=242= CPT. Helios 18 Posted February 7, 2017 I'm running an ArmA 3 RHS Server at 72.5.195.222. I'd like to suggest STUI mod to be run by players, but not have this mod running on the server. I would prefer to keep many mods like this, soundpacks, and other unneeded mods off of the server, but allow the clients to load them. How do I add mods to the suggested downloads list here, without running them on the server? Share this post Link to post Share on other sites
terox 316 Posted February 9, 2017 You're aware you only need to host the bikeys for any client side mods such as shac-tac or sound packs ? I'm assuming that's some sort of steam gui/collection you are using to try and host your mods. I don't use anything like that, it appears to be too restrictive and inflexible for my requirements Share this post Link to post Share on other sites
=242= CPT. Helios 18 Posted February 9, 2017 Yes, I'm aware that I only need the bikeys, but I'd like the server to suggest that people load shactac when they try to connect to ArmA3 launcher, as well as some other mods. Share this post Link to post Share on other sites
lordprimate 159 Posted February 11, 2017 i am also curious about this. I cant even get the mods loaded on my server to show up as required mods.. Share this post Link to post Share on other sites
terox 316 Posted February 11, 2017 I wonder what would happen if you added an empty -mod folder such as =@ShacTac if that would also display a requirement to the clients. If that fails, you could create your own little -mod that adds a dependancy to shactac in the mission, although this would then cause issues for anyone who does not have that mod and then attempts to connect This however goes against the entire point of OPTIONAL clientside mod packs You could add "ShacTaC Welcome" as part of your hostname and also add it to your MOTD as for sound packs what difference does that make to gameplay whether the client has it or not and if you have regulars they should know what you allow anyway Our solution to this is to create our own signed clientside mod pack and host that as a subdomain http://zclient.zeus-community.net (Which contains amongst other non mission dependant clientside mods Shactac) And every mission has an auto inserted briefing section (Via an addon I made) that states what is allowed and where to get it. The issue i would see with linking to steam collections is Imagine CBA brings out a new release Some Clients rush to download and install it, some don't Server hasn't updated Client/server or Client/client mismatch This can cause mayhem My preferred method is to have total control of what mods are allowed so I create that control by signing every addon (Except TFAR .. there are reasons for this) with our own bikey which also has a date stamp, for example "ZCommon_03_02_2017.bikey" via an automatic call to some batch code and then host those addons via an arma3sync file repo so basically if you want to play on our addon server there is only 1 place you can get those addons from that will work and that is from our repo. This creates maximum stability I would however like to do away with the cost of running a file repo, so to host these on Steam would be great, but I believe that hosting a collection of existing addons on steam in this way is frowned upon ?? and even if it wasn't we then have the potential of TFAR mismatch on versions due to the same example as I gave for CBA Share this post Link to post Share on other sites