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[zeus] zeusInit doesn't run Curator module init when creating module #359

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SamLex opened this issue Sep 5, 2021 · 1 comment
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@SamLex
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SamLex commented Sep 5, 2021

Since Arma 1.86 a special variable has to be set to run module init when a module is created with createUnit.

_curator setVariable ['BIS_fnc_initModules_disableAutoActivation', false, true];

The most obvious symptom of this is the inability to open the attributes menu by double-clicking units, groups, etc.

Note that this does not impact slotted Zeus as they run their init since they are placed in 3DEN.

From local testing, adding the above setVariable at f/zeus/fn_zeusInit.sqf#L66 fixes the issue without needing to change to the alternative syntax for createUnit which includes "init". It does cause a (local?) notification about only being able to activate addons at initialisation time when zeusInit is called.

Workaround
For admins with access to the debug console, the following can be run locally after zeusInit (e.g. clicking the link admin briefing)

_logic = getAssignedCuratorLogic player; _unit = player; [_logic, [_unit], true] remoteExec ['BIS_fnc_moduleCurator', 2];
@SamLex
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SamLex commented Sep 5, 2021

This might only be an issue in local multiplayer (e.g. launched via editor).

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