Update - 16 February 2014 - Version 0.5.2 Released
Hey, guys. This is a small mod that adds a button to the bottom right of the Escape Menu which, when pressed, runs the initialization code for any addon that uses CBA's Extended Pre/Post-Init EventHandlers for its initialization, allowing players to reinitialize their mods after loading a save-game.
Notes:
- The button is only enabled when CBA-dependent mods are in need of initialization.
- While the mod is not CBA-dependent itself, it is intended to be used with mods that are CBA-dependent.
- In order for Moduload to work on a particular mission, it must be installed before starting that mission.
- Currently, the mod runs the init code for all mods that use CBA's Pre/Post-Init EHs. This can be a problem for mods that have their own system for initializing after loading a save-game as their mod will likely be initialized twice (once by their own system and once by Moduload). For now, addon makers may add "disableModuload = true;" to their mod's Pre/Post-Init EH config to exempt their mod from being initialized by Moduload. For example:
class Extended_PreInit_EventHandlers
{
class outlw_magRepack
{
clientInit = "outlw_magRepack_Var = [] execVM 'outlw_magRepack\MagRepack_init.sqf'";
disableModuload = true;
};
};
Depending on feedback from the community and other addon-makers, I may make it so that each mod has to explicitly allow Moduload rather than explicitly disallow it.
Changelog:
Download:
- Version 0.5.2 - 16/02/14
- Version 0.5.1 - 11/02/14
- Version 0.5 - 08/02/14
Pictures:
Video:
Coming soon. Probably.