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Move some variants to main mod and conditionally load #213

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merged 12 commits into from
Sep 5, 2023
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@Mike-MF Mike-MF commented Jul 31, 2023

Should not be merged until Arma 2.14

We do use the variants_apex optional, but with this being a public mod it's up to you if we want to utilise that instead now or stick with our vanilla units.

  • Merged MELB & MILGP stuff into main.
  • Also fixed macros in MILGP to have trailing commas.
  • Moved CUP variants into main (JJs request)
  • Removed Aegis compat
  • BWA is staying as an optional.

@jonpas jonpas added this to the 1.26.0 milestone Aug 5, 2023
@jonpas jonpas changed the title Sort Optionals and utilise skipWhenMissingDependencies Make some 3rd party mod variants autoload if present Aug 5, 2023
@jonpas jonpas changed the title Make some 3rd party mod variants autoload if present Make some variants autoload if depndency present Aug 5, 2023
@jonpas jonpas changed the title Make some variants autoload if depndency present Make some variants autoload if dependency present Aug 5, 2023
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jonpas commented Aug 5, 2023

We do use the variants_apex optional, but with this being a public mod it's up to you if we want to utilise that instead now or stick with our vanilla units.

Apex weapons are an integral part, so just put it in, either as its own component or subconfigs in weapons and units, whatever makes more sense organizationally. We just don't want a hard dependency.

Merged MELB & MILGP stuff into main.

Self-note: Those are 3.5 MB and 18 MB respectively.

Moved CUP variants into main (JJs request)
Removed Aegis compat

Aegis should also be moved, but just use CUP's files with its own CfgPatches and unit. This will result in 2 C-130s in the editor if both CUP and Aegis are loaded together, but that's a rare use-case it seems.

BWA is staying as an optional.

Agreed, it is 65 MB.

But adding skipWhenMissingDependencies is good, we should do that with all remaining optionals so they can be included in modpacks but not necessarily loaded if the dependencies are not there.


weapons_hlc / weapons_rhs_usf

I would also merge this, but we can't do "if HLC, but not Apex loaded`. HLC one I don't think sees any use.

RHS one was contributed, but I am not sure how this will play together with a merged weapons_apex. 🤔

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Mike-MF commented Aug 6, 2023

Apex weapons are an integral part, so just put it in, either as its own component or subconfigs in weapons and units, whatever makes more sense organizationally. We just don't want a hard dependency.

Doesn't create a hard dependency, part of the Arma platform update for APEX. It's just a preference really.

I'd leave all the weapon ones as optionals tbh. Let people decide if they want them or not as before.

I'd just stick with the CUP C130. It's a lot of effort for the Aegis one for 0 return for us specifically.

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jonpas commented Aug 7, 2023

Doesn't create a hard dependency, part of the Arma platform update for APEX. It's just a preference really.

In that case, I would say Apex weapons should be default, HK416s are just more fitting for those units.

I'd leave all the weapon ones as optionals tbh. Let people decide if they want them or not as before.

Agreed, that leaves HLC and RHS USF weapons optionals.

I'd just stick with the CUP C130. It's a lot of effort for the Aegis one for 0 return for us specifically.

See last commit.

@jonpas jonpas changed the title Make some variants autoload if dependency present Move some variants to main mod and conditionally load Aug 8, 2023
@jonpas jonpas mentioned this pull request Aug 28, 2023
@jonpas jonpas marked this pull request as ready for review September 5, 2023 17:34
@jonpas jonpas merged commit 5f3c87a into master Sep 5, 2023
@jonpas jonpas deleted the sort-optionals branch September 5, 2023 18:09
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2 participants