astruyk / Ares

An arma3 mod that adds some extra functionality to Zeus
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Disabling the Ares modules #170

Open wanderrful opened 9 years ago

wanderrful commented 9 years ago

Hi there,

I've made a mission where Zeus isn't able to do anything other than fly around and place markers: a spectator sort of thing, I guess.

Unfortunately, though, I just can't seem to get these annoying Ares modules to go away like all of the others. I don't see anything in your wiki explaining what function or module or whatever to disable or remove the Zeus' ability to place down your Ares module.

wanderrful commented 9 years ago

Despite using the removeAllCuratorAddons command, it seems that the Ares modules automatically reload when you click on the module section again in the GUI.

edit - I just can't seem to stop the onModuleTreeLoad function from happening, even if I try to remove the ctrlEventHandler that you put on there. It's really frustrating.

wanderrful commented 9 years ago

The simplest way to do it apparently is just to delete the onModuleTreeLoad function by way of saying "Ares_fnc_onModuleTreeLoad = {};" and then removeAllCuratorAddons... but come on, surely you can add a "turn the ares functiosn off" or something for a spectator mode?

TheOtherTaylor commented 9 years ago

Honestly, I don't think that removing Ares functions was something that ever got considered, given that the whole purpose of the mod was to add functions.

Ability to disable specific modules might be a good consideration, though.

Edit: Additionally, are you trying to turn -all- Ares modules off? It's generally simpler to just not use Ares as part of your mission if that's the case.

angusgbishop commented 9 years ago

This would be really useful, at least the ability to disable reinforcements. On a server where Ares functionality is expected, it makes things tricky for mission makers when that script can spawn in boatloads of enemies anyway, regardless of removed modules. I'd appreciate something I could stick in the Init or Description.ext to disable these modules.

NemesisRE commented 8 years ago

I know this is an old issue but today I tried to add a Zeus Moderator which should only be able to control units from the main Zeus to help him. It makes sense if I would be able to disable ares too for this moderator type Zeus.

astruyk commented 8 years ago

Going to take another look at this soon. The changes to move things into being dynamically added instead of hard-coded in the CFG should make this easier. I might also be able to hack something into the module headers to at least functionally disable them if there is a variable set as a short-term fix.