enfusion-mcp 0.4.6 → 0.4.7
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/index.js +1 -1
- package/dist/prompts/create-mod.d.ts.map +1 -1
- package/dist/prompts/create-mod.js +15 -0
- package/dist/prompts/create-mod.js.map +1 -1
- package/dist/prompts/modify-mod.d.ts.map +1 -1
- package/dist/prompts/modify-mod.js +1 -0
- package/dist/prompts/modify-mod.js.map +1 -1
- package/package.json +1 -1
package/dist/index.js
CHANGED
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@@ -1 +1 @@
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{"version":3,"file":"create-mod.d.ts","sourceRoot":"","sources":["../../src/prompts/create-mod.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,yCAAyC,CAAC;AAEzE,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,uBAAuB,CAAC;AAE5D,wBAAgB,uBAAuB,CAAC,MAAM,EAAE,SAAS,EAAE,QAAQ,EAAE,cAAc,GAAG,IAAI,
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{"version":3,"file":"create-mod.d.ts","sourceRoot":"","sources":["../../src/prompts/create-mod.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,yCAAyC,CAAC;AAEzE,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,uBAAuB,CAAC;AAE5D,wBAAgB,uBAAuB,CAAC,MAAM,EAAE,SAAS,EAAE,QAAQ,EAAE,cAAc,GAAG,IAAI,CAqKzF"}
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@@ -80,6 +80,21 @@ Before writing ANY script that calls an Enfusion API method, you MUST:
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If you cannot find a method via api_search, it probably does not exist. Do NOT write code that calls unverified methods — it will fail to compile silently in Workbench.
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## CRITICAL: VISIBLE ENTITIES NEED A MESH
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Any entity that should be visible in the game world MUST have a **MeshObject** component with its \`Object\` property set to an actual 3D model (\`.xob\` file) from the base game. Without this, the entity will be **completely invisible** — no model, no collision, nothing.
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You don't need to create custom models. Just borrow one from the base game that looks reasonable:
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- Use **api_search** or **project_browse** on the base Arma Reforger data to find \`.xob\` paths
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- Example paths (format: \`{GUID}path/to/model.xob\`):
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- Military barrel: \`{5F4C4181F065B447}Assets/Props/Military/Barrels/BarrelGreen_01.xob\`
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- Ammo crate: \`{1E648E8B6B28E837}Assets/Props/Military/AmmoBoxes/AmmoBox_545x39_60rnd.xob\`
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- Medical box: \`{D26ABAE8B017EC4E}Assets/Props/Military/CasualtyBag/CasualtyBag_01.xob\`
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- Pick something that vaguely fits the purpose — a healing station could use a medical box, a terminal could use a radio, etc.
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- After creating a prefab with **prefab_create**, use **project_read** + **project_write** to set the MeshObject \`Object\` property to a real model path
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This applies to ALL physical in-game objects: interactive props, spawn points with markers, placed items, vehicles, weapons, etc.
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## STEP 1: BUILD
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1. Use **api_search** to find the relevant Enfusion API classes AND verify that the methods you plan to use actually exist. Search every class you intend to call methods on. Do this BEFORE writing any scripts.
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@@ -1 +1 @@
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{"version":3,"file":"create-mod.js","sourceRoot":"","sources":["../../src/prompts/create-mod.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,CAAC,EAAE,MAAM,KAAK,CAAC;AAGxB,MAAM,UAAU,uBAAuB,CAAC,MAAiB,EAAE,QAAwB;IACjF,MAAM,WAAW,GAAG,QAAQ,CAAC,UAAU,EAAE,CAAC;IAE1C,MAAM,CAAC,cAAc,CACnB,YAAY,EACZ;QACE,KAAK,EAAE,gCAAgC;QACvC,WAAW,EACT,mHAAmH;QACrH,UAAU,EAAE;YACV,WAAW,EAAE,CAAC;iBACX,MAAM,EAAE;iBACR,QAAQ,CAAC,gGAAgG,CAAC;SAC9G;KACF,EACD,CAAC,EAAE,WAAW,EAAE,EAAE,EAAE,CAAC,CAAC;QACpB,QAAQ,EAAE;YACR;gBACE,IAAI,EAAE,MAAe;gBACrB,OAAO,EAAE;oBACP,IAAI,EAAE,MAAe;oBACrB,IAAI,EAAE,0CAA0C,WAAW
