dmarkwick 261 Posted September 8, 2009 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. This is the message I get playing a MP game with my Fire & Smoke addon. I can acknowledge the error and the game plays as normal, with the addon functionality. The addon is indeed installed. I think the problem might be that the addon has no editor presence, but it does spawn custom objects. If the addon is used in an editor preview, the addon gets added to the list in the SQM file, but I don't think this should be a requirement. The addon should just work whether it has a SQM entry or not. Question: how do I fix an addon that spawns custom objects from throwing up an addon error? Share this post Link to post Share on other sites
.kju 3244 Posted September 8, 2009 Do not use cfgAddons ever. Period. If you createVehicle sth, use activateAddons before. :) Share this post Link to post Share on other sites
dmarkwick 261 Posted September 8, 2009 Do not use cfgAddons ever. Period.If you createVehicle sth, use activateAddons before. :) cfgAddons? Never heard of it :) I will try that activateAddons command kju, thanks for the info. Share this post Link to post Share on other sites
.kju 3244 Posted September 8, 2009 Example code and some chat here: http://dev-heaven.net/boards/8/topics/show/73 Share this post Link to post Share on other sites
dmarkwick 261 Posted September 8, 2009 (edited) I'm using the following config (snippet) but it doesn't appear to work, I still get the error message: class CfgPatches { class JTD_FireAndSmoke { units[] = {"firemarkervis","firemarkerinv","birdscube"};//"DMViewBlock4Vis","DMViewBlock4Inv","DMViewBlock8Vis","DMViewBlock8Inv",DMViewBlock12vis}; weapons[] = {}; requiredVersion = 1.00; requiredAddons[] = {"Extended_EventHandlers"}; }; }; class Extended_PostInit_EventHandlers { JTDFAS_initAddon = "activateAddons [""JTD_FireAndSmoke""];"; }; ---------- Post added at 06:15 PM ---------- Previous post was at 05:37 PM ---------- Aah never mind - I put it in a script & run it ingame, initial tests are positive :) I guess that Extended_PostInit_EventHandlers isn't implemented in CBA or something. Edited September 8, 2009 by DMarkwick Share this post Link to post Share on other sites
.kju 3244 Posted September 8, 2009 PostInit means after the mission was started from what I recall. So it depends when your object is created. Share this post Link to post Share on other sites
[asa]oden 0 Posted September 9, 2009 I just don't get this new command.. No matter how, my addon Warfare just keeps slapping me in the face.. see below from rpt. I have activateAddon["Oden"] allover the code, almost in my darn fridge even. As seen below the addon gets activated just before MHQ being script-created but still this big fat ugly error message keep on having fun. "Init.sqf Done true" "InitMission.sqf Done" "Init_Common.sqf Start" "Init_Common.sqf Done" "Init_Server.sqf Start" "Init_Server.sqf preProcess Done" "Init_Server.sqf creating HQ" "Init_Server.sqf creating Towns" "Init_Server.sqf creating HC" "Init_Server.sqf setting up locations" "Init_Server.sqf spawn gameStats" "Activated Addon" <---------- orly? "Init_Server.sqf create MHQ East" "Init_Server.sqf create MHQ West" Addon oden (entry oden_m90Stryker_ICV_M2) not found in the list of active addons. Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. oden "Init_Server.sqf create compositions" "Init_Server.sqf creating base" "Init_Server.sqf init CoIn" Should I kill myself and never ever touch ArmA ever again or is there something that can be done in a non-official mysterious way to get away from this? On a sidenote, what's so amazing good with this new "activateAddon" ruining all normal ways having addons in missions - personally I see no good come out of it whatsoever and I've been having a messy time since MFCTI getting addons[] to work with OFrP, BAS, UKF, FLK, YouNameIt and those days were piece-of-cake compared to this? /soooTiredOden (sorry DM for hijacking your lovely thread :-), I'll get you a beer at Frugals) Share this post Link to post Share on other sites
