Difference between revisions of "UOMODS A3"
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Details to Follow | Details to Follow | ||
+ | |||
+ | == Menu Extension == | ||
+ | Usage:<br /> | ||
+ | For Mod Makers:<br /> | ||
+ | To add a button to the Mod Settings menu, you have to make an entry into the ModSettingsMenuEntries class. The format is as follows:<br /> | ||
+ | class MenuExtension_Entries<br /> | ||
+ | {<br /> | ||
+ | class MenuExtensionExample<br /> | ||
+ | {<br /> | ||
+ | buttonText = "Example Button";<br /> | ||
+ | resource = "MEExampleDisplay";<br /> | ||
+ | function = "fnc_ShowExampleDisply";<br /> | ||
+ | };<br /> | ||
+ | };<br /> | ||
+ | Where<br /> | ||
+ | MenuExtensionExample is a class name of your choosing.<br /> | ||
+ | buttonText is the text that will appear on the button.<br /> | ||
+ | resource is the classname for the GUI you would like to launch.<br /> | ||
+ | function name of the custom function that will create the dialog. This can also be the name of a script you want to execute. This parameter is optional.<br /> | ||
+ | <br /> | ||
+ | To check if the mod is installed you can do:<br /> | ||
+ | isClass(configFile >> "CfgPatches" >> "af_MenuExtension")<br /> | ||
+ | <br /> | ||
+ | For Mission Makers:<br /> | ||
+ | To add a button to the Mission Settings menu you simply have to make a call to af_fnc_AddMenuItem. <br /> | ||
+ | For Example:<br /> | ||
+ | ["Example Button", "MEExampleDisplay", "UIExample\show_gui.sqf;"] call af_fnc_AddMenuItem;<br /> | ||
+ | The first parameter is the text that will appear on the button. <br /> | ||
+ | The second parameter classname of the dialog that you are opening.<br /> | ||
+ | The third parameter is the function or script that will be executed when the button is clicked.<br /> | ||
+ | <br /> | ||
+ | To delete a button from the Mission Settings menu you simply have to make a call to af_fnc_DeleteMenuItem. <br /> | ||
+ | For Example:<br /> | ||
+ | ["Example Button"] call af_fnc_DeleteMenuItem;<br /> | ||
+ | The parameter is the text that is displayed on the button.<br /> | ||
+ | |||
+ | [http://www.armaholic.com/page.php?id=23710]<br /> | ||
== AntonStruyk - Zeus Expanded Functions == | == AntonStruyk - Zeus Expanded Functions == |
Revision as of 06:58, 13 December 2014
Details to Follow
Contents
Menu Extension
Usage:
For Mod Makers:
To add a button to the Mod Settings menu, you have to make an entry into the ModSettingsMenuEntries class. The format is as follows:
class MenuExtension_Entries
{
class MenuExtensionExample
{
buttonText = "Example Button";
resource = "MEExampleDisplay";
function = "fnc_ShowExampleDisply";
};
};
Where
MenuExtensionExample is a class name of your choosing.
buttonText is the text that will appear on the button.
resource is the classname for the GUI you would like to launch.
function name of the custom function that will create the dialog. This can also be the name of a script you want to execute. This parameter is optional.
To check if the mod is installed you can do:
isClass(configFile >> "CfgPatches" >> "af_MenuExtension")
For Mission Makers:
To add a button to the Mission Settings menu you simply have to make a call to af_fnc_AddMenuItem.
For Example:
["Example Button", "MEExampleDisplay", "UIExample\show_gui.sqf;"] call af_fnc_AddMenuItem;
The first parameter is the text that will appear on the button.
The second parameter classname of the dialog that you are opening.
The third parameter is the function or script that will be executed when the button is clicked.
To delete a button from the Mission Settings menu you simply have to make a call to af_fnc_DeleteMenuItem.
For Example:
["Example Button"] call af_fnc_DeleteMenuItem;
The parameter is the text that is displayed on the button.
