Apollo wrote:
No idea really. Xla_fixedarsenal was added in my absence so I have no idea how / if it works. Do we have to add something to missions to get white listing to work?
The whitelists need to be added to the missions, yes. I did that (when we first added the mod to the repo) but since the 'whitelisted' arsenal just took to long to load I decided to take the white-listing off again until I could increase the loading speed. (The new update does exactly that). Since @3CB_Weapons has been released in the meantime I'll need to update the whitelisting scripts (would be a shame to have our shiny new weapons locked away) but that shouldn't take too long.
When I pushed my mod update (with a new bikey) to PwS the sever was (correctly, in a sense) kicking people that let their PwS auto-updated the mod. SerJames was nice enough to update the mod/bikey on the server
Since SJ wasn't immediately around to do so there was a time where people had to manually change the version back in PwS to be able to get onto the server.
The "version locked PwS" thing was as a convenience feature for people who didn't know how manually change a mods version. Odd that it doesn't load for some people (it should give you an "launch app?" dialog and then load it up in PwS]
I'm wondering if it's possible to 'version lock' (i.e. tell PwS to use a certain version of a mod) the repo,too? They obviously work quite differently from 'shared collections' but with a bit of luck they support something similar? Currently we get this problem (admin needs to usually update the server, adjust bikeys, etc) whenever a mod in the repo gets updated on PwS :(