GregariousJB 10 Posted February 8, 2014 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. Share this post Link to post Share on other sites
dale0404 5 Posted February 8, 2014 Dude, First thing, calm the fuck down! Have a look in the mission.sqm yourself to find out. Share this post Link to post Share on other sites
GregariousJB 10 Posted February 8, 2014 Answer: 0, Question: 1. Would anyone else like to try? Share this post Link to post Share on other sites
mamasan8 11 Posted February 8, 2014 (edited) 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 February 8, 2014 by mamasan8 Share this post Link to post Share on other sites
ProfTournesol 956 Posted February 8, 2014 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. Share this post Link to post Share on other sites
Azza FHI 50 Posted February 15, 2014 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. Share this post Link to post Share on other sites
mamasan8 11 Posted February 15, 2014 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. Share this post Link to post Share on other sites
ProfTournesol 956 Posted February 15, 2014 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. Share this post Link to post Share on other sites
dark_spectre 2 Posted February 18, 2014 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. Share this post Link to post Share on other sites
SavageCDN 231 Posted February 26, 2014 ^ 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 :( 1 Share this post Link to post Share on other sites
Guest rboos Posted October 10, 2016 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 savingthe 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 yousave the mission.~S~ CD ++++++++++++++++++++++++++++++++ Source: http://www.ofpec.com/forum/index.php?topic=24440.5;wap2 Share this post Link to post Share on other sites