SenkiAlfonz 12 Posted June 1, 2014 Hi, I have made a mod. //it modifies nightvision //features: noise+blur+circular mask //planned, if I am able: fade in-out (+sound) on switch, hand anim My problem: It is not working on loaded savegames. I am aware, it is a common problem, but I've noticed TMR and STHUD has got some kind of workaround. I am totally new to modding, and the code TMR uses was a bit too much for me not to speak about sthud. TMR: "Uses a watchdog do ensure it is reloaded -- must survive a game load." I was hoping someone could help me out! (I have searched the forum but not found anything useful with my knowledge.) Thanks and here is my code (I combined hafm_nvg, tmr, and my effects) Config.cpp: class CfgPatches { class NVG { units[] = {}; weapons[] = {}; Version = 0.1; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR","Extended_EventHandlers","cba_main"}; }; }; class cfgWeapons { class Default; // External class reference class Binocular; // External class reference class NVGoggles : Binocular { modelOptics = "NVG\data\nvg.p3d"; }; class NVGoggles_INDEP : Binocular { modelOptics = "NVG\data\nvg.p3d"; }; class NVGoggles_OPFOR : Binocular { modelOptics = "NVG\data\nvg.p3d"; }; }; class Extended_PostInit_EventHandlers { class NVG { clientInit = "call compile preProcessFileLineNumbers '\NVG\init.sqf'"; }; }; init.sqf #define PATH "\NVG\" #define MAIN_DISPLAY (findDisplay 46) if ( !isDedicated ) then { NVG_nvOn = false; _fCheckVisionMode = { if ( !(isNull player) ) then { if ( currentVisionMode player != 0) then { if ( !NVG_nvOn ) then { FG = ppEffectCreate ["FilmGrain", 2051]; FG ppEffectEnable true; FG ppEffectAdjust[0.33, 1, 2, 0.1, 0.1, true]; FG ppEffectCommit 0; DB = ppEffectCreate ["DynamicBlur", 451]; DB ppEffectEnable true; DB ppEffectAdjust[0.33]; DB ppEffectCommit 0; NVG_nvOn = true; }; } else { if ( NVG_nvOn ) then { ppEffectDestroy FG; ppEffectDestroy DB; setAperture -1; NVG_nvOn = false }; }; }; }; [_fCheckVisionMode, 0, 0] call CBA_fnc_addPerFrameHandler; }; Share this post Link to post Share on other sites
SenkiAlfonz 12 Posted June 5, 2014 OK! Removing the first if: "if (!isDedicated ) then" solved the problem. No need for watchdogs, canaries or any kind of animals here... Dear Moderators: Post can be closed or even deleted. Share this post Link to post Share on other sites