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WelshyYT

Custom Zeus Module not working?

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Hello All, I am trying to make a Zeus Module appear in Arma 3 however for some reason its not working. Is someone able to point out the issue:

class CfgPatches
{
    class EODS_Zeus_Module
    {
        weapons[] = {};
        requiredVersion = 0.1;
        author = "Welshy";
        version = 1.0.0;
		    units[] = {"EODS_Module_Base"};
        requiredAddons[] = {"A3_UI_F","A3_UI_F_Curator","A3_Functions_F","A3_Functions_F_Curator","A3_Modules_F","A3_Modules_F_Curator","A3_Modules_F_Bootcamp_Misc",};
    };
};

class CfgFactionClasses
{
	class NO_CATEGORY;

	class EODS_ZEUS {displayName = "EODS Zeus";};
};

class CfgVehicles
{
	class Logic;
	class Module_F: Logic
	{
		class ModuleDescription
		{
			class AnyPlayer;
			class AnyBrain;
			class EmptyDetector;
		};
	};

	class EODS_Module_Base : Module_F
	{
		mapSize = 1;
		author = "Welshy";
		vehicleClass = "Modules";
		category = "EODS_ZEUS";
		side = 7;

		scope = 2;				// Editor visibility; 2 will show it in the menu, 1 will hide it.
		scopeCurator = 2;		// Curator visibility; 2 will show it in the menu, 1 will hide it.

		displayName = "Test";	// Name displayed in the menu
		icon = "";		// Map icon. Delete this entry to use the default icon
		picture = "";
		portrait = "";

		function = "";			// Name of function triggered once conditions are met
		functionPriority = 1;	// Execution priority, modules with lower number are executed first. 0 is used when the attribute is undefined
		isGlobal = 2;			// 0 for server only execution, 1 for remote execution on all clients upon mission start, 2 for persistent execution
		isTriggerActivated = 0;	// 1 for module waiting until all synced triggers are activated
		isDisposable = 0;		// 1 if modules is to be disabled once it's activated (i.e., repeated trigger activation won't work)
		// curatorInfoType = "RscDisplayAttributeModuleNuke";	// Menu displayed when the module is placed or double-clicked on by Zeus

		class Arguments {};
		class ModuleDescription: ModuleDescription
		{
			description = "Test";
		};
	};
};

 

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Spoiler

class CfgPatches {
    class EODS_Zeus_Module {
		weapons[] = {};
		requiredVersion = 0.1;
		author = "Welshy";
		version = 1.0.0;
		units[] = {"EODS_Module_Base"};
		requiredAddons[] = {"A3_UI_F","A3_UI_F_Curator","A3_Functions_F","A3_Functions_F_Curator","A3_Modules_F","A3_Modules_F_Curator","A3_Modules_F_Bootcamp_Misc",};
    };
};

class CfgFactionClasses
{
	class NO_CATEGORY;
	class EODS_ZEUS : NO_CATEGORY {
		displayName = "EODS Zeus";
	};
};

class CfgVehicles {

	class Logic;
	class Module_F : Logic {

		class ArgumentsBaseUnits {
			class Units;
		};

		class ModuleDescription {
			class AnyPlayer;
			class AnyBrain;
			class EmptyDetector;
		};
	};

	class EODS_Module_Base : Module_F
	{
		mapSize = 1;
		author = "Welshy";
		vehicleClass = "Modules";
		category = "EODS_ZEUS";
		side = 7;

		scope = 2;				// Editor visibility; 2 will show it in the menu, 1 will hide it.
		scopeCurator = 2;		// Curator visibility; 2 will show it in the menu, 1 will hide it.

		displayName = "Test";	// Name displayed in the menu
		icon = "";				// Map icon. Delete this entry to use the default icon
		picture = "";
		portrait = "";

		function = "";			// Name of function triggered once conditions are met
		functionPriority = 1;	// Execution priority, modules with lower number are executed first. 0 is used when the attribute is undefined
		isGlobal = 2;			// 0 for server only execution, 1 for remote execution on all clients upon mission start, 2 for persistent execution
		isTriggerActivated = 0;	// 1 for module waiting until all synced triggers are activated
		isDisposable = 0;		// 1 if modules is to be disabled once it's activated (i.e., repeated trigger activation won't work)
		// curatorInfoType = "RscDisplayAttributeModuleNuke";	// Menu displayed when the module is placed or double-clicked on by Zeus

		class ArgumentsBaseUnits : ArgumentsBaseUnits {
			class Units : Units
			{
				property = "EODS_Module_Base_Units";
			};
		};
		class ModuleDescription : ModuleDescription
		{
			description = "Test";
			sync[] = {};
		};
	};
};

TEST_MODULE_ADDON

Just spliced my standard module config into yours replacing/renaming missing classes. Tested and appears ok in Eden, provided link to test module.

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@Larrow thanks mate! I am looking for it to appear in Zeus, did you manage to figure out why it wasnt appearing?

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Thanks so much for the help! I have solved the problem!

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