56Curious 23 Posted December 23, 2019 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 😄 Share this post Link to post Share on other sites
pierremgi 4635 Posted December 23, 2019 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. Share this post Link to post Share on other sites
Larrow 2731 Posted December 23, 2019 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" ]; }; Share this post Link to post Share on other sites
pierremgi 4635 Posted December 23, 2019 @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? Share this post Link to post Share on other sites
56Curious 23 Posted December 24, 2019 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 Share this post Link to post Share on other sites
Larrow 2731 Posted December 24, 2019 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 1 Share this post Link to post Share on other sites