed description.
- Some more advanced modules may be described here on Community Wiki, see the pages in this category.
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 |
Alternatively, you can create your own one:
class CfgFactionClasses { class NO_CATEGORY; class myTag_explosions: NO_CATEGORY { displayName = "Explosions"; }; };
Arma 3 Modules v1.83 (04.2018)
Module Name | Category | Addon | Function | Description |
---|---|---|---|---|
Hide Terrain Objects | Environment | Arma 3 | bis_fnc_moduleHideTerrainObjects | |
Edit Terrain Object | Environment | Arma 3 | bis_fnc_moduleEditTerrainObject | |
Timeline | Keyframe Animation | Arma 3 | ||
Rich Curve | Keyframe Animation | Arma 3 | ||
Rich Curve Key | Keyframe Animation | Arma 3 | ||
Rich Curve Key Control Point | Keyframe Animation | Arma 3 | ||
Camera | Keyframe Animation | Arma 3 | ||
Smoke Grenade | Effects | Arma 3 | BIS_fnc_moduleGrenade | Create a smoke shell. |
Chem light | Effects | Arma 3 | BIS_fnc_moduleGrenade | Create a chem light. |
Tracers | Effects | Arma 3 | BIS_fnc_moduleTracers | Shoot tracers upwards to create an illusion of battle. |
Plankton | Effects | Arma 3 | BIS_fnc_moduleEffectsEmitterCreator | Plankton module creates an underwater plankton effect around player. |
Bubbles | Effects | Arma 3 | BIS_fnc_moduleEffectsEmitterCreator | Creates underwater bubbles on position of the module. Unless you set the position of the module manually (via script commands), bubbles will be created at the bottom. |
Cartridges | Effects | Arma 3 | BIS_fnc_moduleEffectsEmitterCreator | Creates empty cartridges on the position of the module. |
Smoke | Effects | Arma 3 | BIS_fnc_moduleEffectsEmitterCreator | Creates smoke on a position of the module. |
Fire | Effects | Arma 3 | BIS_fnc_moduleEffectsEmitterCreator | Creates fire on a position of the module. |
Date | Events | Arma 3 | BIS_fnc_moduleDate | Set mission date. |
Weather | Environment | Arma 3 | BIS_fnc_moduleWeather | Set mission weather. Certain changes can take some time to appear. |
Save Game | Events | Arma 3 | BIS_fnc_moduleSaveGame | Set the mission progress. Will replace the previous automatic save. User save won't be affected. |
Radio Chat | Events | Arma 3 | BIS_fnc_moduleChat | Show a chat message. |
Volume | Events | Arma 3 | BIS_fnc_moduleVolume | Set mission sound/music volume. Changes won't affect user options. |
Generic radio message | Events | Arma 3 | BIS_fnc_moduleGenericRadio | Show a chat message. |
Set Callsign | Group Modifiers | Arma 3 | BIS_fnc_moduleGroupID | Assign group callsign. Each group has to have a unique callsign - assigning an existing one will remove it from the group which used it previously. |
Combat Get In | Group Modifiers | Arma 3 | BIS_fnc_moduleCombatGetIn | |
High Command - Commander | Others | Arma 3 | Set person as a high commander, giving him an ability to control whole groups. | |
Skip time | Environment | Arma 3 | BIS_fnc_moduleSkiptime | Skip mission time. |
Create Task | Intel | Arma 3 | BIS_fnc_ModuleTaskCreate | Add a task to synced objects or to larger pool of units. |
Set Task Description | Intel | Arma 3 | BIS_fnc_ModuleTaskSetDescription | Set task description. |
Set Task Destination | Intel | Arma 3 | BIS_fnc_ModuleTaskSetDestination | Set task destination. |
Set Task State | Intel | Arma 3 | BIS_fnc_ModuleTaskSetState | Set task state. |
Create Diary Record | Intel | Arma 3 | BIS_fnc_moduleCreateDiaryRecord | Create a diary record for synced objects or for larger a pool of units. |
Headquarters Entity | Intel | Arma 3 | BIS_fnc_moduleHQ | Virtual headquarters unit which can be used for playing radio messages. |
Military Symbols | Others | Arma 3 | ||
Zone Restriction | Others | Arma 3 | BIS_fnc_moduleZoneRestriction | Set punishment for leaving the Area of Operation. |
Trident | Others | Arma 3 | BIS_fnc_moduleTrident | Set diplomacy options. When involved sides start killing each other, they won't be punished by a negative rating. Once too many kills are reached, the sides will turn hostile. |
Unlock Object | Others | Arma 3 | BIS_fnc_moduleUnlockObject | Unlock addons of synced objects for the curator. E.g., when synced to a BLUFOR soldier, all BLUFOR soldiers will be unlocked, because they belong to the same addon. |
Unlock Area | Others | Arma 3 | BIS_fnc_moduleUnlockArea | Unlock area for curator unit spawning. |
Friendly Fire | Others | Arma 3 | BIS_fnc_moduleFriendlyFire | Set punishment for killing friendly units. |
