Ryko Posted December 25, 2015 Share Posted December 25, 2015 Nb. See comments below! From personal experience.<br /> <br /> If you made a mission and included TFAR modules, now that the EU3 repo doesn't include TFAR, you won't be able to load a mission if you update to the current EU3 modset; it'll give you an error message.<br /> <br /> Your safest bet is to load the mission on a machine that has not upgraded, or at least still has the TFAR mods, and then delete all the TFAR modules.<br /> <br /> If (like me) you updated the modset and assumed it would all be okay, you can make it work, but you'll have to edit your mission.sqm file directly:<br /> <br /> 1) In the addOns and addOnsAuto segments, you'll need to remove: <span style='font-family: courier new', courier, monospace'>"task_force_radio_items",</span><br /> <br /> Doing this will allow the mission to load, but you'll get error messages relating to the tfar modules: they will still be there, but will be invisible, which is no good.<br /> <br /> 2) search the file for items that include the word <span style='font-family: courier new', courier, monospace'>tfar</span> - this will locate the modules you'll need to remove. If you just remove the code blocks, you will disrupt the mission file's layout and it will make it unloadable. Rather what we're going to do is edit these blocks to make basic logic items, which you can identify in the editor and delete manually.<br /> <br /> For example, searching for tfar I find this block:<br /> <pre class='_prettyXprint _lang-auto _linenums:1'> class Item18 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={5509.6841,7,9779.5566}; class args { items=7; class Item0 { value="0"; parentCls="tfar_ModuleTaskForceRadioEnforceUsage"; typeName="TeamLeaderRadio"; }; class Item1 { value="0"; parentCls="tfar_ModuleTaskForceRadioEnforceUsage"; typeName="RiflemanRadio"; }; class Item2 { value="7"; parentCls="tfar_ModuleTaskForceRadioEnforceUsage"; typeName="terrain_interception_coefficient"; }; class Item3 { value="ArmA 3 EU #3 Modded w/ TFAR"; parentCls="tfar_ModuleTaskForceRadioEnforceUsage"; typeName="radio_channel_name"; }; class Item4 { value="**********"; parentCls="tfar_ModuleTaskForceRadioEnforceUsage"; typeName="radio_channel_password"; }; class Item5 { value="0"; parentCls="tfar_ModuleTaskForceRadioEnforceUsage"; typeName="same_sw_frequencies_for_side"; }; class Item6 { value="0"; parentCls="tfar_ModuleTaskForceRadioEnforceUsage"; typeName="same_lr_frequencies_for_side"; }; }; id=20; side="LOGIC"; vehicle="tfar_ModuleTaskForceRadioEnforceUsage"; leader=1; lock="UNLOCKED"; skill=0.60000002; text="tfareu"; }; }; };</pre> and what we'll do is just replace it with this:<br /> <pre class='_prettyXprint _lang-auto _linenums:1'> class Item18 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={5509.6841,7,9779.5566}; id=20; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.60000002; text=""; }; }; };</pre> Keep searching and replacing any TFAR modules until there are none left. Note that the <span style='font-family: courier new', courier, monospace'>id</span> must be the same, otherwise it will throw an error. The position array should be the same so you know where it is: then you can safely delete it from the editor.<br /> <br /> Save your file, and you should be good to go.<br /> <br /> -R Link to comment Share on other sites More sharing options...
S0zi0p4th Posted December 25, 2015 Share Posted December 25, 2015 Iff you updated with the arma3sync tfar whould still be in your mod folder because it doesnt actual remove a mod means you only have to activade it Link to comment Share on other sites More sharing options...
Ryko Posted December 25, 2015 Author Share Posted December 25, 2015 True: I hadn't considered that arma3sync would deselect my tfar plugin. I guess if you launch with tfar selected it will probably be OK. Link to comment Share on other sites More sharing options...
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