ColonelKernel 4 Posted August 17, 2017 Hi. How can I make a script run in every mission (without editing the mission of course). Just like what addons do. Share this post Link to post Share on other sites
NeoArmageddon 958 Posted August 17, 2017 With an addon including your script (and adding an eventhandler to start it). If you are not restricted in addons you can use, I recommend CBA for simpler setup and compatibility with other addons. There was a way of adding script execution permanently to the ui namespace but it got exploited and was removed from the game. Share this post Link to post Share on other sites
ColonelKernel 4 Posted August 17, 2017 42 minutes ago, NeoArmageddon said: With an addon including your script (and adding an eventhandler to start it). If you are not restricted in addons you can use, I recommend CBA for simpler setup and compatibility with other addons. There was a way of adding script execution permanently to the ui namespace but it got exploited and was removed from the game. Thank you for your reply. But how do I do that exactly? (I mean adding the eventhandler) P.S: In case it's necessary, here is the script that I want to turn into an addon (Soldier Tracker): http://www.armaholic.com/page.php?id=26993 Share this post Link to post Share on other sites
ColonelKernel 4 Posted August 17, 2017 So here is what I did: I created a config.cpp file and inserted this code: class CfgPatches { class ST { units[] = {""}; weapons[] = {""}; requiredAddons[] = {CBA_MAIN}; }; }; class Extended_PostInit_EventHandlers { st_Init = "_ok = [] execVM '\ST\QS_icons.sqf'"; }; (ST is the name of the pbo file) Then I put the QS_icons.sqf and config.cpp files next to each other and created the pbo file. But still nothing happens. Any idea what's wrong? Share this post Link to post Share on other sites
palatine 24 Posted August 18, 2017 Hey bro, i'm no expert just a noob, but this is what I did in my addon. Hope this can help, but if it's not then I'm sorry for that ;) class Extended_PostInit_EventHandlers { class SFTacticalSupport { clientInit = "call compile preprocessFileLineNumbers '\SFTacticalSupport\init.sqf'"; }; }; Edit: Sorry forgot to add, the required addon: CBA_Extended_EventHandlers 1 Share this post Link to post Share on other sites
ColonelKernel 4 Posted August 18, 2017 1 hour ago, palatine said: Hey bro, i'm no expert just a noob, but this is what I did in my addon. Hope this can help, but if it's not then I'm sorry for that ;) class Extended_PostInit_EventHandlers { class SFTacticalSupport { clientInit = "call compile preprocessFileLineNumbers '\SFTacticalSupport\init.sqf'"; }; }; Edit: Sorry forgot to add, the required addon: CBA_Extended_EventHandlers Thanks. After messing around with it for a while, here's what I did and it did the trick! class CfgPatches { class SoldierTracker { units[] = {}; weapons[] = {}; requiredAddons[] = {"Extended_EventHandlers"}; requiredVersion = 0.1; }; }; class Extended_PreInit_EventHandlers { ST_Init = "ST_Init_Var = [] execVM ""\ST\QS_icons.sqf"""; }; Share this post Link to post Share on other sites
Larrow 2821 Posted August 18, 2017 Vanilla A3 with no addon dependency. class CfgPatches { class QS_SoldierTracker { units[] = {}; weapons[] = {}; requiredAddons[] = {}; requiredVersion = 0.1; }; }; class CfgFunctions { class ST { class soldierTracker { class InitIcons { file = "\ST\QS_icons.sqf"; //suspension allowed, although long term will halt mission execution //if needed spawn/execVM thread inside of file instead postInit = 1; }; }; }; }; 1 Share this post Link to post Share on other sites