total 1 Posted April 13, 2014 Hi, I don't have space to add all the addons in the Target line on my headless client. Is there another way to get my headless client to run all the addons? Best regards, [aCe]Total Share this post Link to post Share on other sites
terox 316 Posted April 13, 2014 put them all in 1 mod folder or a lot less mod folders Share this post Link to post Share on other sites
total 1 Posted April 14, 2014 All content in the same folders? No conflicts? Do I have to do the same on the server? -mod=@onefolder; Share this post Link to post Share on other sites
John Kozak 14 Posted April 14, 2014 (edited) There's a command line parameter for the client which allows to load the parameters from a text file. I don't remember its exact name (something like -command?), but Play with Six uses it. So, you have 2 options: 1.Start your HC via PwS (easiest option, IMHO - it has "just startup with this config" command line options) 2.Get yourself Process explorer and spy on the command line which PwS uses EDIT: I can think of one more option. Have you tried putting all parameters into a .cmd/.bat script instead of a shortcut? Edited April 14, 2014 by DarkWanderer Share this post Link to post Share on other sites
total 1 Posted April 14, 2014 Thank you, DarkWanderer. I found a way to do it: 1) In the target line, add: "-par=Path_to_textfile" 2) In the text file, add: -mod="Path_to_mod";Path_to_mod";Path_to_mod";Path_to_mod";Path_to_mod" Share this post Link to post Share on other sites
terox 316 Posted April 14, 2014 a mod folder is a folder which requires the following structure at its most basic @Modfolder\addons addons folder contains 2 different types of files addon.pbo addon.bisign There is no limit to the number of addons that you can place in a mod folder, nor any technical reason why you can't place them in the same folder. If they work in seperate mod folders together, they should work in the same mod folder together The only reason you need to split them is for manageability, updating etc and in the odd occasion because you may need an addon loading before another addon (Not sure if this is a problem anymore) the way it works is You add -mod=@ModA;@ModB;@ModC to your commandline When you start the client up, it will load all the addons in each mod folder you have listed The more addons you run the more likely you are that bad coding will cause a conflict. That's the risk you take. Share this post Link to post Share on other sites
pawelkpl 29 Posted April 19, 2014 I just make text/bat file and put in it (example): @echo off start "D:\Program Files (x86)\Steam\SteamApps\common\Arma 3\arma3.exe" -nologs -cpuCount=4 -cfg=b.cfg -config=c.cfg -mod=@CBA_A3;@FFISv1.25;@MB_SkillSet;@ASR_AI3;@A3B_CMFix;@RH_M4_1.0;@NATO_Russian_SF_Weapons;@asdg_jr;@blastcore_a3;@fhq_accessories;@hafm_hmmwv_a3;@hlcmods_core;@hlcmods_m60e4;@HRP;@slatts_fim92;@slts_cg;@sthud;@slatts_m136;@ah64;@CAF_AG;@Kae_SZ;@Peral_A-10C;@mv22ospreyupdate;@a3mp;@nato_hellcat;@hafm_helis;@Altisdf;@C17A3;@rds;@rds_staticw_cag;@rds_tank;@stv_kuma;@vts_weaponresting;@WR5_M14;@hafm_uaz;@hafm_uk Share this post Link to post Share on other sites
terox 316 Posted April 20, 2014 there are at least 2 clientside addons listed in that mod line, the server doesn't need to run them, just host the keys, eg Shacktac hud and Blastcore Share this post Link to post Share on other sites