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Arma 3 Module Framework

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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 编辑

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
    {
    	class myTag_addonName
    	{
    		units[] = {"myTag_ModuleNuke"};
    		requiredVersion = 1.0;
    		requiredAddons[] = {"A3_Modules_F"};
    	};
    };
    


  2. 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:
    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";
    	};
    };
    


  3. 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).
    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";
    		// Execution priority, modules with lower number are executed first. 0 is used when the attribute is undefined
    		functionPriority = 1;
    		// 0 for server only execution, 1 for global execution, 2 for persistent global execution
    		isGlobal = 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;
    		// // 1 to run init function in Eden Editor as well
    		is3DEN = 1;
    
    		// Menu displayed when the module is placed or double-clicked on by Zeus
    		curatorInfoType = "RscDisplayAttributeModuleNuke";
    
    		// 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 50Mt	{name = "50 megatons";	value = 50; default = 1;}; // Listbox item
    					class 100Mt	{name = "100 megatons"; value = 100;};
    				};
    			};
    			class Name
      			{
    				displayName = "Name";
    				description = "Name of the nuclear device";
    				defaultValue = "Tsar Bomba"; // Default text filled in the input box
    				// When no 'values' are defined, 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)
    			};
    		};
    	};
    };
    
    File:A3 modules info.jpg
    • 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


  4. Configure a module function
  5. class CfgFunctions 
    {
    	class myTag
    	{
    		class Effects
    		{
    			file = "\myTag_addonName\functions";
    			class moduleNuke{};
    		};
    	};
    };
    


  6. 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.

    Default

    // Argument 0 is module logic.
    _logic = param [0,objNull,[objNull]];
    // Argument 1 is list of affected units (affected by value selected in the 'class Units' argument))
    _units = param [1,[],[[]]];
    // True when the module was activated, false when it's deactivated (i.e., synced triggers are no longer active)
    _activated = param [2,true,[true]];
    
    // Module specific behavior. Function can extract arguments from logic and use them.
    if (_activated) then {
    	 // ... Splendid code here ...
    	 // If you'd like to access customly defined arguments' values as entered in the editor, 
    	 // you'll need to use "getVariable" from _logic, example:
    	 _bombYield = _logic getVariable "Yield"; //(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.
    // However, it's a good practice to include one.
    true
    

    Eden Editor Compatible

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

    _mode = param [0,"",[""]];
    _input = param [1,[],[[]]];
    
    switch _mode do {
    	// Default object init
    	case "init": {
    		_logic = _input param [0,objNull,[objNull]]; // Module logic
    		_isActivated = _input param [1,true,[true]]; // True when the module was activated, false when it's deactivated
    		_isCuratorPlaced = _input param [2,false,[true]]; // True if the module was placed by Zeus
    		// ... code here...
    	};
    	// When some attributes were changed (including position and rotation)
    	case "attributesChanged3DEN": {
    		_logic = _input param [0,objNull,[objNull]]; // Module logic
    		// ... code here...
    	};
    	// When added to the world (e.g., after undoing and redoing creation)
    	case "registeredToWorld3DEN": {
    		_logic = _input param [0,objNull,[objNull]]; // Module logic
    		// ... code here...
    	};
    	// When removed from the world (i.e., by deletion or undoing creation)
    	case "unregisteredFromWorld3DEN": {
    		_logic = _input param [0,objNull,[objNull]]; // Module logic
    		// ... code here...
    	};
    	// When connection to object changes (i.e., new one is added or existing one removed)
    	case "connectionChanged3DEN": {
    		_logic = _input param [0,objNull,[objNull]]; // Module logic
    		// ... code here...
    	};
    };
    true
    


  7. Create a module icon
  8. For use in 2D Editor, icons should be created with a standardized frame, as described below. Eden Editor adds a frame automatically and the icon file can contain just the desired image.

    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.

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