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3. Workbench Configuration
Max Kunes edited this page Jan 5, 2019
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- Open workbench through the DayZ tools launcher. This can be found in the Tools section of steam. Refer to the image below.
- Once in workbench, go to Workbench -> Options
- Proceed to set the Source Data Directory to your Workbench Source Directory. For me this would be the E:\Dayz Project Folder folder.
- Close WorkBench
- Open the WorkBench Project File with a good text editor. Visual Studio Code or Sublime work well for this. You should see an array of ScriptModules, this is all we care about in this file. Script modules refer to unpacked mod folders. Usually a script module would point to the part of the mod which should be compiled by that ScriptModule. IE your 3_Game mod folder should be pointed towards inside of the ScriptModulePathClass that has the name "game". Unpacked mod folders do not have an addons directory. Below shows the type of folder structure we will be using on this tutorial for unpacked mods. In this example below, BetterGroups would be the name of the unpacked mod folder.
- The paths inside the ScriptModulePathClass.Paths array are relative to seemingly two things at this point, one being the Workbench Source Directory we established before aswell as the DayZ directory. For now all you need to worry about is having the path relative to the Workbench Source Directory, we will symlink later to fulfill the other requirement.
- Now you would want to update each ScriptModulePathClass for each script module your mod uses. In this case we will use game, world and mission. Look below for an example. Note that these arrays do not have a comma after each item.
- After all that is done, when opening workbench again, if you recieve an error on startup, it likely means your relative paths are invalid. When it opens, the resource browser will show you the SourceData directory your set up before. This should look as though you are inside of the Workbench Source Directory.
- Now, on the WorkBench title bar, go to Editor -> Script Editor to open the Script Editor IDE. This is where you are able to edit script files aswell as debug them.
- On the left hand side, you will see any script modules it has loaded. By default it loads usually all of them but they are empty. Any paths that are correctly setup in the WorkBench Project File will show in the respective module here.
- Pressing F7 on your keyboard right now or Edit -> Compile Scripts will attempt to compile the scripts you have included from the WorkBench Project File. Note any dependencies of your mod must be included in the WorkBench Project File but we can be more loose on their placement. Aslong as they are in the Workbench Source Directory and their PBO has been unpacked, it will find those files. If you want to debug any dependencies, they will have to be formatted exactly as we are formatting our mod.
- The only real use of compiling your mod at the moment is to check for syntax errors without starting up the game or server. You do not have to compile your mod.
- Workbench Source Directory -> The parent folder where all your projects and build files will be stored.
- Unpacked Mod Directory -> The folder where your unpacked mod will be stored.
- Packed Mod Directory -> The folder where your packed mod will be stored.
- DayZ Tools -> The offical DayZ Tools from Steam. (https://store.steampowered.com/app/830640/DayZ_Tools/)
- WorkBench Directory -> The bin folder of the workbench folder. Where the workbenchApp.exe is stored. Normal location :
SteamFolder\steamapps\common\DayZ Tools\Bin\Workbench\ - WorkBench Project File -> The workbench project file. Normal location :
SteamFolder\steamapps\common\DayZ Tools\Bin\Workbench\dayz.gproj - From my understanding, paths on Windows are case insensitive meaning the folder DAyzMODs is the same as the folder dayzmods.





