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marker

Need Help Packing Mod : Config.cpp etc

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Hi

First of all, if this is the wrong section then can a mod move it please!

Couldn't find an absolute tutorial to explain what I needed to include if I want to pack up my script as a mod.

After a bit of googling / extracting I have within my @NamesDisplay, obviously an Addon folder. Within that right now without packing it into a pbo I have.

config.cpp

#include "CfgPatches.hpp"
#include "markers_tags.hpp"

CfgPatches.hpp

class CfgPatches {
class DisplayNames {
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {A3_UI_F, "A3_Data_F", "A3_UIFonts_F"};
};
};

markers_tags.hpp

class Extended_PostInit_EventHandlers {
MarkersTags_MP_Init = "if (!isDedicated) then {[] execVM '\NameDisplay\init.sqf'}";
};

init.sqf

if (isDedicated) exitWith {};

if (isNil "MarkersTags_MP_Init") then
{
  call compile preprocessFileLineNumbers "\NameDisplay\tags.sqf";
};

call MarkersTags_MP_Init;

www.youtube.com/watch?v=aKLzPS-1Sro

Mod loads, as I can see it within the expansion section in game, just doesn't ever run. Script runs perfectly well when running within the editor.

Plus, what tool do I use to make the .bin file and pack the individual files into a pbo, only really ever used pboviewer before.

Thanks

Edited by marker

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Cheers mate, already had them! Just completely forgot about BinPBO..

Still doesn't work though.. Must be something I am doing wrong..

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Your patches can go directly in your config.cpp they don't need to load from a separate file.

---------- Post added at 22:34 ---------- Previous post was at 22:23 ----------

Btw did you get any errors when packing?

Edited by mumblz

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