Sector | Multiplayer | Arma 3 | BIS_fnc_moduleSector | |
Respawn Position | Multiplayer | Arma 3 | BIS_fnc_moduleRespawnPosition | Add a respawn position. |
Vehicle Respawn | Multiplayer | Arma 3 | BIS_fnc_moduleRespawnVehicle | Set vehicle respawn parameters. |
Show / Hide | Object Modifiers | Arma 3 | BIS_fnc_moduleShowHide | Show/hide synced objects. They will become invisible and their simulation will be disabled. |
Set Position / Rotation | Object Modifiers | Arma 3 | BIS_fnc_modulePositioning | Set position and rotation of synced objects. |
Set Skill | Object Modifiers | Arma 3 | BIS_fnc_moduleSkill | Set AI skill of synced objects. Has no effect on players. |
Set Character Damage | Object Modifiers | Arma 3 | BIS_fnc_moduleHealth | Set damage of synced persons. |
Set Vehicle Damage | Object Modifiers | Arma 3 | BIS_fnc_moduleDamage | Set damage of synced vehicles. |
Set Vehicle Fuel | Object Modifiers | Arma 3 | BIS_fnc_moduleFuel | Set fuel of synced vehicles. |
Set Ammo | Object Modifiers | Arma 3 | BIS_fnc_moduleAmmo | Set total ammo of synced objects. Affects only ammo of their weapons, not ammo carried in cargo space (e.g., ammo boxes). |
Set Mode | Object Modifiers | Arma 3 | BIS_fnc_moduleMode | Set behavior pattern of synced objects. |
Set Rank | Object Modifiers | Arma 3 | BIS_fnc_moduleRank | Set military rank of synced objects. |
Set AI Mode | Object Modifiers | Arma 3 | BIS_fnc_moduleAI | Enable/disable AI modes. |
Add Rating / Score | Object Modifiers | Arma 3 | BIS_fnc_moduleRating | Add rating to synced objects. Rating is automatically awarded for killed enemies and players can see it in the debriefing screen. Shooting friendlies will lead to a negative rating and turning hostile to your own units. |
Open / Close Doors | Object Modifiers | Arma 3 | BIS_fnc_moduleDoorOpen | Open/close door of synced objects. |
Simulation Manager | Object Modifiers | Arma 3 | BIS_fnc_moduleSimulationManager | Keep all AI units disabled until someone from the player's group gets near. |
Open Strategic Map | Strategic | Arma 3 | BIS_fnc_moduleStrategicMapOpen | Open a strategic map. |
Support Requester | Supports | Arma 3 | BIS_fnc_moduleSupportsInitRequester | Supports framework. A support requester unit has to be synchronized with the Requester module. The Requester module has to be synchronized with Provider module(s). A Provider module has to be synchronized with a support provider unit(s), unless a Virtual Provider module is used. |
Posters | Others | Arma 3 | BIS_fnc_modulePoster | Creates posters and leafets on walls of buildings. Those buildings are made indestructible. |
Animals | Others | Arma 3 Zeus | BIS_fnc_moduleAnimals | Creates a group of animals and handles their basic behavior. Deleting the module will delete the animals as well. |
Close Air Support (CAS) | Effects | Arma 3 Zeus | BIS_fnc_moduleCAS | Send an air strike on the module position. It will take a few seconds before the plane arrives at the module’s position. Unless it's destroyed, it will be deleted after flying away. |
Game Master | Zeus | Arma 3 Zeus | BIS_fnc_moduleCurator | Zeus logic which provides access to the 3D real-time editor. |
Manage Addons | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddAddons | Manage addons (i.e. object packs) available to Zeus. |
Manage Resources | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddPoints | Add or subtract resources available to Zeus. They are required for placing or editing objects. |
Add Editing Area | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddEditingArea | Add an area inside of which Zeus is allowed to place or edit objects. |
Restrict Editing Around Players | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddEditingAreaPlayers | |
Set Editing Area Type | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetEditingAreaType | Set whether editing in all editing areas is allowed or restricted. |
Add Camera Area | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddCameraArea | Add an area inside of which Zeus can move with the camera. |
Set Camera Position | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetCamera | Move the Zeus camera to the module position. |
Add Editable Objects | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddEditableObjects | Add objects which Zeus can edit. |
