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set3denAttribute and Curator Modules

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Hello, having some trouble getting set3DENAttributes to work with curator modules. I can't get Owner, Addons and forced to work at all, I have tried numbers, bools, strings, chucking the numbers into strings, looking at their configs etc. but nothing seems to be working.

https://github.com/56curious/VKN_Official_Mod/blob/master/VKN_Functions/Functions/fn_missionTemplateTool.sqf#L102

 

The code is in the link (as to not clutter this) but i'll take the extract out too

 

//setup in-module settings
{ _x set3DENAttribute ["ControlMP", true]; } forEach _ZeusEntities;
for "_i" from 1 to 4 step 1 do {
  _Module = _ZeusModules select _i - 1;
  _Entity = _ZeusEntitiesNames select _i - 1;
  _Module set3DENAttribute ["Owner", _Entity];
  _Module set3DENAttribute ["Addons", "All"];
  _Module set3DENAttribute ["Forced", "1"];

};

is this command using predefined stuff or config matching? - just an idea, any help would be amazing 😄

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On my mind, you can't do that.
First, identify your Zeus as objects. I guess you did.

Then apply these attributes (properties column)

 

"owner" "addons" and "forced" are specific for the game master module. So manage that via 3den. As rule: if you can do it via 3den, just do it.

But, you can create your own module and apply what you want thru the class attributes and set/getVariable on the module's variables.

I don't remember exactly the whole process.

 

 

 

 

 

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You have the wrong attribute names.

//setup in-module settings
{ _x set3DENAttribute ["ControlMP", true]; } forEach _ZeusEntities;
for "_i" from 0 to 3 step 1 do {
	_Module = _ZeusModules select _i;
	_Entity = _ZeusEntitiesNames select _i;
	_Module set3DENAttribute[ "ModuleCurator_F_Owner", _Entity ];
	_Module set3DENAttribute[ "ModuleCurator_F_Addons", "All" ];
	_Module set3DENAttribute[ "ModuleCurator_F_Forced", "1" ];
};

 

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 @Larrow   Interesting! seems to be undocumented. How did you find "ModuleCurator_F_Owner" ? I can understand "ModuleCurator_F" as class of the object,... but the suffix?

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21 hours ago, Larrow said:

You have the wrong attribute names.


//setup in-module settings
{ _x set3DENAttribute ["ControlMP", true]; } forEach _ZeusEntities;
for "_i" from 0 to 3 step 1 do {
	_Module = _ZeusModules select _i;
	_Entity = _ZeusEntitiesNames select _i;
	_Module set3DENAttribute[ "ModuleCurator_F_Owner", _Entity ];
	_Module set3DENAttribute[ "ModuleCurator_F_Addons", "All" ];
	_Module set3DENAttribute[ "ModuleCurator_F_Forced", "1" ];
};

 

Ah that makes more sense - I too am interested in how this was found - There are some other modules I will need to be setting up via script 😄

 

Thanks alot though, can finally release this fix hah

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On 12/23/2019 at 7:42 PM, pierremgi said:

How did you find "ModuleCurator_F_Owner" ?

 

//a3\modules_f_curator\curator\config.cpp

class CfgVehicles {
	class ModuleCurator_F: Module_F {
		class Attributes: AttributesBase {
			class Owner: Edit {
				property="ModuleCurator_F_Owner";

Eden Editor: Configuring Attributes

  • Thanks 1

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