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{"version":3,"file":"create-mod.js","sourceRoot":"","sources":["../../src/prompts/create-mod.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,CAAC,EAAE,MAAM,KAAK,CAAC;AAGxB,MAAM,UAAU,uBAAuB,CAAC,MAAiB,EAAE,QAAwB;IACjF,MAAM,WAAW,GAAG,QAAQ,CAAC,UAAU,EAAE,CAAC;IAE1C,MAAM,CAAC,cAAc,CACnB,YAAY,EACZ;QACE,KAAK,EAAE,gCAAgC;QACvC,WAAW,EACT,mHAAmH;QACrH,UAAU,EAAE;YACV,WAAW,EAAE,CAAC;iBACX,MAAM,EAAE;iBACR,QAAQ,CAAC,gGAAgG,CAAC;SAC9G;KACF,EACD,CAAC,EAAE,WAAW,EAAE,EAAE,EAAE,CAAC,CAAC;QACpB,QAAQ,EAAE;YACR;gBACE,IAAI,EAAE,MAAe;gBACrB,OAAO,EAAE;oBACP,IAAI,EAAE,MAAe;oBACrB,IAAI,EAAE,0CAA0C,WAAW;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA0IrE,WAAW,EAAE;iBACJ;aACF;SACF;KACF,CAAC,CACH,CAAC;AACJ,CAAC"}
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@@ -1 +1 @@
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{"version":3,"file":"modify-mod.d.ts","sourceRoot":"","sources":["../../src/prompts/modify-mod.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,yCAAyC,CAAC;AAGzE,wBAAgB,uBAAuB,CAAC,MAAM,EAAE,SAAS,GAAG,IAAI,
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{"version":3,"file":"modify-mod.d.ts","sourceRoot":"","sources":["../../src/prompts/modify-mod.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,yCAAyC,CAAC;AAGzE,wBAAgB,uBAAuB,CAAC,MAAM,EAAE,SAAS,GAAG,IAAI,CAiG/D"}
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@@ -72,6 +72,7 @@ Enfusion rules:
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- All scripts go in Scripts/Game/ (other folders are silently ignored)
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- modded classes affect ALL instances globally
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- Always call super.MethodName() in overrides unless intentionally replacing
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- VISIBLE ENTITIES NEED A MESH: Any entity placed in the world MUST have a MeshObject component with its \`Object\` property set to a base game \`.xob\` model path. Without this, the entity is invisible. You don't need custom models — just pick any existing base game model that roughly fits (e.g., a medical box for a healing station, a radio for a terminal). After creating a prefab, always set the MeshObject Object property to a real path like \`{5F4C4181F065B447}Assets/Props/Military/Barrels/BarrelGreen_01.xob\`.
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YOUR FINAL SUMMARY MUST ONLY contain:
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- What files were changed/added and what each change does
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@@ -1 +1 @@
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{"version":3,"file":"modify-mod.js","sourceRoot":"","sources":["../../src/prompts/modify-mod.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,CAAC,EAAE,MAAM,KAAK,CAAC;AAExB,MAAM,UAAU,uBAAuB,CAAC,MAAiB;IACvD,MAAM,CAAC,cAAc,CACnB,YAAY,EACZ;QACE,KAAK,EAAE,uCAAuC;QAC9C,WAAW,EACT,mHAAmH;QACrH,UAAU,EAAE;YACV,WAAW,EAAE,CAAC;iBACX,MAAM,EAAE;iBACR,QAAQ,CAAC,0EAA0E,CAAC;YACvF,IAAI,EAAE,CAAC;iBACJ,MAAM,EAAE;iBACR,QAAQ,CAAC,2HAA2H,CAAC;SACzI;KACF,EACD,CAAC,EAAE,WAAW,EAAE,IAAI,EAAE,EAAE,EAAE,CAAC,CAAC;QAC1B,QAAQ,EAAE;YACR;gBACE,IAAI,EAAE,MAAe;gBACrB,OAAO,EAAE;oBACP,IAAI,EAAE,MAAe;oBACrB,IAAI,EAAE,4CAA4C,WAAW;;aAE5D,IAAI
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{"version":3,"file":"modify-mod.js","sourceRoot":"","sources":["../../src/prompts/modify-mod.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,CAAC,EAAE,MAAM,KAAK,CAAC;AAExB,MAAM,UAAU,uBAAuB,CAAC,MAAiB;IACvD,MAAM,CAAC,cAAc,CACnB,YAAY,EACZ;QACE,KAAK,EAAE,uCAAuC;QAC9C,WAAW,EACT,mHAAmH;QACrH,UAAU,EAAE;YACV,WAAW,EAAE,CAAC;iBACX,MAAM,EAAE;iBACR,QAAQ,CAAC,0EAA0E,CAAC;YACvF,IAAI,EAAE,CAAC;iBACJ,MAAM,EAAE;iBACR,QAAQ,CAAC,2HAA2H,CAAC;SACzI;KACF,EACD,CAAC,EAAE,WAAW,EAAE,IAAI,EAAE,EAAE,EAAE,CAAC,CAAC;QAC1B,QAAQ,EAAE;YACR;gBACE,IAAI,EAAE,MAAe;gBACrB,OAAO,EAAE;oBACP,IAAI,EAAE,MAAe;oBACrB,IAAI,EAAE,4CAA4C,WAAW;;aAE5D,IAAI;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;8IAmE6H;iBACnI;aACF;SACF;KACF,CAAC,CACH,CAAC;AACJ,CAAC"}
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