Set Editing Costs | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetCoefs | Set coefficients for operations Zeus can perform. The object cost is multiplied by these. Use a large negative value (e.g. -1e10) to disable the operation. |
Set Costs (Default) | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetCostsDefault | |
Set Costs (Side) | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetCostsSide | Simplified definition of object costs. Can be combined with other "Set Costs" modules (e.g., cost of a BLUFOR soldier can be defined by "Set Costs - Sides" and "Set Costs - Soldiers & Vehicles" module. All matching values are multiplied together). |
Set Costs - Soldiers & Vehicles | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetCostsVehicleClass | Simplified definition of object costs. Can be combined with other "Set Costs" modules (e.g., cost of a BLUFOR soldier can be defined by "Set Costs - Sides" and "Set Costs - Soldiers & Vehicles" module. All matching values are multiplied together). |
Add Icon | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorAddIcon | Show icon visible only to a specific Zeus. |
Set Attributes - Objects | Zeus | Arma 3 Zeus | BIS_fnc_moduleCuratorSetAttributes | Set which attributes are available for objects. The attribute window is accessed when Zeus double-clicks LMB on an object. |
Post-Process | Environment | Arma 3 Zeus | BIS_fnc_modulePostprocess | Set a scene Post-Processing effect (e.g. color correction or film grain) |
IR Grenade | Effects | Arma 3 Zeus | BIS_fnc_moduleGrenade | |
Time Acceleration | Environment | Arma 3 Zeus | BIS_fnc_moduleTimeMultiplier | |
Flare | Effects | Arma 3 Zeus | BIS_fnc_moduleProjectile | Creates a signal flare on the module position (visible only at night). |
End Scenario | Scenario Flow | Arma 3 Zeus | BIS_fnc_moduleEndMission | End the scenario for all players. |
Scenario Name | Scenario Flow | Arma 3 Zeus | BIS_fnc_moduleMissionName | Set the scenario name. It's shown to every player upon joining and after each respawn. |
Zeus Lightning Bolt | Zeus | Arma 3 Zeus | BIS_fnc_moduleLightning | Creates a lightning strike powerful enough to destroy an object where it impacts. |
Cover Map | Others | Arma 3 Zeus | BIS_fnc_moduleCoverMap | Highlight an Area of Operations in the map by enclosing it and covering the unused part. |
Create Radio Channel | Others | Arma 3 Zeus | BIS_fnc_moduleRadioChannelCreate | Creates a custom radio channel for the given sides / Zeus players. |
Zone Protection | Scenario Flow | Arma 3 Zeus | BIS_fnc_moduleZoneProtection | Prevents players from entering the given area. |
Countdown | Scenario Flow | Arma 3 Zeus | BIS_fnc_moduleCountdown | |
Respawn Tickets | Scenario Flow | Arma 3 Zeus | BIS_fnc_moduleRespawnTickets | Set the number of respawn tickets available to each side. |
Bleed Tickets | Scenario Flow | Arma 3 Zeus | BIS_fnc_moduleBleedTickets | Allow ticket bleeding when one side is holding the majority of sectors. |
Ordnance | Effects | Arma 3 Zeus | BIS_fnc_moduleProjectile | Create an artillery shell on the module position. It will take a few seconds until it hits the ground. |
Spawn AI | Others | Arma 3 Helicopters | bis_fnc_moduleSpawnAI | |
Spawn AI: Spawnpoint | Others | Arma 3 Helicopters | bis_fnc_moduleSpawnAIPoint | |
Spawn AI: Sector Tactic | Others | Arma 3 Helicopters | bis_fnc_moduleSpawnAISectorTactic | |
Spawn AI: Options | Others | Arma 3 Helicopters | bis_fnc_moduleSpawnAIOptions | |
Sling Load | Others | Arma 3 Helicopters | bis_fnc_moduleSlingload | |
EndGame Objectives Instance | Objectives | Arma 3 Marksmen | bis_fnc_moduleHvtObjectives | |
End Game Simple Objective | Objectives | Arma 3 Marksmen | bis_fnc_moduleHvtObjectives | |
End Game Start Game Objective | Objectives | Arma 3 Marksmen | bis_fnc_moduleHvtObjectives | |
End Game - End Game Objective | Objectives | Arma 3 Marksmen | bis_fnc_moduleHvtObjectives | |
Combat Patrol Init | Combat Patrol | Arma 3 Malden | BIS_fnc_CPInit | Initializes the Combat Patrol mode upon scenario start. |
Combat Patrol Location Add | Combat Patrol | Arma 3 Malden | Adds a new selectable location to the map. | |
Combat Patrol Location Remove | Combat Patrol | Arma 3 Malden | Removes the nearest location in a 1000m radius from the map selection. | |
Combat Patrol Location Reposition | Combat Patrol | Arma 3 Malden | Moves the nearest location in a 1000m radius to this module's position. | |
