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Functions are not compiled in Eden #292
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You should be able to use something like But this would really only work for "static" functions. |
You're right but i can't use it in module config |
@SzwedzikPL, he meant:
|
This do not work aswell |
The work around with BI doesn't execute functions with preInit = 1 when entering 3den from the main menu. Question is, should preInit be called in 3den or not? These are the possible scenarios:
pros: cons:
pros: cons:
pros: cons: These are the 3 possibilites I see. I don't like C at all, because it might lead to different behaviour when the mission is finished, vs when the mission is made. |
I understand. Until you decide how XEH should handle Eden i will use something like this:
to run preInit on eden first load and disable your 3den fix. Option B looks perfect from my point of view :] After making preInit to run on first load by |
I'd advocate for a forth alternative:
Similar to B, but launching 3den specific versions of postInit and initPost. These could be hooked by mods to perform specific actions inside the editor. |
I don't see the benefit. You could always simply use the |
always execute XEH preInit in 3den, fix #292
I have a couple of modules that are executed in eden. I've added hack like this:
to make sure that functions are compiled for those modules and that worked pretty well. Now becouse of #283 modules do not work after returning to eden ->
[XEH]: 3den preview detected. Abort preInit.
Is this possible to add support of CBA preInit in Eden?
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