None - no addons are enabled by the module, mission designer has to add them manually.ĭuring the missions, use Manage Addons module or scripting commands to toggle addons:Įxample: m圜urator addCuratorAddons.E.g., if you inserted only BLUFOR soldiers and MRAPs in the mission, addons will be Addons present in the mission - only addons of objects present in the mission upon mission start.
This can be done on the fly, and it is primary way how to unlock content for curator during a mission. You can set which objects will be available curator by toggling specific addons. Trying to perform the action will then result in onscreen warning for curator.Ĭoefficients can be also assigned in Set Editing Costs module. While individual object costs cannot be changed on the fly, coefficient can be easily used to tweak all costs.Īdditionally, while action can be disabled by assigning large negative coefficient, e.g., -10000.
If curator have full points (value is 1), it means he can build 50 BLUFOR soldiers ( -1 * -0.02 = 50). If some object, for example BLUFOR soldier "B_Soldier_F" from the previous example, will have assigned cost 0.1, cost for placing will be: Once you assigned cost to every object, you can now use it for every action curator can perform. Import the result in the game again using BIS_fnc_curatorObjectRegisteredTableĮxample: ] ]._BLUFOR = _BLUFOR_A3_Characters_F_BLUFOR + _BLUFOR_A3_Soft_F_MRAP_01 + Copy all cells between // Generated by BIS_fnc_exportCuratorCostTable and the document end.Įxample: // Generated by BIS_fnc_exportCuratorCostTable // ,"ods"] call BIS_fnc_exportCuratorCostTable.When finished, export the result into the game by following these steps: Display names in the third column are links directly to object preview images.Class names in the second column leads to Arma 3 Assets page with further details, like weapons or magazines the object can carry.Now when the table is generated, you can assign specific costs to each objects and watch how it affects vehicles and groups involving the object./ Paste the generated text into the spreadsheet.Run OpenOffice Calc (or Microsoft Excel use "xls" as a second param when calling the functions, as both programs are using different formula formatting).Call BIS_fnc_exportCuratorCostTable to generate the table based on given addons into clipboardĮxample: ,"ods"] spawn BIS_fnc_exportCuratorCostTable.As such, it is invaluable tool for balancing curator missions. The table also automatically calculates costs of vehicles with crew and of whole groups. There's a scripted function which will export all objects from specified addons into spreadsheet format, where you can define individual costs and see additional data, like how many objects can be build at one or how long will it take to "recharge" points until the object is available. Cost values are multiplied together (e.g., one 0 will set the cost to 0).Show value of an object has to be true in all instances (e.g., one false will hide the object).When the function is executed multiple times, results are combined together.M圜urator addEventHandler ["CuratorObjectRegistered", forEach _classes // go through all classes and assign cost for each of themĪlternatively, you can set cost of specific objects by BIS_fnc_curatorObjectRegistered, with crew costs calculated automatically based on vehicle cost + cost of all crew members.
However, you can still tweak costs using action coefficients and available objects by unlocking addons. It's executed when player enters curator interface, so individual values cannot be changed on the fly. You can assign individual cost for every object in the game using CuratorObjectRegistered event handler.