Difference between revisions of "UOMODS A3"

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Line 113: Line 113:
 
uo_a3_removecuratordefault.pbo<br />
 
uo_a3_removecuratordefault.pbo<br />
 
uo_baseunit_textures.pbo<br />
 
uo_baseunit_textures.pbo<br />
uo_sys_antiretard.pbo
+
uo_sys_antiretard.pbo<br />
 
nou_sys_frag.pbo<br />
 
nou_sys_frag.pbo<br />
 +
zeu_markerlogging<br />
  
 
== VKing - APP-6 Markers ==
 
== VKing - APP-6 Markers ==

Revision as of 05:46, 15 January 2015

Details to Follow

ASDG Joint Rails

This is currently disabled in the modpack - Compatibility issues with existing weapons.
[1]
Version 0.11

AntonStruyk - Zeus Expanded Functions

ares_zeusextensions.pbo BIForums - Thread
Version 1.5.1

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_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 2014-12-05