Jump to content
Sign in to follow this  
snkman

AddOns which are not listed in the mission.sqm

Recommended Posts

Hi all,

well i'm not the best in config coding and since A2 i have some AddOns which are listed in the mission.sqm.

Back in A1 none of my AddOns ( classes ) was listed in the mission.sqm so may someone here can help me with this.

Example:

// ////////////////////////////////////////////////////////////////////////////
// GL4 v.1.0 System Config
// By =\SNKMAN/=
// ////////////////////////////////////////////////////////////////////////////

class CfgPatches
{
class GL4_System
{
	units[] = {};
	weapons[] = {};
	requiredVersion = 1.0;
	requiredAddons[] = {"CAData", "CA_Modules"};
};
};

class CfgVehicles
{
class Logic;

class GL4_System : Logic
{
	displayName = "Group Link 4";
	icon="\ca\ui\data\icon_functions_ca.paa";
	picture="\ca\ui\data\icon_functions_ca.paa";
	vehicleClass = "Modules";

	class Eventhandlers
	{
		///// Release Version /////
		// init = "if (isNil ""GL4_Path"") then {GL4_Path = ""\GL4_System\""; _this execVM (GL4_Path+""GL4_System.sqf"") }";
		// ////////////////////////

		///// Development Version /////
		 init = "if (isNil ""GL4_Path"") then {GL4_Path = ""\@GL4\AddOns\GL4_System\""; _this execVM (GL4_Path+""GL4_System.sqf"") }";
		// ////////////////////////////
	};
};
};

Now in the mission.sqm i have the class "GL4_System" also all AddOns which use the CfgVehicles are listed in the mission.sqm.

What do i have to do to slove this problem?

Many thanks in advance.

Share this post


Link to post
Share on other sites

I don't think you can stop ArmA2 from automatically adding your addon to the required list if the addon makes significant changes.

Either refrain from loading the addon while editing if it's not essential to assist in editing the mission or, after editing, open mission.sqm manually and delete the line if it's not essential for the mission to run.

If it's a very simple config change, then you could do it in description.ext so that clients won't get errors.

If it's a change you want done on every mission but is only needed on the server-side, then make the server-side addon create and place the logic after it loads rather than place the logic with the editor.

Share this post


Link to post
Share on other sites

1) Either you load other broken community addons.

2) Or you load other broken addons of yours.

3) Or BI configs are broken.

And you need to test more when it happens.

What type of unit, you need to place in a mission to get the entry of a specific

cfgP class into mission.sqm's addon array.

Share this post


Link to post
Share on other sites

Thanks for the answers.

I thought there is a way to slove this... But well looks like i have to life with it. :)

Share this post


Link to post
Share on other sites

There is for sure. You only need to invest time to find the source.

Share this post


Link to post
Share on other sites

Excuse me, I am lost now. What is the actual question?

Share this post


Link to post
Share on other sites

The question is: What do i have to do with my AddOns that they are not listed in the mission.sqm? :)

Share this post


Link to post
Share on other sites

Dynamically spawn them, after mission start perhaps? :j:

Planck

Share this post


Link to post
Share on other sites

Use activateAddons.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×