

Icon = "iconMan" // Custom icon (can be file path or CfgVehicleIcons entry) See the list belowĭisplayName = "Any BLUFOR unit" // Custom name WARNING: This is an expression, and its returned value will be used (50 in this case)Ĭlass 50Mt // Pre-define entities like "AnyBrain" can be used. TypeName = "NUMBER" // Value type, can be "NUMBER", "STRING" or "BOOL"ĭefaultValue = "50" // Default attribute value. Tooltip = "How strong will the explosion be" // Tooltip description Unique property, use "_" format to make sure the name is unique in the worldĭisplayName = "Nuclear weapon yield" // Argument label

Arguments shared by specific module type (have to be mentioned in order to be present) Menu displayed when the module is placed or double-clicked on by ZeusĬuratorInfoType = "RscDisplayAttribute Module Nuke" 1 to run init function in Eden Editor as well 1 if modules is to be disabled once it is activated (i.e., repeated trigger activation won't work) 1 for module waiting until all synced triggers are activated 0 for server only execution, 1 for global execution, 2 for persistent global execution 0 is used when the attribute is undefined Execution priority, modules with lower number are executed first. Name of function triggered once conditions are met Delete this entry to use the default icon Icon = "\ myTag_addonName\data\icon Nuke_ca.paa" // Map icon. Scope = 2 // Editor visibility 2 will show it in the menu, 1 will hide it.ĭisplayName = "Nuclear Explosion" // Name displayed in the menu Description base classes, for more information see below It can be enabled using is3DEN property, but that will also change format of function params.Ĭlass Edit // Default edit box (i.e., text input field)Ĭlass Combo // Default combo box (i.e., drop-down menu)Ĭlass Checkbox // Default checkbox (returned value is Boolean)Ĭlass CheckboxNumber // Default checkbox (returned value is Number)Ĭlass ModuleDescription // Module descriptionĬlass Units // Selection of units on which the module is applied Modules functions are by default not executed when in Eden Editor workspace.All modules must inherit from Module_F parent class, either directly or through some additional sub-parent.All in-game objects (soldiers, vehicles, buildings, logics, modules.You can use on of the existing categories (See table to the right) or create your own category (See example below). Modules are placed into basic categories which makes finding a desired module easier.Make sure the addon and all objects start with your tag, e.g.
.jpg)
Without this, the game wouldn't recognize the addon. Inside, declare a CfgPatches class with your addon and its modules (in the units array).Make a folder named myTag_addonName a create a config.cpp file in it.

" this setVariable "Īrma 3 introduces a module framework which aims to simplify the configuration of modules and the way their functions are executed (Globally, JIP)
Arma 3 sync memory could not be written code#
Since 1.86 the variable BIS_fnc_initModules_disableAutoActivation must be set to false in its init to allow its init code to run.Įxample: private _moduleGroup = createGroup sideLogic Same as normal units, a Group must be created first.
