sFramework


sFramework is the core of the sUDE project.
It ships many features and utilities used and/or implemented by sUDE modules :
- Advanced PostProcessing
- Cameras Overlays
- Game and User configuration interface
- Helper classes and utilities for developing and debugging
- Improvements to base game classes
- more…
sFramework ships a centralized post processing effects manager, with the goal of allowing multiple requests of the same effects, without hardcoding them.
SPPEffect is the "container" of any PostProcess Effect you wish to add to it (e.g. saturation, vignette, motion blur etc.).
To add a parameter use the provided setters:
To apply it, "hand it over" to the SPPEManager, which will calculate the correct value of all active SPPEffect and then apply it
A SPPEffectAnimated is just like a SPPEffect, but it has an animation mechanism which allows you to animate the values of a PostProcess effect.
A SPPEffectAnimated is an abstract class. You need to implement it with your own class and override the onAnimate() method, which will be called on every frame.
There also is a timed variant SPPEffectTimed, which will be automatically deactivated once a certain amount has passed.
To create your animation, simply extend either SPPEffectAnimated or SPPEffectTimed
A SPPEffectTimed also has a "duration" which can be set with the constructor, or the provided method:
The activation of the animation is identical to any other SPPEffect
If you want to manually manage the animation you can use the provided methods
A camera overlay is nothing else than an image, used like an HUD. The fundemental unit of camera overlays is the SCameraOverlay, a very simple wrapper for the ImageWidget (the DayZ UI component that holds an image).
It can be used in countless ways:
As an animated UI :
or for emulating headgear damage: 
(from sVisual, MotoHelmet in various health state: Pristine, Worn, Damaged, BadlyDamaged and Ruined)
Defining an overlay is very simple and very similar to SPPEffects, in fact there are three types as well and the logic is identical to the SPPEffects:
To activate/deactivate an overlay, you use the SCameraOverlayManager:
A SCameraOverlay has many attributes you can play with, which can be set either by scripts or in the config. Currently available attributes are:
sFramework also has many other utilities such as:
- sUserConfig : to help in storing and loading custom client settings
- sRaycast : to help launching raycasts with more flexibility
- sSpawnable : to help in spawning many items with multiple attachments
- sFlagOperator : to help dealing with bitwise operations with flags
- sColor, sLog, sGameConfig and more…
For a better insight of the tools, give a look at the github page
For a better insight give a look at the github page: https://github.com/simonvic/sFramework
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