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Changing the way files from mods are displayed in WB
Need More Info, NormalPublic

Description

Currently there is a annoying navigation problem in Workbench when developing mods.
All base game and mod code is merged into same ScriptModule and that makes navigation and separation of base game / modded code quite annoying to deal with.
This problem gets even worse if you have multiple mods overriding same file.

Example and this is even without base game extracted.
https://dl.dropboxusercontent.com/s/yqk24voplvgvlaa/workbenchApp_Q2FPkMiFOW.png

My suggestion here is add additional step in tree list.

Example:

->3_Game
   ->BaseGame
        ->Base Game Content
   ->Mod1
        ->Content of mod 1
   ->Mod2
        ->Content of mod 2
  ->Mod3
        ->Content of mod 3

Etc..

This would greatly increase Workbench usability for modders.

Details

Severity
Tweak
Resolution
Open
Reproducibility
Always
Operating System
Windows 7
Category
General

Event Timeline

Grim created this task.Apr 26 2019, 7:15 PM
->5_Mission
   ->DayZ
      -> mission
         -> missionGameplay.c
         -> missionServer.c
      -> GUI
         -> InGameMenu.c
      -> someMission.c
   ->@Community-Framework
      -> InGameMenu.c
      -> InGameMenuButton
   ->@Community-Online-Tools
      -> MissionServer.c
      -> MissionClient.c

Just use the passed in mod parameter to split the files.

It would be much better than how it is at the moment as shown below

->5_Mission
   -> mission
      -> missionGameplay.c
      -> missionServer.c
   -> GUI
      -> InGameMenu.c
   -> someMission.c
   -> InGameMenu.c
   -> InGameMenuButton
   -> MissionServer.c
   -> MissionClient.c

Actually new idea.

Allow the option to split by the filesystem.

rVn claimed this task.May 13 2019, 10:59 AM
rVn triaged this task as Normal priority.
rVn changed the task status from New to Need More Info.

So changing this on the workbench level could be problematic, but you should be able to do what you need already by using folders/custom names

Example here

  1. You can create a folder(or structure) inside each scriptmodule for your mod to see the files listed separately (in my example I got a folder in Scripts/4_World/MyMod where I can put all the mod scripts )
  1. You can name the actual files whatever you want, the script gets the stuff it needs from the class declaration, not file name (in my example the modded playerbase is named ModPlayerBase.c )

Check if this can solve your isses

If it is indeed to problematic (I don't see how), can all the files in the DayZ scripts.pbo also be moved into a DayZ subfolder in all the modules?

Grim added a comment.May 17 2019, 7:10 PM

What jacob is suggesting sounds like a good compromise as having my mod in a folder is okay but base game is still all over the place.