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Thread: Addon funkyness

  1. #1

    Addon funkyness

    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?
    Fire And Smoke for ArmA2: JTD_FireAndSmoke v0.2

    For better future effects addons, please vote for this ticket.

  2. #2
    Do not use cfgAddons ever. Period.
    If you createVehicle sth, use activateAddons before.

  3. #3
    Captain DMarkwick's Avatar
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    Quote Originally Posted by kju View Post
    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.

  4. #4

  5. #5
    Captain DMarkwick's Avatar
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    I'm using the following config (snippet) but it doesn't appear to work, I still get the error message:

    Code:
    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.
    Last edited by DMarkwick; Sep 8 2009 at 16:43.

  6. #6
    PostInit means after the mission was started from what I recall.
    So it depends when your object is created.

  7. #7
    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.

    Code:
    "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)

  8. #8
    Captain DMarkwick's Avatar
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    Quote Originally Posted by [ASA]ODEN View Post
    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.

    *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.)

  9. #9
    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. Would there be some value to running the activateAddons almost continuously, though, for JIP players?

  10. #10
    Captain DMarkwick's Avatar
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    Quote Originally Posted by TRexian View Post
    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. 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.

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