Moved to ACE3 in v3.14.0 (originally added in ACEX v3.3.0)

Fortify Framework

Component may use acex prefix in certain variables, events and class names for backwards compatibility!

1. Overview

The Fortify framework allows server admins or mission makers to give players the ability to place fortifications through self-interaction, using the Fortify Tool.

1.1 Chat commands

If the Fortify module is present in the mission, server admins can use chat commands to set-up or change the different parameters. Useful to give players additional resources based on progress on the mission for example.

  • #ace-fortify on turns fortify mode on
  • #ace-fortify off turns fortify mode off
  • #ace-fortify west small 500 registers the “small” preset for the west side with a budget of 500
  • #ace-fortify west medium registers the “medium” preset for the west side with no budget
  • #ace-fortify o big registers the “big” preset for the east side with no budget

1.2 Adding custom presets

There are three ways of adding custom presets to your mission, either via code, through desciption.ext or through config.

To add a preset via code you use the function call ace_fortify_fnc_registerObjects. Also enables Fortify.

* Registers the given objects in the given side's player interaction menu.
* Players on that side must have the `Fortify Tool` item in their inventory to access the menu.
* Classnames must be in the format [<classname>, <cost>, <category(optional)>]
* MUST BE CALLED ON SERVER!
*
* Arguments:
* 0: Side <SIDE>
* 1: Budget <NUMBER>
* 2: Object Classnames <ARRAY>
*
* Return Value:
* None
*
* Example:
* [west, 5000, [["Land_BagFence_Long_F", 5], ["Land_BagBunker_Small_F", 50]]] call ace_fortify_fnc_registerObjects
* [west, 5000, [["Land_BagFence_Long_F", 5, "tan"], ["Land_BagFence_01_long_green_F", 5, "green"]]] call ace_fortify_fnc_registerObjects

Adding it through description.ext or config you use:

class ACEX_Fortify_Presets {
    class TAG_MyPreset {
        displayName = "My Preset";
        objects[] = {
            {"Sandbag", 5},
            {"Bunker", 50}
        };
    };
    class TAG_categories {
        displayName = "My Categories";
        objects[] = {
            {"Sandbag", 5, "A Category"},
            {"Bunker", 50, "TAG_MyPreset"} // will use the localized displayName of that preset ("My Preset")
        };
    };
};

Then you will have to set the mission preset to TAG_MyPreset by either using the Fortify editor module or the chat command: #ace-fortify blufor TAG_MyPreset.

1.3 Adding custom deploy handlers

A custom deploy handler allows missions makers to decide if an object can be placed or not.

To verify that an object isn’t above a certain terrain height we can check the height of the object before it is confirmed as placed. Returning false from the code block means that placement is not allowed.

[{
    params ["_unit", "_object", "_cost"];
    private _return = (getPosATL _object) select 2 < 1;
    _return
}] call ace_fortify_fnc_addDeployHandler;

1.4 Updating budget

The Fortify budget can be updated for any side using the function.

* Updates the given sides budget.
*
* Arguments:
* 0: Side <SIDE>
* 1: Change <NUMBER> (default: 0)
* 2: Display hint <BOOL> (default: true)
*
* Return Value:
* None
*
* Example:
* [west, -250, false] call ace_fortify_fnc_updateBudget

2. Events

2.1 Listenable

Event Name Passed Parameter(s) Locality Description
acex_fortify_objectPlaced [player, side, objectPlaced] Global Foritfy object placed
acex_fortify_objectDeleted [player, side, objectDeleted] Global Foritfy object deleted
acex_fortify_onDeployStart [player, object, cost] Local Player starts placing object
ace_fortify_deployFinished [player, side, configName, posASL, vectorDir, vectorUp] Local Player successfully finishes building object
ace_fortify_deployCanceled [player, side, configName, posASL, vectorDir, vectorUp] Local Player cancels building object