Modules functions are by default not executed when in Eden Editor workspace. All modules must inherit from Module_F parent class, either directly or through some additional sub-parent. All in-game objects (soldiers, vehicles, buildings, logics, modules. You can use on of the existing categories (See table to the right) or create your own category (See example below). Modules are placed into basic categories which makes finding a desired module easier. Make sure the addon and all objects start with your tag, e.g. Without this, the game wouldn't recognize the addon. Inside, declare a CfgPatches class with your addon and its modules (in the units array). Make a folder named myTag_addonName a create a config.cpp file in it. " this setVariable "Īrma 3 introduces a module framework which aims to simplify the configuration of modules and the way their functions are executed (Globally, JIP) Since 1.86 the variable BIS_fnc_initModules_disableAutoActivation must be set to false in its init to allow its init code to run.Įxample: private _moduleGroup = createGroup sideLogic Same as normal units, a Group must be created first.
They can easily be used to create mission templatesĪ module can be created using createUnit. Modules are very easy to set up, even for unexperienced users. Modules are executed before initServer.sqf, initPlayerLocal.sqf and initPlayerServer.sqf (See Initialization Order). Here you will find everything you need to know when it comes to creating modules, available modules in Arma 3 and existing module documentation. This page can be considered a hub when it comes to Modules.