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In-game name: BrotherhoodOfHam

 
#1 Posted at 2014-06-30 14:26        
     
Hello everyone :-)

This has been bothering me for a little while.. and there doesn't seem to be very much documentation out there on how to do it specifically so it seems like here is the best place to ask.

Essentially I have made an addon which adds a module to the game. It works perfectly fine and everything, works with singleplayer/mutiplayer bla bla bla... The problem is getting the module to appear in the zeus interface. I have seen other mods do it, and I have dissected them as much as possible but sadly to no avail... my config is as listed below:

#define	true	1
#define	false	0

#define private		0
#define protected	1
#define public		2

#define TLogic			7

#define _AUTHOR_		"BrotherhoodOfHam"

class cfgPatches
{
	class BH_moduleSave_f
	{
		units[] = {"moduleSave_f"};
		requiredVersion = 1.0;
		requiredAddons[] = {"A3_modules_f"};
		author = _AUTHOR_;
	};
};

#include "GUI\macros.hpp"
#include "GUI\dialog.hpp"

class CfgFactionClasses
{
	class Tools
	{
		displayname = "Tools";
		priority = 8;
		side = TLogic;
		
		addon = "BH_moduleSave_f";
	};
};

class enable 
{
	access = private;
	name = "Enable"; 
	value = true; 
	default = 1;
};

class disable 
{
	access = private;
	name = "Disable"; 
	value = false;
};

class cfgVehicles
{	
	class Logic;
	
	class Module_f : Logic
	{
		class ArgumentsBaseUnits
		{
			class units;
		};
		class ModuleDescription
		{
			class AnyBrain;
			class EmptyDetector;
		};
	};
	
	class moduleSave_f : Module_f
	{
		_generalMacro = "moduleSave_f";
		scope = public;
		scopeCurator = public;
		
		displayName = "Export Mission Data";
		//icon = "BH\moduleSave\data\icon.paa";
		category = "Tools";
		vehicleClass = "Modules";
		author = _AUTHOR_;
		
		function = "BH_fnc_moduleSave";
		functionPriority = 1;
		isGlobal = 1;
		isTriggerActivated = 1;
		isDisposable = 1;
		
		curatorInfoType = "rscSaveDialog";
		
		class Arguments : ArgumentsBaseUnits
		{
			class units : units {};
			
			class saveMarkers
			{
				displayName = "Save map markers";
				description = "Save all mission map markers to string as executable code.";
				typeName = "NUMBER";
				
				class values
				{
					class enable_MarkerSave	: enable {};
					class disable_MarkerSave : disable {};
				};
			};
			
			class saveObjects
			{
				displayName = "Save objects";
				description = "Save all objects to string as executable code.";
				typeName = "NUMBER";
				
				class values
				{
					class enable_objectSave : enable {};
					class disable_objectSave : disable {};
				};
			};
			
			class saveGroups
			{
				displayName = "Save groups";
				description = "Save all groups to string as executable code, along with their waypoints and associated vehicles.";
				typeName = "NUMBER";
				
				class values
				{
					class enable_unitSave : enable {};
					class disable_unitSave : disable {};
				};
			};
			
			class marker_exclusionList
			{
				displayName = "Excluded Markers";
				description = "List of marker names to exclude. Can be STRING or list of STRINGS.";
				defaultValue = "";
			};
			
			class object_exclusionList
			{
				displayName = "Excluded Objects";
				description = "List of object names to exclude, (Structures / empty vehicles etc.). Must be object variable name / list of object variable names.";
				defaultValue = "";
			};
			
			class group_exclusionList
			{
				displayName = "Excluded Groups";
				description = "List of object names / group names to exclude, (Groups and their waypoints etc.). Must be object variable name / list of object variable names.";
				defaultValue = "";
			};			
		};
		
		class ModuleDescription : ModuleDescription 
		{
			description = "On module activation, specified mission assets will be copied to the clipboard as executable code."
		};
	};
};

I have a feeling the problem lies up with where it says scopeCurator and all that.. The rest is unimportant.
If anyone can help with this it would be greatly appreciated, especially since almost everything else works perfectly.

Thanks in advance :-)

This post was edited by BrotherhoodOfHam (2014-06-30 17:33, ago)

Some delicious stuff:
3D marker script
Some WIP delicious stuff:
Modular Customization Interface