Added in ACE3 v3.7.0

Tagging Framework

Note:

This is just a guide to add tags using the framework. This is not a guide to make your own spray objects.

1. Config Values

1.1 Adding a tag

class ACE_Tags {
    class yourTagClass {
        displayName = "My Tag";  // Name of your tag being displayed in the interaction menu
        requiredItem = "ACE_SpraypaintBlack";  // Required item to have in the inventory to be able to spray your tag (eg. `"ACE_SpraypaintBlack"`, `"ACE_SpraypaintRed"`, `"ACE_SpraypaintGreen"`, `"ACE_SpraypaintBlue"` or any custom item from `CfgWeapons`)
        textures[] = {"path\to\texture1.paa", "path\to\texture2.paa"};  // List of texture variations (one is randomly selected when tagging)
        icon = "path\to\icon.paa";  // Icon being displayed in the interaction menu
    };
};

2. Scripting

2.1 Adding a tag

ace_tagging_fnc_addCustomTag

Arguments Type Optional (default value)  
0 Unique Identifier String Required
1 Display Name String Required
2 Required Item String Required
3 Textures Array Required
4 Icon String Optional (default: "" - Default white point)
R Successfully Added Tag Boolean Return value

2.1.1 Example

["ace_victoryRed", "Victory Red", "ACE_SpraypaintRed", ["tagTexture1.paa", "tagTexture2.paa"], "icon.paa"] call ace_tagging_fnc_addCustomTag;

Arguments Explanation  
0 "ace_victoryRed" Unique identifier (similar to class name)
1 "Victory Red" Name of your tag being displayed in the interaction menu
2 "ACE_SpraypaintRed" Required item to have in the inventory to be able to spray your tag
3 ["tagTexture1.paa", "tagTexture2.paa"] List of texture variants (one is randomly selected when tagging)
4 "icon.paa" Icon being displayed in the interaction menu