Author Topic: Add-ons List In Game  (Read 671 times)

You know the add-on list you gotta check off befor you star the server well it would be kool if it was in game so you dont have to leave server mabey if you for got to check somthing off.

This has been discussed before and I'm pretty sure it is going to be in the new RTB.

You just have to execute the mod in game in the console.

It's going to be in RTB. Go look at the RTB thread.

:o i never knew it was gonna be in rtb

It isn't.

You wouldn't effectively be able to disable Add-Ons unless the add-on maker provided a function that RTB could call (which isn't going to happen)

When a function is made, it can't just be unmade unless its inside a package. Getting mod makers to put all their functions inside a package is also unrealistic and you can't unregister datablocks that have been made. Perhaps in future versions of RTB we'll provide a way for mod makers to add a disable function to their mod (assuming it doesn't include new datablocks) so it can be disabled ingame.

When a function is made, it can't just be unmade unless its inside a package.
Wasn't there a problem with that, too? I think Space Guy said that deactivatePackage messes with ALL activated packages.


When a function is made, it can't just be unmade unless its inside a package.
Wasn't there a problem with that, too? I think Space Guy said that deactivatePackage messes with ALL activated packages.
It does that if you mess up the function.
Lets say we wanted to deactivate duplicator.
We'd need to go deacivatepackage("Duplicator");
I found that if you go deacivatepackage(Duplicator);  it shuts everything off.
This is annoying because then I would need to loadAddOns(); to fix everything.

Also, even loading add-ons mid-game. If it contains a new datablock, the clients will crash.