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Tagging - Add support for mission Tags (#7710)
* [Tagging] Added ability to specify custom model * Update Tagging Framework doc * [Tagging] Added parsing tags from missionConfig * Update Tagging Framework doc * Apply suggestions from code review Co-authored-by: PabstMirror <pabstmirror@gmail.com> * Forgot passing a variable to WAE Co-authored-by: PabstMirror <pabstmirror@gmail.com>
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@ -27,7 +27,9 @@ class ACE_Tags {
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displayName = "My Tag"; // Name of your tag being displayed in the interaction menu
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requiredItem = "ACE_SpraypaintBlack"; // Required item to have in the inventory to be able to spray your tag (eg. `"ACE_SpraypaintBlack"`, `"ACE_SpraypaintRed"`, `"ACE_SpraypaintGreen"`, `"ACE_SpraypaintBlue"` or any custom item from `CfgWeapons`)
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textures[] = {"path\to\texture1.paa", "path\to\texture2.paa"}; // List of texture variations (one is randomly selected when tagging)
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materials[] = {"path\to\material.rvmat"}; // Optional: List of material variations (one is randomly selected). Keep empty if you don't need a custom material.
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icon = "path\to\icon.paa"; // Icon being displayed in the interaction menu
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tagModel = "UserTexture1m_F"; // Optional: The 3D Model that will be spawned with the texture on it, can either be CfgVehicles classname or P3D file path.
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};
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};
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```
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@ -46,6 +48,8 @@ class ACE_Tags {
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2 | Required Item | String | Required
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3 | Textures | Array | Required
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4 | Icon | String | Optional (default: `""` - Default white point)
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5 | Material Paths | Array | Optional (default: `[]] - No custom material)
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6 | Tag Model | String | Optional (default: `"UserTexture1m_F"` - 1x1m texture surface)
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**R** | Successfully Added Tag | Boolean | Return value
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#### 2.1.1 Example
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@ -59,3 +63,24 @@ class ACE_Tags {
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2 | `"ACE_SpraypaintRed"` | Required item to have in the inventory to be able to spray your tag
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3 | `["tagTexture1.paa", "tagTexture2.paa"]` | List of texture variants (one is randomly selected when tagging)
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4 | `"icon.paa"` | Icon being displayed in the interaction menu
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### 2.2 Tags in description.ext
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Tags can also be configured in description.ext like shown above.
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File Paths will be relative to your mission, if you want to define Tags inside description.ext but use Addon paths for `Texture`/`Material`/`TagModel` you need to prefix the path with `@`.
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This is how above config would look when using Addon paths from description.ext:
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```cpp
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class ACE_Tags {
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class yourTagClass {
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displayName = "My Tag"; // Name of your tag being displayed in the interaction menu
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requiredItem = "ACE_SpraypaintBlack"; // Required item to have in the inventory to be able to spray your tag (eg. `"ACE_SpraypaintBlack"`, `"ACE_SpraypaintRed"`, `"ACE_SpraypaintGreen"`, `"ACE_SpraypaintBlue"` or any custom item from `CfgWeapons`)
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textures[] = {"@path\to\texture1.paa", "@path\to\texture2.paa"}; // List of texture variations (one is randomly selected when tagging)
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materials[] = {"@path\to\material.rvmat"}; // Optional: List of material variations (one is randomly selected). Keep empty if you don't need a custom material.
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icon = "@path\to\icon.paa"; // Icon being displayed in the interaction menu
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tagModel = "UserTexture1m_F"; // Optional: The 3D Model that will be spawned with the texture on it, can either be CfgVehicles classname or P3D file path.
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};
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};
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```
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