Dwarden 1125 Posted October 19, 2015 just use symbolic link https://en.wikipedia.org/wiki/Symbolic_link or NTFS junction https://en.wikipedia.org/wiki/NTFS_junction_point Share this post Link to post Share on other sites
max75 14 Posted October 19, 2015 Dwarden, would you be so kind to show a specific example? For _ctrl htmlLoad "\@Mod\html\html.html" or compile preprocessFileLineNumbers "\@Mod\Scripts\script.sqf" supposably. It is very sad to realize, but after 10 years of modding my knowledge is no longer enough to do these simple things. Great thanks. Share this post Link to post Share on other sites
killzone_kid 1329 Posted October 19, 2015 All data (scripts, textures, html, config files) used in all missions are placed in mod folder wich contains a different non-pbo simple folders like "Scripts", "Textures" etc. Paths to these ones are "\@Mod\...". I used this way since OFP, ie more than ten years. I have started the game yesterday and ups... game over. I was shocked. Do you know any other way to launch scripts, html placed in "\@Mod\..." (not missions) folders? I will be very grateful to you for help. Removal of support for absolute path means you can no longer reference files by absolute path "C:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead" etc. I don't see how this affects your paths. Most likely you failed to enable filepatching or extension support 1 Share this post Link to post Share on other sites
max75 14 Posted October 19, 2015 Most likely you failed to enable filepatching or extension support You are a clear head! I missed the point when filePatching became necessary. I just use unpacked data. Great, great thanks! Share this post Link to post Share on other sites
froggyluv 2133 Posted October 29, 2015 Lil confused when getting the Launcher to use :-filepatching, it doesnt seem to work in the Command Line Parameters slot. Trying to use GL5's Userconfig and didnt have a problem before using launcher (which im new to) by just adding it to my exe. command line but now it doesnt find it. Share this post Link to post Share on other sites
thedubl 43 Posted November 1, 2015 Hello, I believe I missed something (meh). I added the -filepatching to the server start up params and the allowfilepatching = 1; to the server.cfg ...still not working. I use a txt file for reserved players. https://forums.bistudio.com/topic/182520-script-to-lock-out-player-slots/ UPDATE: All fixed! I didn't have space between the startup params. Added a space and like magic... all better. dubl Share this post Link to post Share on other sites
megagoth1702 252 Posted January 19, 2016 In current DEV-Branch I can not get -filePatching to work in order to load my edited config data. Also the script command "filePatching" is not working and is not included in the arma3 script command list. This should work according to the SITREP here. Screenshot of the important part. Soooo. What's up with that? :-/ Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted January 19, 2016 In current DEV-Branch I can not get -filePatching to work in order to load my edited config data. Also the script command "filePatching" is not working and is not included in the arma3 script command list. This should work according to the SITREP here. Screenshot of the important part. Soooo. What's up with that? :-/ The script command is actually isFilePatchingEnabled Share this post Link to post Share on other sites
megagoth1702 252 Posted January 19, 2016 The script command is actually isFilePatchingEnabled Thanks. This returns "true" on my system, finally a sign of confirmation. Still wondering why arma does not eat my unpacked and totally broken (on purpose) config. :( My pboPrefix (created by Mikero's PboProject) is MegasSound\addons\Mega_MX and my unpacked data is in arma3\MegasSound\Addons\Mega_MX\config.cpp. Share this post Link to post Share on other sites
tortuosit 486 Posted February 5, 2016 OK guys, I'd like to get rid of -filePatching necessity. And I also don't want to use userconfig for some reasons. NOW: - I have a pbo acting as a loader, which has a config.cpp - This one calls an init.sqf outside of the pbo via "#include "\@scriptname\script\init.sqf" - EDIT: Also, there are execVMs of local unpacked scripts. // I think here is the problem?! - From there, all Includes and "call compile preprocessfile" call their stuff via absolute relative paths from Addon dir...: \@scriptname\blah\bleh\config.sqf But this construction does not load the script properly without -filepatching. Why is this? SOLVED, there was one job to do: - all execvm's only call files inside the pbo So after some reorg, it works without -filepatching. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted February 10, 2016 Is there a way to allow filepatching by the server but not by clients? don't really want -filepatching as a launch param, but IIRC removing that prevents server from execVM unpacked files in its directory. Share this post Link to post Share on other sites
Bamse 223 Posted February 10, 2016 according to the documentation -filepatching enables file patching on the server. In your server.cfg you specify the client settings by using the allowedFilePatching = X; setting. reference: https://community.bistudio.com/wiki/server.cfg Share this post Link to post Share on other sites
killzone_kid 1329 Posted February 10, 2016 Is there a way to allow filepatching by the server but not by clients? don't really want -filepatching as a launch param, but IIRC removing that prevents server from execVM unpacked files in its directory. What is so bad if one is using -filePatching as launch option on server? Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted February 13, 2016 What is so bad if one is using -filePatching as launch option on server? From what I recall, doesn't this allow clients to use unpacked data? Or does the server.cfg setting override for clients Share this post Link to post Share on other sites
killzone_kid 1329 Posted February 14, 2016 From what I recall, doesn't this allow clients to use unpacked data? Or does the server.cfg setting override for clients allowedFilePatching regulates client permissions Share this post Link to post Share on other sites
tazmania720 16 Posted November 25, 2016 Does this work with all the current DLC's Share this post Link to post Share on other sites