dmarkwick 261 Posted September 9, 2009 ODEN;1433939']I just don't get this new command..No matter how' date=' my addon Warfare just keeps slapping me in the face.. see below from rpt. I have activateAddon["Oden"'] allover the code, almost in my darn fridge even. As seen below the addon gets activated just before MHQ being script-created but still this big fat ugly error message keep on having fun. *snip* Should I kill myself and never ever touch ArmA ever again or is there something that can be done in a non-official mysterious way to get away from this? On a sidenote, what's so amazing good with this new "activateAddon" ruining all normal ways having addons in missions - personally I see no good come out of it whatsoever and I've been having a messy time since MFCTI getting addons[] to work with OFrP, BAS, UKF, FLK, YouNameIt and those days were piece-of-cake compared to this? /soooTiredOden (sorry DM for hijacking your lovely thread :-), I'll get you a beer at Frugals) Beer was lovely thanks :) I'm having very hit & miss results with activateAddons. In fact, when I get activateAddons to work, it works, but I cannot seem to initiate it with the XEH PostInit eventhandler. As far as I can tell, the event handler simply does nothing. The only foolproof way I've managed to get activateAddons to work is to call it from the addon script, before anything else happens. But, I don't wish to constantly keep calling that command, once really ought to be enough. (To explain further, my addon uses event handlers exclusively ("fired" & "killed"), there is no "once only" run script that I can initialise stuff from. This is why I'm trying to use XEH PostInit eventhandler.) Share this post Link to post Share on other sites
TRexian 0 Posted September 9, 2009 Worst case scenario may be that you have a global JTD_sloppySeconds and have a conditional at the beginning of the EH-triggered scripts. If it is "false" set it to "true" and do the activateAddons thing. If it is "true," do nothing? I dunno which might be worse, though, running the conditional a bajillion times knowing that it isn't the first time, or just running the activateAddons. :D Would there be some value to running the activateAddons almost continuously, though, for JIP players? Share this post Link to post Share on other sites
dmarkwick 261 Posted September 9, 2009 Worst case scenario may be that you have a global JTD_sloppySeconds and have a conditional at the beginning of the EH-triggered scripts. If it is "false" set it to "true" and do the activateAddons thing. If it is "true," do nothing?I dunno which might be worse, though, running the conditional a bajillion times knowing that it isn't the first time, or just running the activateAddons. :D Would there be some value to running the activateAddons almost continuously, though, for JIP players? I don't know the consequence of running activateAddons multiple times against the same addon, hopefully nothing but you never know ;) I'd hate to think that all the times it's run is packing up the references in some list somewhere. Another reason to avoid it is that I don't know which part of the addon will be used first, and so all parts that can be run first (at least 3 that I can think of) need the same fudge. Share this post Link to post Share on other sites
TRexian 0 Posted September 9, 2009 (h) It seems you may have a long hard time working it out. Share this post Link to post Share on other sites
.kju 3244 Posted September 9, 2009 @ [ASA]ODEN Without your script code and your addon header no help possible.. Share this post Link to post Share on other sites
[asa]oden 0 Posted September 9, 2009 Roger that Q. But I feel I have more than overused DM's hospitality in this thread :p Is there any good section at devHeaven for my kinda issues, the addon review maybe? Share this post Link to post Share on other sites
dmarkwick 261 Posted September 9, 2009 Actually [A]O it's probably the same problem. It sounds, to me, like a cure for one is the cure for the other :) Share this post Link to post Share on other sites
.kju 3244 Posted September 9, 2009 Well BIF is fine I guess. For DH. 1) Top bar: DH Forums 2) Select 'Request an addon review' subforum 3) Create a thread 4) Post the links to your pastebins http://pastebin.jonasscholz.de/ Share this post Link to post Share on other sites
dmarkwick 261 Posted September 9, 2009 Hey kju, how does the postInit eventhandler differ from the postClientInit eventhandler? Is postInit not executed on clients? I'm wondering if I need to have both in order for my init params/script to work for all parties? And, is there any online reference? I cannot find one on the CBA online reference pages. Share this post Link to post Share on other sites
.kju 3244 Posted September 9, 2009 Maybe in there: http://dev-heaven.net/wiki/cca/Extended_Eventhandlers Otherwise ask in the CBA thread and Killswitch will surely answer. Share this post Link to post Share on other sites
dmarkwick 261 Posted September 9, 2009 OK, something I've learned in the last hour: In ArmA2 multiplay mode, the game does NOT look in the MyDocs\ArmA2 Other Profiles\Username\Scripts folder, it looks only in the PBO itself :) So, scripts that I thought I was affecting, I was not :D Share this post Link to post Share on other sites