Jump to content
Sign in to follow this  

How to enforce reguired mods on server?

Recommended Posts


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

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

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

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

Please sign in to comment

You will be able to leave a comment after signing in

Sign In Now
Sign in to follow this