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#16 Posted at 2013-03-15 23:32        
     
# Günter Severloh : no spaces, should be like this:
-mod=@mod_name;@mod_name2;@mod_name3;@mod_name4;@mod_name5

Yes that fixed the issue I was having, thanks!


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#17 Posted at 2013-04-05 06:36        
     
Hi guys,

I wanted to ask what does this CBA mod does in game? Improves it?

Thank you.


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#18 Posted at 2013-04-05 07:01        
     
What does your question have to do with "how to install addons/mods"? Please do not derail a thread and ask your question in the right forum section!

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#19 Posted at 2013-04-19 11:24        
     
Sorry if this is not the brightest question but I have just started getting into mission design, mods, addons...etc. If I use a mod (@m107) in the mission editor and I want to use it in MP with my clan, does everyone who wants to join the server with that mission need to also have the mod added to their ArmA 3 folder? Sorry if this is off topic. The mod works fine for me in preview or MP internet, but no one in my clan can join the server with this mission. Prior to adding this mod, everyone could join the mission.

Thanks
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#20 Posted at 2013-04-21 12:00        
     
Yes if you host a game or have a game server with a mission that has that mod in the mission, everyone joining the server to play the mission will need the same mod as the server.


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#21 Posted at 2013-05-14 20:28        
     
How do server keys work?Does it mean I can get into a server that is nor running the mod?Also where do I install the key?


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#22 Posted at 2013-05-15 00:35        
     
# MajorLeeStoned : How do server keys work?Does it mean I can get into a server that is nor running the mod?Also where do I install the key?

It is something I forgot to mention, though its not a biggy. Just put a "keys" folder in your mods folder
in the same one as the "addons" folder, so it would be

@your_mod_folder_name\addons and then @your_mod_folder_name\keys

So as you see, in the "@your_mod_folder_name" folder you will now have the "addons" and "keys" folders together.
Then just drop the keys in that keys folder and your done.

Yes it is to let you use mods on a server which accepts or uses them same ones, IF the server does not allow mods
or has the same as yours ie the same version etc, then it will kick you off the server.

Hope that helps :-)

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#23 Posted at 2013-06-23 15:43        
     
Hello! I try to install mod @DEditor:
1) Put folder with mod to D:\G\Steam\SteamApps\common\Arma 3
2) I add a Launch Parameter to Steam in Properties: -mod=@DEditor
3)In the game, in Options\ Expancions I see that mod, it present here.
BUT in the Editor, when I try to insert Unit there are only Blufor, Opfor, Independent, Civilian and Ambient life, NO Empty in the Side string. The game see the mod, but the Editor not see the mod, how it can be? (sorry for my english)

The problem is gone, resolved itself with time, I don't know how :)

This post was edited by busker (2013-06-23 18:12, ago)


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#24 Posted at 2013-06-23 16:48        
     
Did you even for a second try to search before asking? The same question was asked only a day or so ago.
Answer to your question can be found in this section: http://www.armaholic.com/forums.php?m=topics&s=165
In case looking at a forum section makes you go blind (some people have suffered serious injuries it seems as they told me they went blind the minute they had to browse a forum section): http://www.armaholic.com/plug.php?e=search&pre=editor+empty (scroll to the bottom, forum results!)

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#25 Posted at 2013-09-08 15:17        
     
Struggling a bit with understanding how to install mods myself and also a ARMA3 noob........
Firstly managed to install the CBA and shackTac HUD mods not by linking them them in the steam properties start button but in game under the expansions menu I saw them and enabled them(simple)
1)Trouble is when I try install some of the weapons mods (mk14 and m4) this way they are not appearing in the expansions menu in game - so I try and start them under the steam properties start menu (drop in the mod text as above) - they now appear in the expansions menu in game (seem already to be enabled?!!) but the previous CBA and ShackTac HUD mods are no longer listed!!!......please can someone explain whats happening?
2)Also is there a way to test the mk14 weapons mod is working (do I need to create something in editor - no experience of using this so please guide me) or is there a mission I can run that use the mk14 or m4 weapons?
3)Also in the above advise it tells me to create a folder called @your_mod_folder_name - I presume this means name the folder what you like then extract the zipped mod folder into this and then you drop the whole package into the core ARMA3 folder (so basically you have x2 folders before you reach the actual mod files?(did I understand this right?)


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#26 Posted at 2013-09-16 18:40        
     
vvvvvvvv

This post was edited by Lolflakes (2015-02-09 15:28, 922 days ago)


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#27 Posted at 2013-09-16 18:56        
     
Carefully read the instructions!
Inside those "@xxxxxx" folders you need to make an addons folder first and in that you put all the pbo files.

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#28 Posted at 2013-09-16 19:34        
     
# Foxhound : Carefully read the instructions!
Inside those "@xxxxxx" folders you need to make an addons folder first and in that you put all the pbo files.
What should I name that addon folder? How should it be?


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#29 Posted at 2013-09-16 22:11        
     
The addons folder is called "addons".
So, in your case the folderstructure should look like this:
@natoweapons/addons/"all pbo and bisign files from nato weapons pack go here".

I see now the guide leaves some room for confusion, I will adjust it.

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#30 Posted at 2013-10-12 00:24        
     
Hi guys,

when i load your addon, a message says "addon requires"



And this is what i ve got in my folder:



Where is my mistake...In advance thanks