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Author Topic: Strange Addon Error  (Read 7702 times)

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Offline JamesF1

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Re: Strange Addon Error
« Reply #15 on: 29 Aug 2009, 17:49:12 »
I do stand by my theory in overall scenario that scope 1 is for base class and those inheriting should be scope 2 .
Ordinarily I'd agree with you - but in this case, the HMM_DropBox ammobox serves only to be used by a single script, so it's just easier (from my POV) than cluttering the in-game menu.

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could it be you havent binarised and there is no PBOprefix ?
Nope, checked those.

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are you the one getting the error or is it a friend on aserver that actually doesnt have the addon  , it is possible for people to join servers without the ness addons , if the addon is only created inb a script ( another good example of why its good practice to place a dummy of any custom addons to be createvehicled before saving ) ?
I get it, a friend (also with the addon) gets it, etc.

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  does the other pbo that has the scripts  had as a required addon hmm_units ? 
Yes, but it made no difference to the problem even when removed.

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finally , i have seen a few people with this problem since arma2 , i am beggining to wonder if there is some changes in arma2  config set up that we havent noticed yet .
Yeah, that's what I was thinking.  Strange that 'activateAddons' in the script would make it work, though, if that were the case.

Thanks very much for your help/suggestions :)  Looks like I'm just going to have to stick to calling activateAddons in the script, and hope it's sufficiently 'future-proof'!

Offline DeanosBeano

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Re: Strange Addon Error
« Reply #16 on: 29 Aug 2009, 18:11:25 »

 well it keeps looking like one of those something simple missing/somethings broken in the game to me which are always frustrating.

 
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Looks like I'm just going to have to stick to calling activateAddons in the script, and hope it's sufficiently 'future-proof'!
I heard somewhere that using this in configs or was it if called  can overwrite the addons  activated in mission .sqm ?

  maybe one time someone will find time to sort all this out but for now sounds like you found a way .

 
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Offline JamesF1

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Re: Strange Addon Error
« Reply #17 on: 29 Aug 2009, 18:22:20 »
I meant in the script (right before the createVehicle) rather than the config - but, at least now I know not to use it in a config  :D

Offline DeanosBeano

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Re: Strange Addon Error
« Reply #18 on: 29 Aug 2009, 18:43:13 »
 yeah i got you n that mate ,
 What i said was me thinking out loud dont worry , i believe some things can call from inits and it messes up in multiplayer.
 However i did come across something similar if not opposite to this once where someone wrongly used required addons and when the addon was loaded but not even used in a mission the addon was autosaved to the .sqm i dont know if its poss but it seemed they configured it that a core file  required there addon ( unnecessarily), there is obviously something somewhere that's changed in A2.

 
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Offline DMarkwick

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Re: Strange Addon Error
« Reply #19 on: 03 Sep 2009, 22:03:10 »
I've got what might be a related issue. It's to do with the Fire&Smoke addon, a member over at BIS tried it out for me on his server, and he reported that, although the addon continued to function apparently normally, people did receive a "you cant play this mission, it requires JTD_FireAndSmoke" error ingame, when someone else did something that caused a spawn of a custom object. Even though everyone did indeed have that addon.