Thanks! Do I just replace the entire contents of that file with the code snippet, or put it anywhere in there? Do I use textedit?
You'd need to replace the specific function, it should share the function definition and you can use Text Edit, or what ever you prefer, its just plain text at the end of the day.
Version 1.3.0 released! This should fix the Mac issues. Feature: Progress information on loading screen Feature: Supports additional scenes introduced in 61450 Feature: bif.loaded_units, bif.loaded_tools, bif.loaded_ammo and bif.loaded_images made into observable vars Bugfix: BIF now only marks itself as loaded once all images have been checked Bugfix: Queue implemented for image checking; should solve errors on Mac The max queue size has been set to 50, if this still causes issues, try changing bif.MAX_FILECHECK_QUEUE (at the top of the js file) to a lower value, and let me know what value worked for you.
Been busy and didn't get around to updating this function. However, the latest mod update fixed the issue. And it actually loads pretty quick. Thanks raevn!
Is it intended that this is showing up as a separate mod to the previous version in PAMM? (I'm using the Linux/Mac version)
Updated to v1.4.0 Some additional error checking & logging added Minor bugfixes Start screen UI removed - there is the knockout observable model.BIFReady() that can be used for loading code if required. Added a loading gif in the img\ folder that has a transparent background.
@raevn I've taken the liberty to update this, github updated. Updated to v1.4.1 Fix imagepaths for new build 63180
Do you mind if I make some edits to this mod so it uses the custom unit names provided by my custom unit names mod? I'll just edit the files, test them, and then post the changed files here for you. Basicly I just need to add a couple lines to any functions that return a unit's name to check if my mod is installed and then put in the custom name if needed. Thanks!
Best practice is to do this the other way around - eg., your mod checks for this one and overwrites the functions it needs to. Let me know if you need a hand
Could I have a little help on this? Basically I'm trying to read through bif.units and do my magic on the display_name but bif.units seems to be empty. Yet that can't be the case based on how it's used in the code. Thanks in advance!
bif.units will be empty until the Blueprint info framework has loaded. To run a function after loading, use the bif.registerBIFReadyCallback function: Code: bif.registerBIFReadyCallback(function() { <code here will run when BIF has finished loading> });
That's exactly what I was doing actually. I also tried reading the array through the debugger's console after making sure everything was loaded by opening a unit in your database mod and that didn't work either.
Works for me Check the log for two things: 1. (there should be multiple of these) 2. 3 is the number of callbacks with just the Blueprint Info Framework & Unit Database mods enabled - if you've added one via the registerBIFReadyCallback (before BIF is ready), this number should be 4.
I figured it out and now everything's working great. Half of the problem is that I was using the global scene and the array stays empty there. The other half was a large collection of small errors. Thanks for your help!