Bull A – User talk
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Hello, how did you get it to work? I have had no luck in arma 3 1.40. --[[User:Benargee|Benargee]] ([[User talk:Benargee|talk]]) 17:05, 20 March 2015 (CET) | Hello, how did you get it to work? I have had no luck in arma 3 1.40. --[[User:Benargee|Benargee]] ([[User talk: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 --[[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. |
Revision as of 01:17, 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.