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:
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"};
};
};
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";
};
};
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)
};
};
};
};
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.
class CfgFunctions
{
class myTag
{
class Effects
{
file = "\myTag_addonName\functions";
class moduleNuke{};
};
};
};
Write the module function
Create the functions folder within the addon folder and place *.sqf or *.fsm files there.
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
Create a module icon
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.
Right click on the image on left and Save Image As to get the default module icon.
Create a simple icon presenting the module in the circle. Avoid using too much detail, as the icon may downsized in the game.
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.