SCFA.exe populate ScenarioInfo with Options BEFORE active mods system\Blueprint.lua
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Hi!
Options added in lua\AI\LobbyOptions\lobbyoptions.lua as AIOpts may edit in lobby. After setup session Option readed from file and may read user selected options. Need reaction on Option while Blueprint loading.
How manual read option file before simInit? Or may in new version SCFA do ScenarioInfo populate after start exe BEFORE load active mods. -
I'm afraid that this is not quite possible at the moment. There is a hacky approach to read the preference file (where the information is stored), but there's no guarantee that the information in the preference file is synced properly. Meaning if we create more features that rely on it to be in sync then that's a huge risk to random, hard to debug desyncs.
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In Lobby press "lunch game", saved selected Map, Users, Teams, Options, ActiveMods, GlobalOptions, AIOptions, Company to file. File stable for repeat load.
After lobby start SCFA.exe and working background.
Exe load command line option, game.pref, client.pref, how understand list active mods then load mods, blueprints, simInit create copy __blueprints load ScenarioInfo.Options buttle session begin.
May be if exe understand "list active mods" then may be undestand
and load Options. If do that early then when simInit.SetupSession doscript reman only copy early loaded Option to ScenarioInfo.Option and copy __blueprints and BeginSession.
All time from SCFA.exe start and to BeginSession file stable with current map, selected options, active mods. -
SCFA.exe load options for understand map coorinate drop-off ACU and army who ally who enemy and start simInit.BeginSession battle began.
SCFA.exe load options too late for mods who change blueprints.
Options only for change algorithms during buttle. No any Options for balance because while loading blueprints no Options in memory.
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