Scripting Tags
Template:SideTOC A Tag, also referred as OFPEC tag, is a three to five characters identifier that is individual to each designer, and allows for proper distinction between different authors' content.
If an addon does not have a tag it could cause a conflict with another addon: this can cause your mission, game (or even your whole computer depending on the game) to crash.
Tags are used in the following mod/addon contents:
- Global variables
- Function names
- New classes (in config.cpp files)
- P3D names
- Addon PBO names - this is less true in Arma 3 since mod management is made through Steam.
History
Tags were originally introduced by OFPEC in 2002 as a way of avoiding conflicts between different addons. The system was so effective that it was officially adopted by BI as a requirement for their Addons at Ease initiative. Today, every respectable addon maker has their own individual tag.
OFPEC have created a list of all these tags, so that people can see who registered which tag in order to avoid a tag usage conflict.
Tag Rules
Valid | Invalid |
---|---|
|
|
Tags must:
- be composed of letters and eventually numbers
- be 3 to 5 characters long
- be uppercase
- start with a letter
- followed by an underscore _
Examples
Example 1
// considering MYTAG is the current tag player setVariable ["MYTAG_hasDocuments", false]; // ... waitUntil { sleep 1; player getVariable ["MYTAG_hasDocuments", false] }; MYTAG_DocumentsGrabbed = true; publicVariable MYTAG_DocumentsGrabbed;
Example 2
class TAG_Ranger: B_Soldier_F
{
displayName = "TAG Ranger";
model="\TAG_Rangers\TAG_Ranger";
}
this would use TAG_Rangers.pbo and TAG_Ranger.p3d files
Example 3
class CfgAmmo
{
class Default {};
class BulletSingle : Default {};
class BulletBurst : BulletSingle {};
class KozliceShell : BulletBurst {};
class TAG_RemShell : KozliceShell
{
hit = 6;
indirectHit = 6;
indirectHitRange = 0.2;
};
};
class CfgWeapons
{
class Default {};
class MGun : Default {};
class Riffle: MGun {};
class KozliceShell : Riffle {};
class TAG_RemShell : KozliceShell
{
picture = "\TAG_Delta\TAG_m_kozlice2.paa";
###
ammo = TAG_RemShell;
###
sound[] = { "\TAG_Delta\TAG_shotgun.wav", db0, 1 };
reloadMagazineSound[] = { "\TAG_Delta\TAG_shotgunreload.wav", db-80, 1 };
};
class Kozlice {};
class TAG_Remington : Kozlice
{
displayName = "TAG_Remington";
model = "\TAG_Delta\TAG_Remington";
picture = "\TAG_Delta\TAG_w_kozlice.paa";
muzzles[] = {TAG_RemingtonShellMuzzle};
class TAG_RemingtonShellMuzzle : TAG_RemShell
{
magazines[] = { TAG_RemShell };
}
};
};
class CfgNonAIVehicles
{
class ProxyWeapon {};
class ProxyTAG_Remington: ProxyWeapon {};
};
This would be stored in TAG_Delta.pbo and use the TAG_Remington.p3d file.