WelshyYT 1 Posted August 19, 2020 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"; }; }; }; Share this post Link to post Share on other sites
Larrow 2822 Posted August 20, 2020 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. Share this post Link to post Share on other sites
WelshyYT 1 Posted August 20, 2020 @Larrow thanks mate! I am looking for it to appear in Zeus, did you manage to figure out why it wasnt appearing? Share this post Link to post Share on other sites
WelshyYT 1 Posted August 20, 2020 Thanks so much for the help! I have solved the problem! Share this post Link to post Share on other sites