Author: X39
Author Website:

Requirements: No addons required

Version: 1.2.5
Signed: Yes, serverkey included

Short description: Xlib is a pretty simple collection of usefull functions/modules/base classes.

Date: 2014-10-08 14:18


Comments: (2)
Rating:



 

XLib

by
X39


Description:
XLib is a script/module/functionality libary accessible for anybody
Modules inside (for a functions list please visit the Wiki): So im a modder, what benefit i get from your mod?
First of all, THX for your interest! Please report bugs inside of this thread
check it by yourself: http://x39software.unitedtacticalforces.de/wiki/index.php?title=XLib


Installation:
Extract into the ArmA 3 Directory, by default this is located in:
32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\
64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\
After extraction it should look like this:
Steam\Steamapps\Common\ArmA 3\@your_mod_folder_name\addons\

You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
mydocuments\Arma3 Alpha\@your_mod_folder_name1\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\

When present place the "userconfig" folder into your game install folder, usually:
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3".
You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.

You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name
For using multiple mods you would then do so like this:
-mod=@mod_name;@mod_name2;@mod_name3;@mod_name4;@mod_name5

Note:
You can also use -nosplash to get rid of the splash art and intro videos.


And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters!

When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods.


Included files:
x39_gm_insurgency.pbo
x39_xlib_core.pbo
x39_xlib_scriptobjectcreation.pbo


Usage:
More info on the wiki: http://x39software.unitedtacticalforces.de/wiki/index.php?title=XLib


License:

XLib by X39 is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.


Changelog:
v1.2.5
ADDED
- reduntant function X39_XLib_fnc_scalarToBool (exists also as X39_XLib_fnc_intToBool)
- "Display Name/Rank" Module --> Displays name (up to 50 meter) & rank (up to 100 meter) of any unit on the side of the player on the HUD
FIXED
- InsurgencyModule groupRecreation if old group got deleted was not creating a RED;COMBAT group
CHANGED
- GarbageCollector module icon

v1.2.4
ADDED
- function X39_XLib_fnc_executeLocalToUnit - Executes !SMALL! commands automatically local to given unit
- class "x39_itemcore" which can be used to add simple items to the game which wont do anything
- RequestSystem --> Allows a modder to ask simple Accept/Deny questions to the player in a non blocking way (no UI is generated! Its a HUD element like the hint is)
- function X39_XLib_fnc_createAcceptRequest - Creates a new Accept/Deny dialog for given target
- InsurgencyModule
- minDistanceToPlayableUnitsForSpawn option - Sets how far a newly spawned unit should be away before it is allowed to spawn
- maxDistanceToUnitGrid option - Sets the max distance an insurgency unit is allowed to walk away from its original grid before it gets despawned
- maxDistanceToOwner option - Sets the max distance an insurgency unit is allowed to walk away from its 'Owner' (the unit which triggered the spawn) before it gets despawned
- function X39_XLib_fnc_damageTypeFromProjectile - Returns UNKNOWN, BULLET, GRENADE, SHELL or EXPLOSIVE depending on the projectile type
FIXED
- ActionMenu opens other interaction menu when nothing has been targeted
- modProperties menus TYPE_COMBOBOX did not worked propper in selection menu
CHANGED
- ActionDisplay will close if there is no actions to display

v1.2.3
FIXED
- 0000060: Clicking self/other interaction multiple times will cause unwanted feature
- X39_XLib_fnc_unregisterKey param1 default value is now -1 instead of 0 (was possible to abuse the function easily)
CHANGED
- ActionDisplay will close if there is no actions to display

v1.2.2
- FIXED ActionDialog feature sometimes overwrites actions when they are registered BEFORE the ActionDialogs init has been processed
- FIXED KeyCatcher feature sometimes overwrites keys when they are registered BEFORE the keyCatchers init has been processed
- FIXED KeyCatcher feature sometimes throws script issues when keys are registered BEFORE the keyCatchers init has been processed
- CHANGED ActionDialog is now using ctrlSetEventHandler instead of buttonSetAction so that now SQF is supported ... (stupid arma ...)

v1.2.1
- game crash when addon gets loaded without XMS2

v1.2.0
ADDED
- KeyCatcher feature (automatic key catching without the need of integrating custom keyEventHandlers)
- function X39_XLib_fnc_unregisterKey
- function X39_XLib_fnc_registerKey
- ActionDialog Feature (generic dialog available for anybody and accessable by simply adding new actions via script commands)
- New entry in properties panel to configure the self/others interaction key
- function X39_XLib_fnc_ActionDialog_registerAction
- function X39_XLib_fnc_convertCodeToString which converts a code (for example: '{hint "BLABLA"}') to a string (keeping the example: '"hint ""BLABLA"""')
FIXED
- Escape cant be selected as key anymore (still dont know why you guys always chose it ...)

v1.1.2
ADDED - AmmoCaches modules endMission is now optional (default: disabled) + you can choose the end type
FIXED - InsurgencyModule is not spawning units after a random period of time (was caused by a deletion of the group so that the module tried to spawn units in a NULL group)

v1.1.1
FIXED - AmmoCaches module is not working because of a not broadcasted variable
CHANGED - AmmoCaches module will now end the mission when all caches got destroyed using "end1"

v1.1.0
ADDED - Ammo caches module
FIXED - Insurgency module freaks out when to many units are spawned (should! untested)
CHANGED - Insurgency module will now despawn units if player is to far away from spawner insurgency objects

1.0.0
- ADDED
ui base class RscMultiColumnListBox
multiple new functions
mod properties feature

v0.1.4 BETA
- added function X39_XLib_fnc_intToBool
- new parameter options for X39_XLib_fnc_getUnitsBearing

v0.1.3 BETA
- added function X39_XLib_fnc_getUnitsBearing
- added module: Resupply
- removed wrong dependency on XActionUI (sorry for this)

v0.1.2 BETA
- finnalized the GM_Insurgency module set
- added example mission for GM_Insurgency module set
- added example mission for the GarbageCollector module

v0.1.1 BETA
- Combined XLib with XEventSystem
- Changed some stuff on the GM_Insurgency module which fixed some problems
- added GarbageCollector module (removes dead units, dropped items, empty groups)

v0.1.0 BETA
- first release


Forum topic:
- BI forums




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Tags: Base,   Collection,   Functions,   Modules