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thebarricade

Replacement addon becomes required addon in mission

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So, I have made a small addon which makes the various NVGs in A3 fullscreen (for me and my group), but I have encountered one problem which seems kind of troublesome.

 

When I add a unit via the editor everything works as I think it should, but if I then edit the units inventory, my mod gets added as an dependency for the mission. This obviously breaks the mission for basically everyone else in the world.

 

Does anyone know how to stop that from happening?

 

My config.cpp currently looks like this:

class CfgPatches
{
	class tbr_nvg
	{
		author = "thebarricade";
		name = "TBR Fullscreen NVGs";
		requiredVersion = 0.1;
		requiredAddons[] = {"A3_Data_F_Exp"};
	};
};
class CfgWeapons
{
	class Binocular;
	class NVGoggles: Binocular
	{
         modelOptics = "";
	};
	class O_NVGoggles_hex_F: NVGoggles
	{
		modelOptics = "";
	};
	class O_NVGoggles_urb_F: O_NVGoggles_hex_F
	{
		modelOptics = "";
	};
	... snipped a bunch of lines ...
};

One creepy way of making it work is:

class CfgPatches
{
	class A3_Weapons_F_Exp
	{};
};

But I don't really feel comfortable doing that (unless that is the actual, proper way of doing it).

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@thebarricadeits been a while :drinking2:

 

not exactly sure yet why it happens in this particular case

 

1) what do you use for packing to pbo?

2) did you compare the re-extracted config to your source?

3) use "A3_Data_F_Tank_Loadorder" instead with requiredAddons

4) try adding units[]={}; to cfgPatches

5) finally try without any other mods if you havent done so yet - could be an interaction between mods

 

PS: normally only cfgAddons/preloadAddons is causing that

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It has :wave:

 

So in order:

1) I used Addon Builder via Arma 3 Tools

2) I unpacked the pbo using Eliteness and found no major differences (a CfgMod section had been added)

3 & 4) Changed requiredAddond, added units line. No difference, unfortunately.

5) Already tried that.

 

So not an inch closer...

 

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