Combat Patrol Azimuth Blacklist | Combat Patrol | Arma 3 Malden | Blacklists the nearest location's in a 1000m radius azimuth range so it can't be used for the starting / ending position or reinforcements spawning point. | |
Civilian Presence | Ambient | Arma 3 Tac-Ops | bis_fnc_moduleCivilianPresence | |
Civilian Presence Spawnpoint | Ambient | Arma 3 Tac-Ops | bis_fnc_moduleCivilianPresenceUnit | |
Civilian Presence Position | Ambient | Arma 3 Tac-Ops | bis_fnc_moduleCivilianPresenceSafeSpot | |
Vanguard: Starting Area | Gameplay Modes | Arma 3 Tanks | BIS_fnc_moduleVanguardFob | |
Vanguard: Score Persistence | Gameplay Modes | Arma 3 Tanks | BIS_fnc_moduleVanguardScorePersistence | |
Vanguard: Objective Area | Gameplay Modes | Arma 3 Tanks | BIS_fnc_moduleVanguardObjective |
Function used for exporting
private _modules = "(configName inheritsFrom _x) == 'Module_F'" configClasses (configFile >> "CfgVehicles");
private _export = "{| class='wikitable sortable' |-
!Module Name !!Category !!Addon !!Function !!Description
|-" + endl;
{
if ((getNumber (_x >> "scope") > 1)) then
{
private _name = getText (_x >> "displayName");
private _cat = getText (_x >> "category");
private _mod = configSourceMod _x;
private _fnc = getText (_x >> "function");
private _desc = getText (_x >> "ModuleDescription" >> "Description");
if (_desc isEqualTo "") then {_desc = ""};
if (_mod == "") then {_mod = "A3"};
private _modName = modParams [_mod,["name"]];
_modName = _modName select 0;
_cat = getText (configFile >> "CfgFactionClasses" >> _cat >> "displayName");
if (_cat isEqualto "") then {_cat = "Others"};
_export = _export + "|" + _name + endl + "||" + _cat + endl + "||" + _modName + endl + "||" + _fnc + endl + "||" + _desc + endl + "|-" + endl;
};
} forEach _modules;
_export = _export + "|}";
copyToClipboard _export;
Placing Modules
In editor:
Adding Modules
Arma 3 introduces a module framework, which lets designer to simplify the configuration and choose how the module function will be executed (e.g., globally and for every player who joins later).
Module Properties
Name
The name of a module can be used to refer to the object in script code. Like all variable names, the name must not contain any spaces or reserved characters. You should try to make it something meaningful and avoid conflicts. Note that if a variable exists with an identical name, no warning will be given and the name will refer to the variable first, rather than the named unit. If you copy and paste a named entity, the duplicate will be automatically have an underscore and number appended to it's name to avoid conflicts.
Initialization
Any script code placed in this box will be executed as the mission begins. Script code is extremely powerful and useful - it allows you to create many effects and change aspects of the mission that would not be possible using only the graphical interface of the mission editor. For example, to make a soldier begin the mission unarmed, add "removeAllWeapons this" (without the quotation marks) to it's initialization string. Any expressions in the initialization field must return nothing, or an error message will prevent the unit dialogue from closing.
Probability of Presence
Defines how likely it is that the entity will exist each time the mission is played. This can be used to add a bit of randomness to missions. Moving the slider all the way to the right means the object will always be there, all the way to the left means the unit will never appear. Note the Condition of Presence must also return true if the entity is to appear in the mission.
Condition of Presence
This is a script code condition which must return true in order for the object to appear in the mission. By default this reads "true" which means the object will appear as defined by it's Probability of Presence. For an example, if you wanted a unit to appear only if the mission is being played in Veteran mode, place "!cadetMode" (without quotation marks) in it's Condition of Presence box. A unit with a Condition of Presence that returns false will not exist in the mission, irrespective of its Probability of Presence.
Placement Radius
Changes the object's starting position to a random point within a circle of this radius, in metres. This can be used to add some randomness to your mission. For grouped units, the placement radius is only used by the group leader, and group members with a Special setting of None (or In Cargo for a group without suitable vehicle).