This is an example of how you could extend or overwrite antistasi with new maps, templates
- Under addons/core/Includes you need to adapt
script_mod.hpp
to have a uniquePREFIX
andMODFOLDER
. - Under all addons EXCEPT core you need to update script_component.hpp to have updateded path to match the
MODFOLDER
define inscript_mod.hpp
.
#include "\x\${MODFOLDER}\addons\core\Includes\script_mod.hpp"
-
Next you need to update all
$PBOPREFIX$
with the new pathx\${MODFOLDER}\addons\${COMPONENT}
.All ${Something} should be replaced with their corresponding elements.
Example: If MODFOLDER is A3AE
you would replace all ${MODFOLDER} with A3AE.
Antistasi now supports 3rd party map porting.
There are two examples added for working with maps. Adding a new map and overwriting/applying additions for an existing map.
In this examples there are also demonstrations of mission specific overwrites of mapInfo
and navGrid
data as well as global overwrite/addition.
You will find all the information regarding this under A3AE/addons/maps
.
Take care to study all the files in the addon to not miss crucial porting steps.
Antistasi now supports 3rd party template additions/overwrites.
To add new templates or overwrite existing ones follow the demonstration given in A3AE/addons/templates/Templates/Templates.hpp
.
Note that while you can add addon vehicle templates to Antistasi at this time, it should be noted that it is still a limited system and you shouldn't expect full functionality from them atm.
Again it's important to read through all the files in the templates
addon to not miss important steps.
To build the mod you first need to navigate to Tools\Builder
and edit buildAddons.ps1
.
On line 6 replace $addonName = "A3AE"
with $addonName = "${your addons main folder name}"
,
so if you name your extension A3A-AltisRemade then the line would be $addonName = "A3A-AltisRemade"
,
save the file and close it.
Now all you need to do is run the script and it will build the mod for you
(note: it will not sign it for you, this needs to be done manually before publishing with Arma 3 Tools
-> DSUtils
& Publisher
).