Joshua the Grizzly
May 22 2011, 15:55
One of the major pains in joining multiplayer servers is not having installed the mods it requires.
One ofh the major pains of hosting multiplayer sessions is ensuring that everyone who joins gets the mods.
What I propose is a system found in games like Counter Strike and Neverwinter Nights. ESPECIALLY Neverwinter Nights (Where there are servers which have gigabytes of custom content). Those games automatically download their content.
What I propose, for ARMA, is quite simply, this:
There is a addons folder
This addons folder has several sub folders. In the ingame addon manager, you are able to turn these addons on or
There is a server.
This server is running several addons.
The addon folders are called
@<hidden>
@<hidden>
ACE is ... the ace mod. The player already has this folder, because ACE is apperently quite awesome (never tried it), so the addon is turned on in the ingame addon manager automatically.
ExSeCustom is a custom modfolder this example server uses. The player does not have that folder, so it is downloaded in an ingame client. After the download is finished, the addon is turned on.
In case the RV engine is not able to turn on addons without a restart, the game downloads the folders ingame, then quits, and then connects using a commandline directly connecting itself to the server you wanted to join and the -mod=@<hidden>;@<hidden> modline.
I do know there might be a problem with this setup. To be speficic: Updated or outdated versions of the mods and mod folders with the same names (the game could check the server keys before connecting). In the last case, discretion should be used in ensuring no one chooses generic names. In the first case... I dunno.
One ofh the major pains of hosting multiplayer sessions is ensuring that everyone who joins gets the mods.
What I propose is a system found in games like Counter Strike and Neverwinter Nights. ESPECIALLY Neverwinter Nights (Where there are servers which have gigabytes of custom content). Those games automatically download their content.
What I propose, for ARMA, is quite simply, this:
There is a addons folder
This addons folder has several sub folders. In the ingame addon manager, you are able to turn these addons on or
There is a server.
This server is running several addons.
The addon folders are called
@<hidden>
@<hidden>
ACE is ... the ace mod. The player already has this folder, because ACE is apperently quite awesome (never tried it), so the addon is turned on in the ingame addon manager automatically.
ExSeCustom is a custom modfolder this example server uses. The player does not have that folder, so it is downloaded in an ingame client. After the download is finished, the addon is turned on.
In case the RV engine is not able to turn on addons without a restart, the game downloads the folders ingame, then quits, and then connects using a commandline directly connecting itself to the server you wanted to join and the -mod=@<hidden>;@<hidden> modline.
I do know there might be a problem with this setup. To be speficic: Updated or outdated versions of the mods and mod folders with the same names (the game could check the server keys before connecting). In the last case, discretion should be used in ensuring no one chooses generic names. In the first case... I dunno.