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[Solved] Config patches: DLC compatibility vs requirement

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Hi, sorry if this is a basic question, I'm kind of new to configs. I've tried searching for this question but couldn't find anything. I'm trying to find out how to make an addon compatible with DLC, without requiring it.

 

I'm making an addon that changes gun feel, and I've achieved it for vanilla, non-DLC weapons. Here's my patch for Weapons_f: https://pastebin.com/L8Dd9JuJ.

 

Here's an example of a modified CfgRecoil setting:

 

Quote

class CfgRecoils
{
       [...]
        class recoil_mk20: recoil_default
        {
                muzzleOuter[]=
                        {"0.2*0.33*0.95", "0.6*1.5*1.05",
                        "0.2*0.5*0.95", "0.2*0.8*1.05"};
                kickBack[]={"0.01*1*1.1","0.03*0.75*1"};
                permanent="0.1*1.5*0.96";
                temporary="0.01*1.5*1.05";
        };

       [...]

};

 

And a modified CfgWeapons entry:

 

Quote

class CfgWeapons
{
        [...]
        class pdw2000_base_F: Rifle_Short_Base_F
        {
                recoil="recoil_pdw";
                class Single: Mode_SemiAuto
                {
                        reloadTime="0.0600*1*0.8";
                        dispersion="0.00200*2*2";
        };
                class Burst: Mode_Burst
                {
                        reloadTime="0.0500*1*0.8";
                        dispersion="0.00250*2*2";
        };
                class FullAuto: Mode_FullAuto
                {
                        reloadTime="0.0320*1*0.8";
                        dispersion="0.00300*2*2";
                };
        };
        class hgun_PDW2000_F: pdw2000_base_F
        {
                inertia="0.2*1*0.8";
                aimTransitionSpeed="1.5*1*1.2";
                dexterity="1.8*1*1.2";
                initSpeed="420*0.95*1";
        };

       [...]

};

 

These work fine. What I want to know is: if I add similar CfgRecoils and CfgWeapons entries for DLC weapons, like this:

 

Quote

class CfgWeapons
{
    [...]
    class DMR_05_base_F: Rifle_Long_Base_F
    {
        class Single: Mode_SemiAuto
        {
            reloadTime=0.2;
            dispersion=0.00073;
        };
        class FullAuto: Mode_FullAuto
            reloadTime=0.2;
            dispersion=0.00073;
        };
    };

    class srifle_DMR_05_blk_F: DMR_05_base_F
    {
        dexterity=1.68;
        inertia=1;
        aimTransitionSpeed=0.6;
        initSpeed = 1090;
    };
    [...]
};

 

...will that cause problems if the mod is used by someone without the DLC? Is this something to do with how you define requiredAddons? Do I have to get people to install compat patches based on what DLC they have? I still don't 100% understand this aspect of making a patch so if anyone could ELI5 that would rock. :) Thanks!

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13 hours ago, Corvine said:

Hi, sorry if this is a basic question, I'm kind of new to configs. I've tried searching for this question but couldn't find anything. I'm trying to find out how to make an addon compatible with DLC, without requiring it.

 

I'm making an addon that changes gun feel, and I've achieved it for vanilla, non-DLC weapons. Here's my patch for Weapons_f: https://pastebin.com/L8Dd9JuJ.

 

Here's an example of a modified CfgRecoil setting:

 

 

And a modified CfgWeapons entry:

 

 

These work fine. What I want to know is: if I add similar CfgRecoils and CfgWeapons entries for DLC weapons, like this:

 

 

...will that cause problems if the mod is used by someone without the DLC? Is this something to do with how you define requiredAddons? Do I have to get people to install compat patches based on what DLC they have? I still don't 100% understand this aspect of making a patch so if anyone could ELI5 that would rock. :) Thanks!

Addon restrictions are tied to p3ds in 90% (Tanoa & Mission Packs being exceptions here) cases so modifying values wouldn't cause any dependencies. All users get all DLCs downloaded but their usage is restricted per DLC ownership

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