ColonelKernel 4 Posted September 14, 2017 Hi. How can I add requiredAddons to a mod? I know it should be added to the config.bin (or .cpp) and I know the structure should be something like this: class CfgPatches { class My_Mod { units[] = { }; weapons[] = { }; requiredAddons[] = {"CBA_Extended_EventHandlers"}; version = "0.993"; versionStr = "0.993"; versionDesc= "My Mod"; versionAr[] = {1,0,0}; author[] = {"Me"}; }; }; But I don't know where you get the name of the required mod from. For example, in the above code I don't know where the name "CBA_Extended_EventHandlers" comes from. (I know what it is though!) Can someone please explain it to me? Share this post Link to post Share on other sites
da12thMonkey 1943 Posted September 14, 2017 It's the cfgPatches classname of the config you are inheriting the item from. The equivalent name of class My_Mod in your above example So if I was to make another mod that depends on your above mod i would have a cfgpatches like class CfgPatches { class da12thMonkey_addon { units[] = { }; weapons[] = { }; requiredAddons[] = {"My_Mod"}; version = "2.00"; versionDesc= "da12thMonkey's Mod"; author[] = {"da12thMonkey"}; }; }; 2 Share this post Link to post Share on other sites
ColonelKernel 4 Posted September 14, 2017 15 minutes ago, da12thMonkey said: It's the cfgPatches classname of the config you are inheriting the item from. The equivalent name of class My_Mod in your above example So if I was to make another mod that depends on your above mod i would have a cfgpatches like class CfgPatches { class da12thMonkey_addon { units[] = { }; weapons[] = { }; requiredAddons[] = {"My_Mod"}; version = "2.00"; versionDesc= "da12thMonkey's Mod"; author[] = {"da12thMonkey"}; }; }; Thank you Share this post Link to post Share on other sites
BRPVP 69 Posted November 3, 2019 On 9/14/2017 at 3:10 PM, da12thMonkey said: It's the cfgPatches classname of the config you are inheriting the item from. The equivalent name of class My_Mod in your above example So if I was to make another mod that depends on your above mod i would have a cfgpatches like class CfgPatches { class da12thMonkey_addon { units[] = { }; weapons[] = { }; requiredAddons[] = {"My_Mod"}; version = "2.00"; versionDesc= "da12thMonkey's Mod"; author[] = {"da12thMonkey"}; }; }; My friend. If my addon make use only of vanila Arma 3 content i can use requiredAddons[] = {};? Share this post Link to post Share on other sites
da12thMonkey 1943 Posted November 4, 2019 Yeah. Most simply you can use requiredAddons[] = {"A3_Data_F_Enoch_Loadorder"}; Which is the latest cfgPatches class for Arma 3, to ensure your data loads after all the BI data that you are referencing or modifying 1 Share this post Link to post Share on other sites
Dedmen 2661 Posted November 6, 2019 On 11/3/2019 at 11:32 PM, BRPVP said: If my addon make use only of vanila Arma 3 content i can use requiredAddons[] = {};? No. Guess @da12thMonkey 's "Yeah" was a typo and he really meant "No" 1 Share this post Link to post Share on other sites
da12thMonkey 1943 Posted November 6, 2019 Indeed. I just read it as "I can use requiredaddons..." The {}; brackets implying an empty array, didn't register in my mind, sorry You should have something in the array if you are inheriting properties from existing BI classes, just to ensure your addon is definitely loaded after all the BI stuff has been parsed 2 Share this post Link to post Share on other sites
BRPVP 69 Posted November 8, 2019 Thanks, My last release was with {} and no problems at all, but i'm adding "A3_Data_F_Enoch_Loadorder" for the next release. Share this post Link to post Share on other sites
Storm Rider 17 Posted March 25, 2020 Where should I look for to find the latest cfgPatches class? Share this post Link to post Share on other sites