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GregariousJB

Mission.sqm: Difference between addOns and addOnsAuto?

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What is the difference between addOns[] and addOnsAuto[] in the mission.sqm? Which one contains the required mods?

Rant: I'm fucking enthralled by how difficult it is to find the answer to this. The Biki mentions them but doesn't explain them. This guy's question was never answered. I think I have one gray hair left.

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Dude,

First thing, calm the fuck down!

Have a look in the mission.sqm yourself to find out.

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Good question. I'd like to know as well. I know the mission Whole Lotta Altis has optional mods but no clue how they do it.

Edited by mamasan8

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Answer: 0, Question: 1.

Would anyone else like to try?

My 2 cents is that "addOns" are required because they are placed on the map when building the mission, "addOnsAuto" are addons that the above mentioned unit require (addons dependency), but who aren´t necessarily placed in the editor.

Answer: 1, Question: 1.

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I don't know why u are so keen to find the answer? u should never need to edit anything in the addonsauto section.

when a mission is made with 3rd party addons they will show up in the 'addons' section up the top of mission.sqm.

they never show in the 'addonsauto' section and this leads me to believe that the addonssuto section is purely for the vanilla addons that are part of the game and nothing else.

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class Mission

{

addOns[]=

{

"A3_Air_F_Gamma_Plane_Fighter_03",

"A3_Characters_F_OPFOR",

"a3_characters_f_beta",

"A3_Soft_F_MRAP_02",

"A3_Armor_F_T100K",

"A3_armor_f_beta_APC_Tracked_02",

"A3_Armor_F_Slammer",

"A3_Armor_F_Panther",

"a3_map_altis",

"A3_Characters_F_INDEP",

"A3_Air_F_Beta_Heli_Attack_02",

"A3_Air_F_Heli_Light_02",

"JS_JC_FA18",

"a3weapons_f_as50",

"shm_m16_ammobox",

"sniper_rifle",

"A3_Weapons_F_Ammoboxes",

"a3_weapons_f_beta_ammoboxes",

"A3_Modules_F_Supports",

"zeos_raven_fighter_jets",

"zeos_littlebirds",

"A3_Static_F_Beta_Mortar_01",

"A3_Air_F_Beta_Heli_Transport_02",

"nograss_mod",

"a3_air_f_epb_heli_light_03",

"A3_Air_F_Heli_Light_01",

"A3_Static_F_Mortar_01",

"a3_static_f_gamma_mortar_01",

"A3_Air_F_Beta_Heli_Attack_01"

};

addOnsAuto[]=

{

"A3_Air_F_Gamma_Plane_Fighter_03",

"js_jc_fa18",

"A3_Characters_F_OPFOR",

"a3_characters_f_beta",

"A3_Soft_F_MRAP_02",

"A3_armor_f_beta_APC_Tracked_02",

"A3_Armor_F_T100K",

"A3_Armor_F_Slammer",

"A3_Armor_F_Panther",

"A3_Air_F_Beta_Heli_Attack_02",

"A3_Air_F_Heli_Light_02",

"A3_Modules_F_Supports",

"zeos_raven_fighter_jets",

"A3_Characters_F_INDEP",

"A3_Static_F_Beta_Mortar_01",

"A3_Static_F_Mortar_01",

"a3_static_f_gamma_mortar_01",

"A3_Air_F_Beta_Heli_Transport_02",

"zeos_littlebirds",

"A3_Air_F_Heli_Light_01",

"A3_Air_F_Beta_Heli_Attack_01",

"a3weapons_f_as50",

"shm_m16_ammobox",

"sniper_rifle",

"A3_Weapons_F_Ammoboxes",

"a3_weapons_f_beta_ammoboxes",

"nograss_mod"

};

FA18/Nograss/AS50/M16 isn't part of the vanilla game. Still shows up in both.

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I don't know why u are so keen to find the answer? u should never need to edit anything in the addonsauto section.

when a mission is made with 3rd party addons they will show up in the 'addons' section up the top of mission.sqm.

they never show in the 'addonsauto' section and this leads me to believe that the addonssuto section is purely for the vanilla addons that are part of the game and nothing else.

Nope, not true.

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If editing accidentally with JSRS2.1 enabled has taught me anything it's that they're both required and a missing line in either will break a mission equally.

To make a mission playable after saving with JSRS enabled one must remove the JSRS Lines from "both" sections.

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^ this is a long standing 'bug' with JSRS back to Arma 2 version. My only suggestion is to not run JSRS when editing missions.

OP has a great attitude :(

  • Like 1

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Guest rboos

Found this:

 

================================== answer ==============================

Editors Depot - Mission Editing and Scripting > OFP - Editing/Scripting General

Addons= vs AddonsAuto=

 

Well,

Addons=

Is for addons being used when saving a mission.
:note that deleting the addon in the mission editor and saving
the mission again will not clear the Addons= section.


AddonsAuto=

Is for addons actually being detected automatically, and this array should be taken as reference when going to manually delete not used addons from the mission.sqm file.
:note - AddonsAuto= will be updated everytime you
save the mission.

~S~ CD

 

++++++++++++++++++++++++++++++++

Source: 

http://www.ofpec.com/forum/index.php?topic=24440.5;wap2

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