bigpickle 0 Posted October 17, 2012 How do I make my Load screens Dominant over other mods being run? As an example, if i load my custom screens without any other mod they load fine. If i run my load screens pbo with blastcore, blastcore's logo and load screens override mine. Help with preventing this would be much appreciated. Below is my config: class CfgPatches { class loading_GITS { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAUI"}; version = "17/10/2012"; fileName = "loading_GITS.pbo"; author = "|GITS|BigPickle"; }; }; class RscStandardDisplay; class RscPicture; class RscPictureKeepAspect; class RscDisplayMPPlayers; class RscDisplayStart: RscStandardDisplay { class controls { class LoadingPic: RscPictureKeepAspect { text = "\loading_GITS\EvolutionMod1.paa"; }; }; }; class RscDisplayLoading { class Variants { class LoadingOne { class controls { class LoadingPic : RscPictureKeepAspect { text = "\loading_GITS\EvolutionMod1.paa"; }; }; }; class loading_2 : LoadingOne { class controls : controls { class LoadingPic : LoadingPic { text = "\loading_GITS\EvolutionMod1.paa"; }; }; }; class loading_3 : LoadingOne { class controls : controls { class LoadingPic : LoadingPic { text = "\loading_GITS\EvolutionMod1.paa"; }; }; }; class loading_4 : LoadingOne { class controls : controls { class LoadingPic : LoadingPic { text = "\loading_GITS\EvolutionMod1.paa"; }; }; }; class loading_5 : LoadingOne { class controls : controls { class LoadingPic : LoadingPic { text = "\loading_GITS\EvolutionMod1.paa"; }; }; }; class loading_6 : LoadingOne { class controls : controls { class LoadingPic : LoadingPic { text = "\loading_GITS\EvolutionMod1.paa"; }; }; }; class loading_7 : LoadingOne { class controls : controls { class LoadingPic : LoadingPic { text = "\loading_GITS\EvolutionMod1.paa"; }; }; }; class loading_8 : LoadingOne { class controls : controls { class LoadingPic : LoadingPic { text = "\loading_GITS\EvolutionMod1.paa"; }; }; }; }; }; class RscDisplayMain: RscStandardDisplay { class controlsBackground { class CA_ARMA2: RscPicture { text = "\loading_GITS\GITS_Logo.paa"; }; }; }; class RscDisplayLoadMission : RscDisplayMain { class controlsBackground { class LoadingPic : RscPictureKeepAspect { text = "\loading_GITS\EvolutionMod1.paa"; }; }; }; class RscDisplayClientWait : RscDisplayMPPlayers { class LoadingPic : RscPictureKeepAspect { text = "\loading_GITS\EvolutionMod1.paa"; }; }; class RscDisplayClient : RscDisplayStart { class controlsBackground { class LoadingPic : RscPictureKeepAspect { text = "\loading_GITS\EvolutionMod1.paa"; }; }; }; Share this post Link to post Share on other sites
Onto 2 Posted November 4, 2012 I have the same Problem. You posted your problem a few days ago. Maybe you can help me if you solved the Problem on your own. Otherwise it would be nice if somebody can help us. I used this script: class CfgPatches { class Team13_Loading { units[] = {}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"CAUI","CAFonts","ace_c_ui"}; }; }; class CfgAddons { class PreloadAddons { class SL_Monitor { list[] = {"Team13_Loading"}; }; }; }; class RscText; class RscPicture; class RscDisplayLoading { class Variants { class LoadingOne { class controls { class LoadingPic : RscPicture { x = SafeZoneX; y = SafeZoneY; h = SafeZoneH; w = SafeZoneW; text = "\Team13\1.jpg"; }; }; }; class Loading_West1 : LoadingOne { class controls : controls { class LoadingPic : LoadingPic { text = "\Team13_Loading\2.jpg"; }; }; }; class Loading_West2 : LoadingOne { class controls : controls { class LoadingPic : LoadingPic { text = "\Team13_Loading\3.jpg"; }; }; }; class Loading_East1 : LoadingOne { class controls : controls { class LoadingPic : LoadingPic { text = "\Team13_Loading\4.jpg"; }; }; }; class Loading_East2 : LoadingOne { class controls : controls { class LoadingPic : LoadingPic { text = "\Team13_Loading\5.jpg"; }; }; }; }; }; class RscStandardDisplay; class RscDisplayLoadMission : RscStandardDisplay { class controlsBackground { class LoadingPic : RscPicture { text = "\Team13_Loading\6.jpg"; }; }; }; class RscDisplayStart : RscStandardDisplay { class controls { class LoadingPic : RscPicture { text = "\Team13_Loading\7.jpg"; }; }; }; class RscDisplayMPPlayers; class RscDisplayClientWait : RscDisplayMPPlayers { class LoadingPic : RscPicture { text = "\Team13_Loading\8.jpg"; }; }; class RscDisplayClient : RscStandardDisplay { class controlsBackground { class LoadingPic : RscPicture { text = "\Team13_Loading\9.jpg"; }; }; }; And ACE is "overwriting" my custom loading screens when I start the game. Every mod with loading screens seems to overwrite the custom loading screens. The script would work if i can fix this problem because for a very short time the custom loading screen appears. But after a sec the ACE loading screen appears and overwirites it. I would appreciate it if anybody can help me/us to handle this problem :) THX Share this post Link to post Share on other sites
Gunter Severloh 4047 Posted November 4, 2012 What I would do is open the config of the mod that your trying to overwrite the loadscreen for, and use the mod's loadscreen config, but replace the paa for the mod's loadscreen with your paa. Share this post Link to post Share on other sites
Onto 2 Posted November 4, 2012 I appreciate your suggestion but thats not a persistent solution for the problem. I can't replace all loading screens for every mod I use and I also want a functional custom loading screen mod because it will be uploaded on our Addonsync when it finally works. I'm not the only one who will use this custom loading screen mod. It's part of a big modcollection. Therefore it should work without replacing loading screens of other mods. Share this post Link to post Share on other sites