anthall 10 Posted January 22, 2015 Hi. It is my understanding, that I can enforce what mods are allowed with the mod keys. These mods don't seem to be required, though. So, I would like to enforce that my players have this one mod installed and that is. No other mods, not without that one mod. How to do it? Any tutorials you guys can point me to? Share this post Link to post Share on other sites
meat147 1 Posted January 23, 2015 Easy way is but you will not catch mods like blastcore : place in the editor ammo, boxes units from the addons / mods. Complex way but will work!: 1. Start your arma 3 with logs enabled. 2. open up the mission in the editor 3. Click Preview 4. press escape and in the Code box (http://i.imgur.com/eaooJdu.jpg) enter this code { diag_log format["Addon: '%1'", _x]; } foreach activatedaddons; 5. Open your latest RPT (can be found here: %userprofile%\AppData\Local\Arma 3) 6. Cut all that starts with "Addon: " (http://i.imgur.com/2H6ZVQQ.png) and paste in a new window. 7. Then get rid of the unneeded info with http://i.imgur.com/BDvq0PU.png (.* ') and http://i.imgur.com/BDvq0PU.png ('") using the replace funktion. 8. Bring that in the right format with http://i.imgur.com/OlFqJV7.png (find ^ replace with ") and http://i.imgur.com/pk6py8D.png (find $ replace with ",) and then remove in the last line the , 9. Add this code in the mission.sqm to Addons and addonsauto 10. enjoy. They may be even easier ways that are not that complex but yeah. if you have questions add me on skype : nevada13589 Share this post Link to post Share on other sites
anthall 10 Posted January 23, 2015 So only way to do this is enforce mods in the mission file? That sounds a bit crude, but since I have one mission anyway, it does not matter that much. Thanks:) Share this post Link to post Share on other sites
terox 316 Posted January 23, 2015 easiest way to add an addon into a mission is to use an object from that addon and place it in the mission via the ingame editor and then save the mission.. This way, the "addons" and "addons auto" fields are added to the mission.sqm automatically. The only time you need to do otherwise is for adding content that is scripted in or such addons as Task Force radio or in certain circumstances CBA which have oddities. With these you need to manually add the content to the mission.sqm Bikeys whitelist what addons a client can connect to the server with The mission itself defines what addons are required to play that mission Share this post Link to post Share on other sites