Joshua the Grizzly 10 Posted May 22, 2011 One of the major pains in joining multiplayer servers is not having installed the mods it requires. One ofh the major pains of hosting multiplayer sessions is ensuring that everyone who joins gets the mods. What I propose is a system found in games like Counter Strike and Neverwinter Nights. ESPECIALLY Neverwinter Nights (Where there are servers which have gigabytes of custom content). Those games automatically download their content. What I propose, for ARMA, is quite simply, this: There is a addons folder This addons folder has several sub folders. In the ingame addon manager, you are able to turn these addons on or There is a server. This server is running several addons. The addon folders are called @ACE @ExSeCustom ACE is ... the ace mod. The player already has this folder, because ACE is apperently quite awesome (never tried it), so the addon is turned on in the ingame addon manager automatically. ExSeCustom is a custom modfolder this example server uses. The player does not have that folder, so it is downloaded in an ingame client. After the download is finished, the addon is turned on. In case the RV engine is not able to turn on addons without a restart, the game downloads the folders ingame, then quits, and then connects using a commandline directly connecting itself to the server you wanted to join and the -mod=@ACE;@ExSeCustom modline. I do know there might be a problem with this setup. To be speficic: Updated or outdated versions of the mods and mod folders with the same names (the game could check the server keys before connecting). In the last case, discretion should be used in ensuring no one chooses generic names. In the first case... I dunno. Share this post Link to post Share on other sites
-DirTyDeeDs--Ziggy- 0 Posted May 22, 2011 The player does not have that folder, so it is downloaded in an ingame client. are you suggesting the server hosts the mission, all players, and provide ftp so anyone can download the file? :omg: Share this post Link to post Share on other sites
Gunter Severloh 4063 Posted May 22, 2011 Its an idea and I hand it to you for it. But I think it would be easier, if there was a list of all the servers, with a search function to find the servers you play on, and each server would list the exact files they run with links to the files, that way you can go out and get those addons and mods and or files required. Share this post Link to post Share on other sites
Cookieeater 10 Posted May 22, 2011 -Ziggy-;1933967']are you suggesting the server hosts the mission' date=' all players, and provide ftp so anyone can download the file? :omg:[/quote']A better option is that another ftp server hosts the add on. Share this post Link to post Share on other sites
Avgeris 64 Posted May 22, 2011 One of the major pains in joining multiplayer servers is not having installed the mods it requires. One ofh the major pains of hosting multiplayer sessions is ensuring that everyone who joins gets the mods. What I propose is a system found in games like Counter Strike and Neverwinter Nights. ESPECIALLY Neverwinter Nights (Where there are servers which have gigabytes of custom content). Those games automatically download their content. What I propose, for ARMA, is quite simply, this: There is a addons folder This addons folder has several sub folders. In the ingame addon manager, you are able to turn these addons on or There is a server. This server is running several addons. The addon folders are called @ACE @ExSeCustom ACE is ... the ace mod. The player already has this folder, because ACE is apperently quite awesome (never tried it), so the addon is turned on in the ingame addon manager automatically. ExSeCustom is a custom modfolder this example server uses. The player does not have that folder, so it is downloaded in an ingame client. After the download is finished, the addon is turned on. In case the RV engine is not able to turn on addons without a restart, the game downloads the folders ingame, then quits, and then connects using a commandline directly connecting itself to the server you wanted to join and the -mod=@ACE;@ExSeCustom modline. I do know there might be a problem with this setup. To be speficic: Updated or outdated versions of the mods and mod folders with the same names (the game could check the server keys before connecting). In the last case, discretion should be used in ensuring no one chooses generic names. In the first case... I dunno. Good Idea Share this post Link to post Share on other sites