Misfit Leader 2 Posted February 6, 2008 Hello, Often when playing a mission, i have error message reporting that the current mission is based on content which is not available anymore. It's always an addon quoted in this message. (sometimes i have seen the name of cartridge, but i think this error are because of the mission maker) I don't know if these messages are because of my addons, or the server one ? (or anything else ?) These messages are a real pain when they suddenly appear in a critical moments. ( ) Is there a way to disable these messages ? (after all the only option we have is to click on "OK".. so the message is a bit useless for the players.. maybe useful to the mission maker ?) Any Idea ? Share this post Link to post Share on other sites
.kju 3245 Posted February 6, 2008 no it is not. Addons makers have to define a so called cfgAddons entry in their addon's config to have this message not appear. Share this post Link to post Share on other sites
Misfit Leader 2 Posted February 6, 2008 So what i can do is unpbo all the addons i have on my server (or on my computer ) and put a cfgaddons entry somewhere ? Is there a post or an url that explain what have to be done ? Thanks Share this post Link to post Share on other sites
.kju 3245 Posted February 6, 2008 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgAddons { class PreloadAddons { class ace_config_weapon {list[]={"CFGPATCHESCLASS"};}; }; }; Replace CFGPATCHESCLASS with the addons CfgPatches class. like Quote[/b] ]class CfgPatches{ class ACE_Config_Vehicle { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CATracked"}; }; }; I am not sure. I think both local (your PC) and on the server. Share this post Link to post Share on other sites
Misfit Leader 2 Posted February 6, 2008 Many thanks, i will try that ! Share this post Link to post Share on other sites
suma 8 Posted February 6, 2008 I don't know if these messages are because of my addons, or the server one ? (or anything else ?) This message is most often caused by a mission which is using some addon, but is not advertising it is using it by registering it in the list of the addons used in the mission.sqm file. This list needs to be accurate so that players without the addon can be notified they cannot play the mission, instead of crashing them during the mission. Share this post Link to post Share on other sites
Misfit Leader 2 Posted February 6, 2008 Hello Suma, Well, i have encoutered this problem on somes missions. I have seen that the message is generated when the addons is "needed". For example the last errors messages i got were about "DMSmokeEffects" and the error message appears only one time in a mission.. and this moment is the first time smoke is generated in the mission. But DMSmokeEffects is a client side addons, so how a mission could need it ? (it does nothing special, no ? ) When a mission maker do a mission, he should deactivate all addons except the one that are really required by the client side ? Is there a way to edit the missions so we don't see the message no more ? I am not a mission maker, but if i can debug them Share this post Link to post Share on other sites
.kju 3245 Posted February 6, 2008 If an object isn't placed in the mission editor, it doesn't get added to the cfgPatches entry. Therefore the cfgAddons is required. Share this post Link to post Share on other sites
Misfit Leader 2 Posted February 6, 2008 I am not sure to understand what you are saying Share this post Link to post Share on other sites
.kju 3245 Posted February 6, 2008 You can create vehicles or weapons later in the game via scripts. So not all these exist on the map at the start right? This means the editor cannot know about these and cannot add the required addons for the mission correctly to mission.sqm's addOns and addOnsAuto array. Quote[/b] ]class Mission{ addOns[]= { "cacharacters", "saralite" }; addOnsAuto[]= { "cacharacters", "saralite" }; cacharacters and saralite are cfgPatches classes of addons. Share this post Link to post Share on other sites
Misfit Leader 2 Posted February 6, 2008 But in the case of "smoke" what is created ? Share this post Link to post Share on other sites
binkster 0 Posted February 7, 2008 Get the name of addon and download it.... Share this post Link to post Share on other sites
Misfit Leader 2 Posted February 7, 2008 I already have it, but these messages are provided with addons i have. I think i've seen GMJ_SightAdjustment & DMSmokeEffects in my last missions. I've checked what Q said inside the pbo (inside the config file) and it looks like clean, so the problem isn't from me i suppose. I've made a screenshot : translated in english that should say something like : It is impossible to play/modify this mission, she is based on downloadable content which has been deleted. dmsmokeeffects Easy to reproduce, go on a server, launch a mission, throw a smoke nade and that appears.. That make me thinks, as the DMSmokeEffects is creating something to "hide" the sight to the IA (don't remember the name), if the server don't have the addon installed it reports an error message to client ? I don't really know if that is the problem (i don't know what GMJ_AdjustementSight is "creating"). So can we avoid the server from sending an error message if it's the heart of these errors messages ? Share this post Link to post Share on other sites
.kju 3245 Posted February 7, 2008 Does DMSmokeEffects.pbo have the CfgAddons definition? Does your mission have 'DMSmokeEffects' cfgPatches class (look in the pbo how it is called exactly), in addons[] and addonsAuto[]? Share this post Link to post Share on other sites
suma 8 Posted February 7, 2008 But DMSmokeEffects is a client side addons, so how a mission could need it ? (it does nothing special, no ? ) Unfortunately this is something the system is unable to detect. Any addon which is to be used during the mission needs to be registered with the mission. The only exception are addons which are told to be active "all the time", which can be done by them by using the PreloadAddons. The names in the PreloadAddons should be the same as when registering the addon with the mission. If addons is user it is client side only, it could register itself as preloaded by using something like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgAddons { class PreloadAddons { class dms_smoke {list[]={"DMSmokeEffects"};}; }; }; Replace DMSmokeEffects with whatever that particular addon addons into the mission.sqm, i.e. with the name of the addon as defined in its CfgPatches section. Share this post Link to post Share on other sites
sickboy 13 Posted February 7, 2008 The preloadAddons also appear in the Campaign/Mission save games if I remember correctly, this might be important to keep in mind when toying with preload stuff. Share this post Link to post Share on other sites
.kju 3245 Posted February 7, 2008 Yeah that feature of ArmA is not so nice. However you can still revert the mission to have it work again with the actual required addons by the missions. Share this post Link to post Share on other sites
Misfit Leader 2 Posted February 7, 2008 The preloadAddons also appear in the Campaign/Mission save games if I remember correctly, this might be important to keep in mind when toying with preload stuff. This means that if you played a SP game campaign with some custom addons of the community, save the game during the mission. Then get back with no addons at all you can't load the savegame ? Share this post Link to post Share on other sites
.kju 3245 Posted February 7, 2008 At times yes (if the addon has a cfgAddons entry..). Lovely, eh Share this post Link to post Share on other sites