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Author Topic: addons  (Read 477 times)

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mARV

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addons
« on: 22 Apr 2004, 14:21:02 »
Is it possible to place addons in a subfolder of a mission? then make the mission.sqm file point to it? so that the addon is included in the mission and then wouldn't need to be in the addon folder. I know it would make the mission files large, but it would be easier to make sure the players have all the addons needed.

Offline Chris Death

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Re:addons
« Reply #1 on: 22 Apr 2004, 14:27:38 »



nope



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Dont argue with idiots....they will bring you down to their level and beat you there with experience.

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Offline myke13021

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Re:addons
« Reply #2 on: 22 Apr 2004, 14:44:14 »
lol...the whole community hopes this feature will be added to OFP 2

Offline Terox

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Re:addons
« Reply #3 on: 22 Apr 2004, 15:32:29 »
i believe it is possible to use an #Include statement in the description.ext and point to an addon in a subfolder to use its internal scripting, if that helps
(Might be wrong here)


best way to make sure they have the addons is attach a readme with the pbo, and add the info in the briefing, then if at least one player has the addons, he can tell all the others what is needed


there was also a move in the past to incluce the "@" character in the mission filename as an indicator that non BIS  addons were used

Some servers use it, some dont

eg

ctf@ 20 hold the hill v1.noe.pbo


The best way is to have good server management, an easy to find download section for that servers "Addon Pack" and/ or the use of OFP Watch as an auto addon update system for that server

Firrst line of the server's MOTD needs to be the addon download link, as this is always seen by somebody before they get disconnected, the further down the server .cfg file this line is the less likely they are to see it


Zeus uses it and it works great
« Last Edit: 22 Apr 2004, 15:37:16 by Terox »
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