Jump to content
Sign in to follow this  
m0nkey

Request - resources of information for creating addons (based on scripts)

Recommended Posts

Hello.

First, I understand that from now on, "addons" are actually labeled as "mods".

What I am wondering is where some good resources might be for how to structure/build/create a "mod". And for clarity, I really mean an "addon" - such as an .sqf script that does something simple being made into an addon. Very similar to how many authors have both script versions and addon versions of something.

To be even more specific, I want to have a set of data (arrays, etc) that a user can modify via userconfig files, that will be available within my mission (via the config data), so that users may change values/parameters without having to depbo the mission and figure out what/where to modify (and my mission script can then read these values from config data). I've already got a working example, but I would really like to know the proper techniques and the "how and why" of it all, much like how description.ext has been given definitions and examples for.

But, I cannot seem to find the right term to get any good search results.. anyone have some good resources they could share?

Share this post


Link to post
Share on other sites

Mission parameters maybe ?

I remember Benny Warware for A2 had alot of those, that you could change when starting the mission as host. Maybe you could learn from that mission. Haven't checked for an A3 version.

Share this post


Link to post
Share on other sites

I am using quite a few mission parameters. They work very well, but they are buried within the pbo.

The goal here is to develop a way to include an addon with my mission that allows a user (admin) to modify settings to thier likings, without having to modify the pbo and files within. Think along the lines of the mission having a default set of locations for an objective, and a userconfig file that you could modify to use locations you like better. Could apply to loadouts or weapons/vehicles as well if you so wanted.

I have it working to a degree already. I can make an addon, and figured out how to hack my way into execing an sqf file. I am of course trying to do this without any dependencies. I know CBA would allow me to do this easily. What I have come up with is a little convoluted, but works.

Anyway, the problem is that I cannot find good documentation on how to create an addon (mod). I should clarify that a bit.. there are many great examples on how to create an object, or modify a weapon, etc. That is not what I am doing. But the actual creation of the addon, the file structure, the files needed, any prerequisites, .cpp options, etc, etc. That is what I am seeking.

Thanks for responding :)

Share this post


Link to post
Share on other sites

Wait. Are you trying to make a addon built into the mission pbo? I am trying to grasp what you mean?

Share this post


Link to post
Share on other sites

No, not into the pbo, but in conjunction with the mission (which is a pbo).

So imagine that you have an array within your mission that contains some positions. You use these positions for different objectives of some kind. Maybe they are all military bases or buildings.

However, a user loves to have positions/objectives based around radio towers. So, with an addon, that works in conjunction with my mission, I could allow the user to modify a file in "userconfig/addon_name". The user could put in his/her favorite positions, and these could supercede what was hard-coded into the mission.

This means there can be "some" custom user-defined options that apply to the mission, all depending on what the mission maker chooses to do. These are not parameters, and indeed can do much more than parameters. In fact, it can be options that are dependent upon what world or map you loaded. That is what I have working now. There is nothing you, the server admin or end user need to do in order to make this work. You don't have to de-pbo the mission to change things, etc etc. And the check within the mission makes sure the addon is only to be used on the server.

I have not made addons before. I am not a 3d person. I am a scripter. So, I am really trying to come up with a way to add extended options for end users that is easy, and also that can change per map/world.

One example I have working, and one main reason to do this, is that on maps that are set in winter, to utilize some reskins for the opfor to use winter camo. Or if its after a certain time (ie. not daytime) then opfor gets a blackout camo. It could be to use custom weapons or units or vehicles or ammo, or really whatever the mission maker wants to code into the mission. And yes, this means my mission can be played on any map, and I want things to change depending on the map, and on what the user would like to have happen.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×