AntonStruyk - Zeus Expanded Functions
ares_zeusextensions.pbo
BIForums - Thread
Version 1.4.0
Inko - Disposable Launchers
inko_disposable.pbo
j0zh94 - Weapons
jo_rf_ak12.pbo
jo_rf_ak47.pbo
jo_rf_aug.pbo
jo_rf_rpk.pbo
jo_rf_l85.pbo
jo_susat.pbo
Red Hammer Studios - RU + US Mods
rhsusf_a2port_air.pbo
rhsusf_a2port_armor.pbo
rhsusf_c_a2port_air.pbo
rhsusf_c_a2port_armor.pbo
rhsusf_c_heavyweapons.pbo
rhsusf_c_hmmwv.pbo
rhsusf_c_m109.pbo
rhsusf_c_m113.pbo
rhsusf_c_m1a1.pbo
rhsusf_c_m1a2.pbo
rhsusf_c_troops.pbo
rhsusf_c_weapons.pbo
rhsusf_decals.pbo
rhsusf_heavyweapons.pbo
rhsusf_hmmwv.pbo
rhsusf_infantry.pbo
rhsusf_m109.pbo
rhsusf_m113.pbo
rhsusf_m1a1.pbo
rhsusf_m1a2.pbo
rhsusf_main.pbo
rhsusf_weapons.pbo
rhs_2s3.pbo
rhs_a2port_air.pbo
rhs_a2port_armor.pbo
rhs_a2port_car.pbo
rhs_a3retex.pbo
rhs_bmd.pbo
rhs_bmd_34.pbo
rhs_bmp.pbo
rhs_bmp3.pbo
rhs_btr70.pbo
rhs_btr80.pbo
rhs_c_2s3.pbo
rhs_c_a2port_air.pbo
rhs_c_a2port_armor.pbo
rhs_c_a2port_car.pbo
rhs_c_a3retex.pbo
rhs_c_bmd.pbo
rhs_c_bmp.pbo
rhs_c_bmp3.pbo
rhs_c_btr.pbo
rhs_c_cars.pbo
rhs_c_heavyweapons.pbo
rhs_c_radars.pbo
rhs_c_radio.pbo
rhs_c_sprut.pbo
rhs_c_t72.pbo
rhs_c_tanks.pbo
rhs_c_troops.pbo
rhs_c_trucks.pbo
rhs_c_weapons.pbo
rhs_decals.pbo
rhs_gaz66.pbo
rhs_heavyweapons.pbo
rhs_infantry.pbo
rhs_main.pbo
rhs_missions.pbo
rhs_optics.pbo
rhs_radars.pbo
rhs_sprut.pbo
rhs_s_radio.pbo
rhs_t72.pbo
rhs_t80.pbo
rhs_t80u.pbo
rhs_tigr.pbo
rhs_weapons.pbo
BIForums - Thread
Version 0.3.0
ShackTac - ACRE Volume
st_acre_volume.pbo
BIForums - Thread
Version 130323
Toadball - Units, Weapons & Configs
tb_acc_optics.pbo
tb_alfr_acre.pbo
tb_alfr_air.pbo
tb_alfr_m1014.pbo
tb_alfr_mk13.pbo
tb_alfr_mk21.pbo
tb_alfr_mk22.pbo
tb_alfr_mk23.pbo
tb_alfr_units.pbo
tb_arifle_ak.pbo
tb_arifle_m16a4.pbo
tb_lmg_m249.pbo
tb_lmg_pk.pbo
tb_p_g17.pbo
tb_sys_c_optics.pbo
tb_sys_c_ordfrag.pbo
tb_sys_c_wep_65minigun.pbo
tb_sys_c_wep_m134.pbo
tb_sys_lightandlaser.pbo
UnitedOperations - Thread
Tinfoilhate - UnitSkins + Misc
tin_c_flarebrightness.pbo
tin_sys_briefingkit.pbo
tin_u_aggressor.pbo
tin_u_caf.pbo
tin_u_fra.pbo
tin_u_indus.pbo
tin_w_fort221.pbo
tin_w_mk20_acc.pbo
tin_w_mk20_black.pbo
No Thread - Internal
UnitedOperations - Custom Content
uo_a3_debugconsole.pbo
uo_a3_nametags.pbo
uo_a3_removecuratordefault.pbo
uo_baseunit_textures.pbo
No Thread - Internal
VKing - APP-6 Markers
vk_markers_a3.pbo
UnitedOperations - Thread
Updated 2014-12-05