hakonrydland / a3-hr-garage Goto Github PK
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This is my custom Garage and logistics system for Arma 3
I thought the addon was just broken until five minutes ago when I finally saw the CBA settings, but only after launching a server with the mod running.
ArmA v2.10
No
No response
Takistan (CUP)
LAN Hosted
No response
N/A problem occurs even when running vanilla
The whole wiki and README section of this Github seems severely outdated and poorly written. I strongly encourage going back and doing a thorough step-by-step rewrite.
The mod author seems to have written it with the assumption that whoever is adding this to their mission already knows a lot of what they're doing. You assume too much of my intelligence.
Bug creates infinite laoding screen when accessing hr carage. RPT file included.
Accessing hr carage trough vehicle its synced with
Arma3_x64_2022-10-23_18-09-45.zip
Release 1.1.0.0:
No
No response
Stratis
LAN Hosted
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No response
ad
2.4.1
No response
x
Private dedicated server, Private dedicated server with Headless client(s)
awda
Look, I'mma be blunt, I am not a smart man. But I tried showing this to a few scripter friends of mine and they didn't really understand the README or Wiki either, so I'm starting to think it's outdated. It looks like this mod was originally created as just a script that you add into a mission, but now it is a full on module to simplify its use. This would be fine except that the instructions were never updated, and at face value, the mod seems broken.
It's not actually broken, but it won't work if you just follow the instructions on the workshop page.
This mod is extremely useful when you get it working, and will clear up a ton of clutter on my server with how many vehicles I let my players use, but that is all utterly worthless if I don't know how to use its features.
I strongly would encourage the mod maker to start from the ground up and give step-by-step instructions of how to install and configure this mod.
Part of that is already done on the Workshop page. But these instructions are VERY incomplete. If you follow the instructions on the Workshop page, you won't be able to use this mod at all and will assume the mod doesn't work.
No response
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So right now, when this module is looked at in Eden editor, this is all we see.
This is all just the bare bones, and there's not even any module info explaining what it does and how it works. This is not very intuitive.
Here is an example from a different mod of how the module includes some of its parameters within the module itself.
If you could do something similar for this mod, things like the size of the garage, or a blacklist of certain vehicle classnames, a whitelist of vehicle classnames, vehicle classnames that the garage starts with, or other things formerly found in the config, it could make this module a lot more flexible.
It would also make the CBA options obsolete, and if you really want to get complicated with developing this, you might even be able to have multiple garages with different features scattered across the map. Maybe one garage only allows IDAP vehicles while another is military and won't allow civilian vehicles. Maybe you have a small garage of only 10 vehicles, and then a warehouse with 50 vehicles. Maybe you can exclude entire vehicle types like aircraft or boats. The possibilities from here get very substantial.
tl;dr start using the module itself to edit what it can do rather than CBA options
Extra modules that can be synced to the core one, and these modules would affect different features of the core module.
Kind of like how the "Add vehicles" module is already a thing.
a
b
c
No response
Yes.
I thought the mod was broken because I followed the instructions on the workshop page and it didn't work unless I change CBA settings that I can only access when already running the server.
That is not very intuitive.
Make the default capacity infinite, or at least an extremely high number, so that players can actually use the addon out of the box. Server admins can always configure it to limit what it does later on if they so choose.
If the capacity equals 0, recognize that as "There is no limit" in the code and skip the capacity check all together.
Also, how does capacity increase work? That isn't explained anywhere.
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