Arma: Mod Folders – Talk
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(The part about how configs are built / modfolders are loaded is wrong AFAIK) |
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We need to update this page to include the Armed Assault release. | We need to update this page to include the Armed Assault release. | ||
--[[User:ViperMaul|ViperMaul]] 04:08, 25 August 2007 (CEST) | --[[User:ViperMaul|ViperMaul]] 04:08, 25 August 2007 (CEST) | ||
== How it Works == | |||
This part is not correct AFAIK. The config building process works differently. As far my experience goes, it works like this: | |||
* Every addon of the PROPER Mod can be used '''independently''' from the other PROPER Mod addons. Of course some addons are meant to be used in combination.<br> | |||
* Conflicts with other peoples' addons / work should be very unlikely due to the way our work is made (config structure / config inheritance).<br> | |||
* '''In the end the order of the different modfolders determines which addon (or more precise down to each config value) is used / active.''' Highest priority has the last modfolder. Like | |||
-mod=@Mod1LeastPrio;@Mod2MidPrio;@Mod3HighestPrio. | |||
The first modfolder technically is ArmA though, followed by @Mod1LeastPrio, @Mod2MidPrio and so on. | |||
1st: ArmA\dta | |||
2nd: ArmA\addons | |||
3nd: ArmA\@Mod1LeastPrio | |||
4th: ArmA\@Mod2MidPrio | |||
5th: ArmA\@Mod3HighestPrio | |||
--[[User:WGL.Q|WGL.Q]] 17:09, 29 October 2007 (CET) | |||
== Missing parts of the article == | |||
* In ArmA it is possible to have ''mpmissions'', ''missions'', ''campaigns'' folder in the modfolder itself AFAIK. | |||
* Resources (tools) could be updated or even better it should link to this page: [[ArmA:_Community_Tools#Multi_Player]] | |||
'''It would be awesome if you feel like contributing to the update!''' :-) | |||
--[[User:WGL.Q|WGL.Q]] 17:09, 29 October 2007 (CET) |
Revision as of 17:09, 29 October 2007
removed the following text as being irrelevent to mod folders per se
Mission modfolders Within the Missions folder you can use subfolders, like in the example shown here. This cannot be done in the MPMissions folder. You don't have to use a Mod to make such subfolders, you can create them also just to sort your missions.
Within the MissionModFolder, you can place an overview.html which, just like Single missions, can display an image and some lines of text.
Added commentary about using modfolders for addons.
ook? 20:51, 30 May 2006 (CEST)
Is there a recommended size of mod folder? perhaps a good estimate should be added as well.
hoz 21:02, 30 May 2006 (CEST)
no, that's entirely irrelevant. If anything the use of mod folders (plural) decreases the mem requirements because only those pbo's wanted, are used. (unlike plunking *everything* in the ~/addons folder
--ook? 11:00, 5 July 2006 (CEST)
I've had some problems with various tools both related to OFP and otherwise choking on i/o operations involving folders with '@' in the foldername. It makes it easy to recognize what's a mod folder and what's not, but really isn't required and can occasionally be a nusiance.
Shinraiden 06:26, 20 July 2006 (CEST)
There's various addons or mods that use hard-coded absolute pathing instead of relative pathing, ECP for example, that mandate the usage of a particular mod folder name. I think there's some that are pathed to expect to be in the primary addons folder, I can't think of any off the top of my head for OFP, but there's a number for VBS1. There probably should be a note about this. Shinraiden 11:11, 12 September 2006 (CEST)
Correct Name?
Is 'modfolders' a good name for this article? Can we do better? Should there be a modifications article describing the whole concept? :)
--Salisan 10:17, 12 September 2006 (CEST)
We need to update this page to include the Armed Assault release. --ViperMaul 04:08, 25 August 2007 (CEST)
How it Works
This part is not correct AFAIK. The config building process works differently. As far my experience goes, it works like this:
- Every addon of the PROPER Mod can be used independently from the other PROPER Mod addons. Of course some addons are meant to be used in combination.
- Conflicts with other peoples' addons / work should be very unlikely due to the way our work is made (config structure / config inheritance).
- In the end the order of the different modfolders determines which addon (or more precise down to each config value) is used / active. Highest priority has the last modfolder. Like
-mod=@Mod1LeastPrio;@Mod2MidPrio;@Mod3HighestPrio.
The first modfolder technically is ArmA though, followed by @Mod1LeastPrio, @Mod2MidPrio and so on.
1st: ArmA\dta 2nd: ArmA\addons 3nd: ArmA\@Mod1LeastPrio 4th: ArmA\@Mod2MidPrio 5th: ArmA\@Mod3HighestPrio
--WGL.Q 17:09, 29 October 2007 (CET)
Missing parts of the article
- In ArmA it is possible to have mpmissions, missions, campaigns folder in the modfolder itself AFAIK.
- Resources (tools) could be updated or even better it should link to this page: ArmA:_Community_Tools#Multi_Player
It would be awesome if you feel like contributing to the update! :-) --WGL.Q 17:09, 29 October 2007 (CET)