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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0004697 | AFRF | [All Projects] General | public | 2018-10-21 19:25 | 2018-10-24 09:10 | ||||
Reporter | Defunkt | ||||||||
Assigned To | reyhard | ||||||||
Priority | none | Severity | tweak | Reproducibility | always | ||||
Status | closed | Resolution | no change required | ||||||
Platform | OS | OS Version | |||||||
Product Version | |||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0004697: EventHandlers Inheritance | ||||||||
Description | Apologies if this is a bit remedial (these days I only get time to mod infrequently) but I wanted to query your policy on preserving EH inheritance. I understood that I might hook the Fired EH in the following fashion (given FUNK_Fnc_Fired defined in CfgFunctions); class CfgVehicles { class All { class EventHandlers; }; class AllVehicles : All { class EventHandlers : EventHandlers { class FUNK { Fired = "_this Call FUNK_Fnc_Fired;"; }; }; }; }; This works for vanilla units but not for the vast majority of RHS' units. For a specific instance 'rhs_msv_emr_rifleman' *appears* to discard my EHs in the definition of its ancestor 'rhs_infantry_msv_base'. Am I attempting this in a hopelessly naive fashion (quite possible) or is it perhaps your policy not to support inter-operation in this manner? Otherwise is it something I might prevail upon you to tweak? Thanks! | ||||||||
Tags | No tags attached. | ||||||||
Is it a wish/request? | Yes | ||||||||
RHS version | |||||||||
Arma 3 version | 1.84 | ||||||||
Did you used any other mod when the error occurred? | Yes | ||||||||
Which mods? | Only my own (the subject of this development query). | ||||||||
Attached Files | |||||||||
Notes | |
(0008706) reyhard (administrator) 2018-10-23 11:35 |
appears? Do you have some more details? |
(0008708) Defunkt (reporter) 2018-10-23 16:03 |
Hi, thanks for replying so quickly. I'm ashamed to say this looks like a non-issue. When I set about creating the purest possible repo it stopped occurring (sorry, should've done that first *blush*). It's down to my trying to be explicit about load order. Has always been my habit to create small addons listing all patches for major content groups (CoreA3, RHS, CUP) that I can reference as 'required' in functional addons. Requiring all vanilla patches be loaded before this mod seems to cause it to be loaded too late for many RHS classes. Generally I prefer to be explicit about such things but clearly I should just leave it to the engine to do its magic. Thank you again and apologies for the nuisance report. |
(0008709) Defunkt (reporter) 2018-10-23 16:30 |
I should say that I'm not sure that there was anything really wrong with what I was doing (the required 'loadlast' addon is described here; https://pastebin.com/d4h761wE [^] - basically everything from vanilla CfgPatches) and the fact that I've had to remove it might mean that you have a rogue EH definition somewhere. I might look at the original configs for the classes in question and if I find something that doesn't appear to preserve inheritance I'll report back. |
(0008710) reyhard (administrator) 2018-10-23 16:47 |
wow, that cfgPatches looks really weird and I'm pretty sure it might confuse engine. All you need is to use tank dlc loader to load it as a last addon. With addon making change to all classes I think you would rather try to load it first. Definitely having > 10 addons in required addons is quite bad habit. |
(0008711) Defunkt (reporter) 2018-10-23 19:26 |
Thanks, I guess that would be 'a3_data_f_tank_loadorder' and these are (relatively) new patches for just this purpose? Praise be. At some point I expect I will be narrowing the classes down to something less global than AllVehicles but I take your point about loading sooner rather than later (and certainly this seems to fix the issue for now). As far as the original report goes I understand kju may have been in touch with the some potential problems regarding inheritance. Please let me know if there's anything I can help with there. |
(0008713) reyhard (administrator) 2018-10-24 09:10 |
sure, anyway, as I've mentioned if you are trying to load something so deep in inheritance tree you would rather to try your addon as first one, not as last one. |
Issue History | |||
Date Modified | Username | Field | Change |
2018-10-21 19:25 | Defunkt | New Issue | |
2018-10-23 11:35 | reyhard | Note Added: 0008706 | |
2018-10-23 11:35 | reyhard | Assigned To | => reyhard |
2018-10-23 11:35 | reyhard | Status | new => feedback |
2018-10-23 16:03 | Defunkt | Note Added: 0008708 | |
2018-10-23 16:03 | Defunkt | Status | feedback => new |
2018-10-23 16:30 | Defunkt | Note Added: 0008709 | |
2018-10-23 16:47 | reyhard | Note Added: 0008710 | |
2018-10-23 16:47 | reyhard | Status | new => feedback |
2018-10-23 19:26 | Defunkt | Note Added: 0008711 | |
2018-10-23 19:26 | Defunkt | Status | feedback => new |
2018-10-24 09:10 | reyhard | Note Added: 0008713 | |
2018-10-24 09:10 | reyhard | Status | new => closed |
2018-10-24 09:10 | reyhard | Resolution | open => no change required |
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