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Michael LeMay

Can't get custom module to show.

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I'm trying to learn how to create a custom module, I've followed several guides, including the official one, I even copy and pasted everything from the official guide and followed it step by step, nothing is working.

config.cpp (I've also tried to name it mod.cpp):

class CfgPatches
{
	class myTag_addonName
	{
		units[] = {"myTag_ModuleNuke"};
		requiredVersion = 1.0;
		requiredAddons[] = {"A3_Modules_F"};
	};
};

class CfgFactionClasses
{
	class NO_CATEGORY;
	class myTag_explosions: NO_CATEGORY
	{
		displayName = "Explosions";
	};
};

class CfgVehicles
{
	class Logic;
	class Module_F: Logic
	{
		class AttributesBase
		{
			class Default;
			class Edit;					// Default edit box (i.e., text input field)
			class Combo;				// Default combo box (i.e., drop-down menu)
			class Checkbox;				// Default checkbox (returned value is Boolean)
			class CheckboxNumber;		// Default checkbox (returned value is Number)
			class ModuleDescription;	// Module description
			class Units;				// Selection of units on which the module is applied
		};
		// Description base classes, for more information see below
		class ModuleDescription
		{
			class AnyBrain;
		};
	};
	class myTag_ModuleNuke: Module_F
	{
		// Standard object definitions
		scope = 2; // Editor visibility; 2 will show it in the menu, 1 will hide it.
		displayName = "Nuclear Explosion"; // Name displayed in the menu
		icon = "\myTag_addonName\data\iconNuke_ca.paa"; // Map icon. Delete this entry to use the default icon
		category = "Effects";

		// Name of function triggered once conditions are met
		function = "myTag_fnc_moduleNuke";
		// Execution priority, modules with lower number are executed first. 0 is used when the attribute is undefined
		functionPriority = 1;
		// 0 for server only execution, 1 for global execution, 2 for persistent global execution
		isGlobal = 1;
		// 1 for module waiting until all synced triggers are activated
		isTriggerActivated = 1;
		// 1 if modules is to be disabled once it is activated (i.e., repeated trigger activation won't work)
		isDisposable = 1;
		// 1 to run init function in Eden Editor as well
		is3DEN = 1;

		// Menu displayed when the module is placed or double-clicked on by Zeus
		curatorInfoType = "RscDisplayAttributeModuleNuke";

		// Module attributes, uses https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Attributes#Entity_Specific
		class Attributes: AttributesBase
		{
			// Arguments shared by specific module type (have to be mentioned in order to be present)
			class Units: Units
			{
				property = "myTag_ModuleNuke_Units";
			};
			// Module specific arguments
			class Yield: Combo
			{
				// Unique property, use "<moduleClass>_<attributeClass>" format to make sure the name is unique in the world
				property = "myTag_ModuleNuke_Yield";
				displayName = "Nuclear weapon yield"; // Argument label
				tooltip = "How strong will the explosion be"; // Tooltip description
				typeName = "NUMBER"; // Value type, can be "NUMBER", "STRING" or "BOOL"
				defaultValue = "50"; // Default attribute value. WARNING: This is an expression, and its returned value will be used (50 in this case)
				class Values
				{
					class 50Mt	{name = "50 megatons";	value = 50;}; // Listbox item
					class 100Mt	{name = "100 megatons"; value = 100;};
				};
			};
			class Name: Edit
			{
				displayName = "Name";
				tooltip = "Name of the nuclear device";
				// Default text filled in the input box
				// Because it is an expression, to return a String one must have a string within a string
				defaultValue = """Tsar Bomba""";
			};
			class ModuleDescription: ModuleDescription{}; // Module description should be shown last
		};

		// Module description. Must inherit from base class, otherwise pre-defined entities won't be available
		class ModuleDescription: ModuleDescription
		{
			description = "Short module description"; // Short description, will be formatted as structured text
			sync[] = {"LocationArea_F"}; // Array of synced entities (can contain base classes)

			class LocationArea_F
			{
				description[] = { // Multi-line descriptions are supported
					"First line",
					"Second line"
				};
				position = 1; // Position is taken into effect
				direction = 1; // Direction is taken into effect
				optional = 1; // Synced entity is optional
				duplicate = 1; // Multiple entities of this type can be synced
				synced[] = {"BLUFORunit","AnyBrain"}; // Pre-define entities like "AnyBrain" can be used. See the list below
			};
			class BLUFORunit
			{
				description = "Short description";
				displayName = "Any BLUFOR unit"; // Custom name
				icon = "iconMan"; // Custom icon (can be file path or CfgVehicleIcons entry)
				side = 1; // Custom side (will determine icon color)
			};
		};
	};
};

class CfgFunctions
{
	class myTag
	{
		class Effects
		{
			file = "\myTag_addonName\functions";
			class moduleNuke{};
		};
	};
};

addons\functions.sqf:

_mode = param [0,"",[""]];
_input = param [1,[],[[]]];

switch _mode do {
	// Default object init
	case "init": {
		_logic = _input param [0,objNull,[objNull]]; // Module logic
		_isActivated = _input param [1,true,[true]]; // True when the module was activated, false when it is deactivated
		_isCuratorPlaced = _input param [2,false,[true]]; // True if the module was placed by Zeus
		// ... code here...
	};
	// When some attributes were changed (including position and rotation)
	case "attributesChanged3DEN": {
		_logic = _input param [0,objNull,[objNull]];
		// ... code here...
	};
	// When added to the world (e.g., after undoing and redoing creation)
	case "registeredToWorld3DEN": {
		_logic = _input param [0,objNull,[objNull]];
		// ... code here...
	};
	// When removed from the world (i.e., by deletion or undoing creation)
	case "unregisteredFromWorld3DEN": {
		_logic = _input param [0,objNull,[objNull]];
		// ... code here...
	};
	// When connection to object changes (i.e., new one is added or existing one removed)
	case "connectionChanged3DEN": {
		_logic = _input param [0,objNull,[objNull]];
		// ... code here...
	};
	// When object is being dragged
	case "dragged3DEN": {
		_logic = _input param [0,objNull,[objNull]];
		// ...code here...
	};
};
true

As you can see, it's basically exactly like the tutorial here: https://community.bistudio.com/wiki/Modules

 

All I'm trying to do right now is get it to show up, I'll worry about functionality later, but it's not even appearing in the list of modules in the Eden Editor.

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Seems to me fine.

If your addon is loaded, you should find your module in Effects category.

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It's not in there, maybe my file structure is off? My structure is:

 

Main Folder: myTag_addonName

 

Inside that: addons folder and the config.cpp file

 

Inside the addons folder I got the functions.pbo file.

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When you de-pbo your .pbo (by pbo manager or else), the config.cpp should be at the root with data and functions folder..

 

Inside your unpboed folder (before building the addon), no need for an addons folder.

But, as target, in addon builder / destination directory you must choose the addons folder you preset. So, your config.cpp will be at the root of the pboed file, with the bisign file if you signed your addon.

 

https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon

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I got it, thank you so much, I was pulling my hair out on this one. My file structure wasn't correct.

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