toxicsludge 12 Posted April 12, 2014 So it's been a learning curve, but I've just figured out how to get some mods happening after ripping my hair out! (Forgot to put the @Mod in the servers command line!) So, how do I know which mods need to be uploaded to the server, and which only need the keys added? eg Apparently CBA needs to be uploaded, but JSRS only requires keys ? :confused: Share this post Link to post Share on other sites
terox 316 Posted April 12, 2014 (edited) There are 3 basic categories that addons come under. Clientside addons Serverside addons Common Addons (My terminology to better explain where they are required) 1) Clientside Addons These addons don't create classnames that can be accessed from the mission editor They are created to give additional benefits to the player and utilise existing classnames and add scripts to enhance what is already there For example shack tactical hud. (An absolute must have) Sound mods JSRS is a clientside addon sound mod, however it has a bug which can cause addon dependancy to a mission, if when developing a mission, the developer is running JSRS The server will need to host the .BiKeys in their keys folder to allow the players to connect with that addon 2) Serverside Addons These are the same as clientside addons but designed specifically to only run on the server. 3) Common Addons These are Addons that create an addon dependancy in the missions. They do this because they define new classnames (Typically but not exclusively: Units, vehicles, weapons, objects ) If the mission developer uses these new classnames in his mission by adding them in the mission editor, the arma3 engine automatically adds entries into 2 arrays in the mission.sqm called Addons Addons_auto. This makes it a requirement for both the server and the client to run those addons. If the client does not have the addons, then they will be kicked from the server once the mission is loaded Or alternatively, if they aren't on the server before the mission is loaded they wont be able to connect. @CBA This is a bit of an oddball It is actually a common addon, but depending on how it is used, it can actually fall into any of the 3 categories If a mission maker uses content from it then it becomes a common addon, but doesn't normally create addon dependancy, code that requires it simply doesnt work on any machine that isn't running it, it will likely throw up an error but most likely wont crash the client. If a serverside addon uses it, then it becomes a serverside addon If a clientside addon uses it, then it becomes a clientside addon It may be better to explain it as Clientside-serverside combination addon. It was primary designed for common useage in missions, where a lot of typically defined variables and functions were all predefined for you. It was extensively used to initiate addon scripting with their pre and post init extended event handlers. However since the implementation of CfgFunctions Pre and post init, useage of @CBA is becoming less common. It has a miriad of other uses but for simplicity, I wouldnt have any mission makers utilise any content within it unless it is part of your common pack and therefore a must have for all of your members. Kudos to the CBA devs though, it was a must have at one point and am sure this ignited the response from B.I to add cfgFunctions We run both a clientside addon pack called @Zclient and a common addon pack called @Zcommon @Zclient listings are as follows dfs_3rdperson_v2.00.pbo dfs_3rdperson_v2.00.pbo.ZClient.bisign fhq_mapdraw.pbo fhq_mapdraw.pbo.FHQ.bisign.NOT_WORKING fhq_mapdraw.pbo.ZClient.bisign jumpmf.pbo jumpmf.pbo.ZClient.bisign mk4_hud_info.pbo mk4_hud_info.pbo.ZClient.bisign mrb_a3_voicestop.pbo mrb_a3_voicestop.pbo.mrb.bisign outlw_magRepack.pbo outlw_magRepack.pbo.outlw.bisign stgi.pbo stgi.pbo.shacktac.bisign sthud.pbo sthud.pbo.shacktac.bisign sthud_usermenu.pbo sthud_usermenu.pbo.shacktac.bisign tao_foldmap_a3.pbo tao_foldmap_a3.pbo.Taosenai.bisign vts_weaponresting.pbo vts_weaponresting.pbo.vts_key.bisign Edited April 12, 2014 by Terox Share this post Link to post Share on other sites
toxicsludge 12 Posted April 12, 2014 Thank you very much Terox, if there were a 'thanks' button, I would hit it a thousand times! Would you mind if I asked further questions? Such as, there is a mission vote timer when we log onto the server. Is there a way to disable/shorten that timer? Ideally, I'd like it that only the server admin (me) can choose which mission we play. Thanks again! Share this post Link to post Share on other sites
terox 316 Posted April 12, 2014 afaik you cant tun that off, if an admin is logged in it disables that Always have an admin logged in. If there isn't an admin about either shut the server down or allow chaos. You could always password it Share this post Link to post Share on other sites
toxicsludge 12 Posted April 17, 2014 Thanks again Terox :) I am the only one with the admin password, I'll have to remember to log in each time I join! Share this post Link to post Share on other sites