fencr0c 10 Posted April 3, 2012 I have a mission were I’m spawning vehicles and units from add-ons using a server side script. As these vehicles/units aren’t placed in the editor, the add-on is not being added into mission.sqm (addOns[] and addOnsAuto[]). This of course means that players can join the mission without having the add-on causing some strange effects. I’d be interested in knowing how others deal with this? I was considering adding them into the mission using the editor with 0% probability to force the add-on to be lodged in the mission.sqm, interested in other methods or suggestions. Share this post Link to post Share on other sites
twirly 11 Posted April 3, 2012 You can check by script if an addon is present using this code.... //Is GLT falcon mod is here? if (isClass (configFile >> "CfgVehicleClasses" >> "GLT_F16_ALL")) then { hint "GLT Falcon IS present"; } else { hint "GLT Falcon IS NOT present"; }; Share this post Link to post Share on other sites