OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Mikero on 29 Jun 2005, 01:26:51
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I kept the square brackets off for hopefully obvious reasons.
Could someone explain the difference between these two in the mission.sqm?
thanx
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if this is solved sorry but i think that addons auto are official addons because from what ive seen only official addons apear in both of the sections but addons is just a whole list of any addon used
this might be wrong this is just what ive noticed
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It's wrong.
CWC has only one of these sections. I think the new one is something to do with auto detection of addons used.
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Maybe not so wrong ;)
CWC Addons did not have this kind of entrys in their configs:
class CfgAddons
{
// addon configuration
access = ReadOnly;
// Following official addons should be always loaded if present
// this should help to minimize compatibility problems
// with older missions that do not have correct addons[] list
// (This applies especially to mission using official weapons).
class PreloadBanks
{
class WeaponBIStudio
{
list[]=
{
"LaserGuided\","ABox\","6G30\","Kozl\","G36A\","MM-1\","Steyr\",
"Bizon\","XMS\","M41a\"
};
};
class MiscBIStudio
{
list[]=
{
"Flags\","VoiceRH\"
};
};
};
class PreloadAddons
{
// all addons in this list are always considered to be active
class WeaponBIStudio
{
list[]=
{
LaserGuided,6G30,Kozlice,G36A,MM1,Steyr,Bizon,XMS,M41a
};
};
class MiscBIStudio
{
list[]={Flags1,VoiceRH};
};
class ResistanceBIStudio
{
list[]={Noe};
};
};
};This might have something to do with the question at hand...
But then again, it might not ::)
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errrm...in one of my missions I got non official addons in both...
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Well,
Addons=
Is for addons being used when saving a mission.
:note that deleting the addon in the mission editor and saving
the mission again will not clear the Addons= section.
AddonsAuto=
Is for addons actually being detected automatically, and this array should be taken as reference when going to manually delete not used addons from the mission.sqm file.
:note - AddonsAuto= will be updated everytime you
save the mission.
~S~ CD
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Thanx for that people.
I am wondering if AddonsAuto= is actually a list of hidden dependencies. Ie the fact that BASDERAW (soldiers with jam weapons) doesn't specifally automate inclusion of JAM2 and the 'editor' somehow detects this?
That might be a bad example because the weapons are actually sepcifically specified as part of the soliders load out, but I'm thinking more along the lines of
class MikeroSolders: FredSoldiers
{
where Mikero pbo *would* be specificied in Addons= but Fred pbo would (if at all) be an AddonsAuto
does this gel with anyone's experience?
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What Chris said and:
addOns[]=
{
"ATC_Nogova",
"ATC_BIS",
"atc_runways"
};
addOnsAuto[]=
{
"ATC_Nogova",
"ATC_BIS"
};
Both ATC_Nogova and ATC_BIS have an entry in the requiredaddons section of thier config, that points to ATC_Runways. ATC_Runways has no requiredaddons.
It just so happens that ATC_Nogova and ATC_BIS are also placed in the mission, thats why they appear in both. Otherwise, like Chris said, they would be autodeteced (read from requiredaddons) and just added to AutoAddons.
Hope this helps some.