UOMODS A3
Contents
- 1 ASDG Joint Rails
- 2 ASR AI
- 3 AntonStruyk - Zeus Expanded Functions
- 4 Inko - Disposable Launchers
- 5 Corax - Uniforms
- 6 j0zh94 - Weapons
- 7 AF Menu Extension
- 8 Red Hammer Studios - RU + US Mods
- 9 ShackTac - ACRE Volume
- 10 Toadball - Units, Weapons & Configs
- 11 Tinfoilhate - UnitSkins + Misc
- 12 UnitedOperations - Custom Content
- 13 VKing - APP-6 Markers
ASDG Joint Rails
asdg_jointrails.pbo
Version 0.12
ASR AI
Version v0.9.14
AntonStruyk - Zeus Expanded Functions
ares_zeusextensions.pbo
Version 1.5.1
Inko - Disposable Launchers
inko_disposable.pbo
Corax - Uniforms
CORX_DPCU.pbo
CORX_M81.pbo
CORX_Marpatwinter.pbo
CORX_3CDesert.pbo
CORX_6CDesert.pbo
CORX_Black.pbo
CORX_IDF.pbo
j0zh94 - Weapons
jo_rf_ak12.pbo
jo_rf_ak47.pbo
jo_rf_aug.pbo
jo_rf_rpk.pbo
jo_rf_l85.pbo
jo_rf_rpk.pbo
jo_susat.pbo
UnitedOperations - Thread
AF Menu Extension
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:
<syntaxhighlight lang="cpp" style="width:550px;"> class MenuExtension_Entries { class MenuExtensionExample { buttonText = "Example Button"; resource = "MEExampleDisplay";
function = "fnc_ShowExampleDisply";
}; }; </syntaxhighlight>
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 is the 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.
["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.
["Example Button"] call af_fnc_DeleteMenuItem;
The parameter is the text that is displayed on the button.
http://www.armaholic.com/page.php?id=23710
Red Hammer Studios - RU + US Mods
BIForums - Thread
Version 0.3.5
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_main.pbo
uo_a3_nametags.pbo
uo_a3_removecuratordefault.pbo
uo_baseunit_textures.pbo
uo_sys_antiretard.pbo
nou_sys_frag.pbo
zeu_markerlogging
VKing - APP-6 Markers
vk_markers_a3.pbo
UnitedOperations - Thread
Updated 2015-01-22
vk_gridFix.pbo
Map Grid corrections for AIA