Jump to content

Mod config setting to enable "all_clients_require_mod"


Recommended Posts

The first person mod I uploaded last week has been getting a lot of attention, but one thing I didn't expect to see was a lot of requests to force all clients into this first person mod (maybe people are trying to make death-match style blowdart wars? Who knows)

This sounds like kind of a silly request, but the only way I know how to would be to make a third mod, which would just be the exact same mod but with "all_clients_require_mod = true" slapped into the modinfo.lua. And I really don't want a 3rd copy of the mod hanging around.

 

The aforementioned "second mod" is an all-client-required, host add-on mod that runs a simple script every couple of frames to un-hide the host's playermodel and the surrounding objects. (Don't ask. I've tried. There is no other easy way around the render-distance and hud/viewmodel separation)

I was wondering if there would be a way for me to set an option in the config-menu option in that ADD-ON mod (since that one IS an all-clients-require-mod) that would force all clients to download the MAIN client-side first person mod when they join the server.

I'm pretty sure there's not much I can do within modinfo.lua, right? Basically nothing but set the mod description, titles, and set mod configuration values. And even if I could change it's value in there, changing the "all_clients_require_mod " value in the modmain without updating the changes to the actual workshop won't force all client's to download it. (At least, it didn't when I tried. Unless I messed something up)

 

Are there any possible ways around this? Or is the only solution to just upload a separate version of the mod with "all_clients_require_mod = true"

Link to comment
Share on other sites

On 4/27/2018 at 2:33 PM, pickleplayer said:

The first person mod I uploaded last week has been getting a lot of attention, but one thing I didn't expect to see was a lot of requests to force all clients into this first person mod (maybe people are trying to make death-match style blowdart wars? Who knows)

This sounds like kind of a silly request, but the only way I know how to would be to make a third mod, which would just be the exact same mod but with "all_clients_require_mod = true" slapped into the modinfo.lua. And I really don't want a 3rd copy of the mod hanging around.

 

The aforementioned "second mod" is an all-client-required, host add-on mod that runs a simple script every couple of frames to un-hide the host's playermodel and the surrounding objects. (Don't ask. I've tried. There is no other easy way around the render-distance and hud/viewmodel separation)

I was wondering if there would be a way for me to set an option in the config-menu option in that ADD-ON mod (since that one IS an all-clients-require-mod) that would force all clients to download the MAIN client-side first person mod when they join the server.

I'm pretty sure there's not much I can do within modinfo.lua, right? Basically nothing but set the mod description, titles, and set mod configuration values. And even if I could change it's value in there, changing the "all_clients_require_mod " value in the modmain without updating the changes to the actual workshop won't force all client's to download it. (At least, it didn't when I tried. Unless I messed something up)

 

Are there any possible ways around this? Or is the only solution to just upload a separate version of the mod with "all_clients_require_mod = true"

The difficult thing would be determining if other players have actually downloaded your mod or not. I think that is why the "all_clients_require_mod" even exists is to prevent players who don't have the appropriate mods from entering your game. I personally would either make the original mod all client required since you have the option to swap between 3rd and 1st person mode already available in your mod or create a 3rd one with all clients required. It would be the easiest solution, but I can understand where you're coming from not wanting to force players to download it if they aren't going to use it seems redundant to me too.

If anything I think you would need to run a check that's similar to the "all_clients_require_mod" to send the player a warning before they enter the game to download/install your mod, but I don't think you could force them to download it from the market, you could only advise they need to download it in order to continue.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
  • Create New...