MitchJC 49 Posted January 20, 2019 Evening guys, I've hit a brick wall with attributes and I'm hoping someone here can help. So I've managed to setup various attributes but the one I'm stuck with is entity specific, namely the game master Module: ModuleCurator_F I have a function that gets called on the init but I'd rather it was just a checkbox on this module. Having looked at the documentation I can see entity specifics should be done in CfgVehicles. However, all I get is a duplicate class. Anyway, here's what I have so far and the result. class CfgVehicles { class ModuleCurator_F; class MyEntity: ModuleCurator_F { class Attributes { class LRG_Config_Zeus { property = QUOTE(LRG_Config_Zeus); control = "Checkbox"; displayName = "LRG Config Zeus:"; tooltip = "Enable to allow this Zeus to have placed units use LRG AI Difficulty Settings (Settings - Addon Options)"; expression = "[_this] call LR_fnc_ConfigZeus;"; typeName = "BOOL"; condition = "1"; defaultValue = "true"; }; }; }; }; From https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Attributes#Entity_Specific Result: Share this post Link to post Share on other sites
MitchJC 49 Posted January 20, 2019 Figured it out in the end. Here's how I did it for those that are interested: class CfgVehicles { class Module_F; class ModuleEmpty_F; class ModuleCurator_F: Module_F { class Attributes { class LRG_Config_Zeus { property = QUOTE(LRG_Config_Zeus); control = "Checkbox"; displayName = "LRG Fundamentals: Config Zeus:"; tooltip = "Enable to allow this Zeus to have placed units use LRG AI Difficulty Settings (Settings - Addon Options)"; expression = "[_this] call LR_fnc_ConfigZeus;"; typeName = "BOOL"; condition = "1"; defaultValue = "true"; }; }; }; }; Share this post Link to post Share on other sites