Bull A – User talk
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:In the config create you CfgMods section. Then make a dir attribute and type in the file directory of the you @Addon folder. If your @Addon folder is in the games root directory just use @Addon. Also include the mod.cpp. This acts as redundancy in case the CfgMods does not work. This is the best practice --[[User:Bull_A|Bull_A]] ([[User talk:Bull_A|talk]]) 10:40, 23 March 2015 (UTC) | :In the config create you CfgMods section. Then make a dir attribute and type in the file directory of the you @Addon folder. If your @Addon folder is in the games root directory just use @Addon. Also include the mod.cpp. This acts as redundancy in case the CfgMods does not work. This is the best practice --[[User:Bull_A|Bull_A]] ([[User talk:Bull_A|talk]]) 10:40, 23 March 2015 (UTC) | ||
::Thank you for your response. I actually figured it out already. The problem is that CfgMods doesnt like "@". I made a bug report that explains the issue better: http://feedback.arma3.com/view.php?id=23257 . Basically there are 3 things that need to be the same for CfgMods to work properly on its own. Luckily it has been assigned so I hope to see the solution soon. | ::Thank you for your response. I actually figured it out already. The problem is that CfgMods doesnt like "@". I made a bug report that explains the issue better: http://feedback.arma3.com/view.php?id=23257 . Basically there are 3 things that need to be the same for CfgMods to work properly on its own. Luckily it has been assigned so I hope to see the solution soon.--[[User:Benargee|Benargee]] ([[User talk:Benargee|talk]]) 01:17, 24 March 2015 (CET) | ||
:::No problem, I did prop up a post on forums in the thread you made. I've never had a problem with using the '@' but because of the mods I make I dont use those sorts of folders. Nice to see that that has been assigned to someone.--[[User:Bull_A|Bull_A]] ([[User talk:Bull_A|talk]]) 00:47, 24 March 2015 (UCT) | |||
::::Yes, but you wont be able to use CfgMods on its own without Mod.cpp when using a mod folder named @My_Mod. When using an addon without the @, you dont need to use mod.cpp at all. --[[User:Benargee|Benargee]] ([[User talk:Benargee|talk]]) 02:41, 24 March 2015 (CET) |
Latest revision as of 02:41, 24 March 2015
CfgMods
Hello, how did you get it to work? I have had no luck in arma 3 1.40. --Benargee (talk) 17:05, 20 March 2015 (CET)
- In the config create you CfgMods section. Then make a dir attribute and type in the file directory of the you @Addon folder. If your @Addon folder is in the games root directory just use @Addon. Also include the mod.cpp. This acts as redundancy in case the CfgMods does not work. This is the best practice --Bull_A (talk) 10:40, 23 March 2015 (UTC)
- Thank you for your response. I actually figured it out already. The problem is that CfgMods doesnt like "@". I made a bug report that explains the issue better: http://feedback.arma3.com/view.php?id=23257 . Basically there are 3 things that need to be the same for CfgMods to work properly on its own. Luckily it has been assigned so I hope to see the solution soon.--Benargee (talk) 01:17, 24 March 2015 (CET)