ACE3/docs/wiki/framework/settings-framework.md

163 lines
8.0 KiB
Markdown
Raw Permalink Normal View History

---
layout: wiki
title: Settings Framework
description: ACE3 contains an extensive settings framework that allows you to tweak the modification without having to mess around with deleting PBOs.
group: framework
order: 5
parent: wiki
mod: ace
version:
major: 3
minor: 0
patch: 0
---
<div class="panel callout">
<h5>Note:</h5>
<p>Deprecated and replaced with <a href="https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System">CBA Settings System</a> in 3.12.0!</p>
</div>
ACE3 contains an extensive settings framework that allows you to tweak the modification without having to mess around with deleting PBOs. These settings are all handled server side and broadcasted to the clients connecting to that server. This ensures that everyone playing on the server will have a uniform experience.
Part of this settings framework are global settings and client settings. Both use the same underlaying framework, with the difference that client settings can be adjusted by clients, where global settings can not.
## 1. How do they work
Settings are entries in the config that get translated to `missionNamespace` global variables. An example settings entry looks like this:
```cpp
class ACE_Settings {
class ACE_module_sampleSetting {
// Following 2 entries are redundant if isClientSettable = 0
displayName = "$STR_ACE_Common_SettingName"; // Stringtable entry with the setting name
description = "$STR_ACE_Common_SettingDescription"; // Stringtable entry with the setting description
isClientSettable = 1; // Show in client options menu (0-no, 1-yes)
typeName = "SCALAR"; // Type (BOOL/SCALAR/STRING/ARRAY/COLOR)
value = 1; // Value
// Following entry is redundant if typeName is NOT "SCALAR"
values[] = {"Disabled", "Enabled", "Only Cursor", "Only On Keypress", "Only Cursor and KeyPress"}; // (Optional) Stringtable entries that describe the options
// Following entry is present only in export
force = 0; // Force the setting (0-no, 1-yes), exported settings are forced by default
};
};
```
Settings are defined from the mod's config but can be adjusted through the following methods:
- Optional config entries
- Mission Parameters
- Mission modules
## 2. Load order
The load order for the settings are:
1. Mod Config
2. Server Config
3. Mission Config
4. Mission Paramaters
5. Placed Mission Modules
What this means is that at any the 4 points after the Mod Config it is possible to insert your adjusted settings and force those (optionally). This is a powerful tool for server admins; it will ensure that everyone is using uniform settings across the board on their server. And it provides mission makers the ability to easily set settings for their mission, without creating a large dependency on ACE3; you do not have to place down mission modules.
## 3. How do I use them?
In the '[how do they work](#how-do-they-work)' chapter an example of settings was shown. This is the same for any settings config. The only difference is the location. For ACE3 modules, the settings are placed in the class `ACE_Settings`. The same goes for the mission config.
The server config setting entries are done through our optional `ace_server.pbo`, which can be found in the optionals folder of `@ace`. It also contains a `userconfig` folder, which inside contains the file `ace\serverconfig.hpp`. This is the location where ACE3 settings are placed. There is no need for a sub-class. Once the settings file is updated everything should be copied to the `Arma 3\userconfig` folder. When loaded `ace_server.pbo` will try to read the settings from the following path `Arma 3\userconfig\ace\serverconfig.hpp`.
### 3.1 Exporting the settings
ACE3 contains a lot of settings, for that reason tweaking everything to your liking manually can be quite a task. We have provided the option to export all settings in the editor (single-player). For this, follow these simple steps:
1. Open the `Eden Editor`.
1. Place a playable character.
1. Click `Systems` (<kbd>F5</kbd>) > `Modules` > `ACE`.
1. Place the `Allow Config Export [ACE]` module. Ensure that its `Allow` parameter is set to `Yes`.
1. Click `Play` > `Play in Singleplayer (SP)` (<kbd>Enter</kbd>).
1. Once in the game, press <kbd>Esc</kbd>, and click `ACE OPTIONS` (in the top-left corner) to open the `ACE Options` dialog. Here you can modify client-side settings.
1. Click `Open Export Menu` at the bottom of the dialog to open another dialog. Here you can adjust all `ACE3 settings`, both client-side and server-side. Tweak them to your liking.
1. Once you are done tweaking, click `Export` to copy all server-side settings to the clipboard.
1. Paste the settings in your copy of `serverconfig.hpp` and save the file.
Please note that in the `serverconfig.hpp` file there is no need for adding the `ACE_Settings` class.
#### Using the exported settings in the mission description.ext
Note that the format copied to your clipboard by this can also be used in the mission config (`description.ext`), as long as they are in the class `ACE_Settings`.
```cpp
class ACE_Settings {
// Add exported settings here
};
```
#### 3.1.1 Notes
- If a setting is forced it cannot be changed further down the line, see `2. Load order` for the hierarchy.
- Client settings can be forced, include while exporting (the button is next to export on the UI)
- You can use `ACE_common_forceAllSettings` to force settings in a mission, it will lock **all** the settings (which are not already forced) to the values they are set in either modules or server config
Example of `ACE_common_forceAllSettings`:
```cpp
class ACE_Settings {
class ACE_common_forceAllSettings {
value = 1;
typeName = "BOOL";
};
};
```
### 3.2 Loading up the server config
As stated before, the server config gets loaded through the optional `ace_server.pbo`. This PBO is only required (and should only be used) on the server - clients do not need to have this! It is for this reason we have not signed this PBO.
Load the `ace_server.pbo` like any other addon on your server. It is advised to create an `@aceServer` mod folder with an `addons` sub folder where you would paste the `ace_server.pbo` and load that through `-serverMod=@aceServer`.
### 3.3 Changing ACE_settings dynamically with Mission Parameters
It is possible to change `ACE3 settings` via [Mission Parameters](https://community.bistudio.com/wiki/Arma_3_Mission_Parameters).
This can allow a single mission to be played with different realism settings.
They are read after all other configs but before modules. Mission Parameters are forced so they will override any module setting.
#### Basic Setup:
1. Add a Mission Parameter with the same name as an ace_setting
2. Add the `ACE_setting = 1;` flag
3. Add `values[]` and optionally `texts[]` to match the setting
<div class="panel callout">
<h5>Please note:</h5>
<p>For now only <code>BOOL</code> or <code>SCALAR</code> settings are supported.</p>
</div>
#### Example **description.ext**:
```cpp
class Params {
class ace_medical_level { //This needs to match an ace_setting, this one is a "SCALAR"(number)
title = "Medical Level"; // Name that is shown
ACE_setting = 1; //Marks param to be read as an ace setting, without this nothing will happen!
values[] = {1, 2}; //Values that ace_medical_level can be set to
texts[] = {"Basic", "Advanced"}; //Text names to show for values (Basic will set level to 1, Advanced will set level to 2)
default = 2; //Default value used - Value should be in the values[] list
};
class ace_repair_addSpareParts { //This ia a "BOOL"
title = "$STR_ACE_Repair_addSpareParts_name"; //You can use ACE's stringtables
ACE_setting = 1;
values[] = {0, 1}; //setting is a BOOL, but values still need to be numbers, so 0 is false, 1 is true
texts[] = {"False", "True"};
default = 1;
};
};
```
Review the [biki](https://community.bistudio.com/wiki/Arma_3_Mission_Parameters) for more information on setting up Mission Parameters.