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In the editor not more then 3 units can be placed in the helicopter either, while thats possible with the original CSAT version.
Switching the units around, so that for example a SOV unit (which seems to have the proper dependencies in TEC_CSAT.pbo) is the first in the unit list "fixes" that issue. Same when adding a TEC backpack to the mission.
If possible it would be good to have some sort of backward compatibility, or at least warn about the incompatibility.
In my case i just had to replace the tec_csat dependency with csat_uniform. In other cases it might be more complex because new dependency entries have to be created in mission.sqm.
Similiar issue for other Recon units, which show the message "Picture equip\w\w_tec_csat\csat_headgear\data\ui\icon_boonie_woodland_ca.paa.paa"
If i try to start a mission on a dedicated server with Recon units (TEC_O_RECON_TL_Woodland_F), which i have set in the editor, the server ends the mission immediatelly with the message that "it is dependent on downloadable content that has been deleted. csat_backpacks".
Adding backpack from csat_backpack to the mission fixes this issue.
In another mission with just SOV units i did not have such issues.
I noticed that the divers are using the NATO versions of the goggles and Rebreathers. Unfortunatly they are also labeled as NATO version, which looks a bit strange in the arsenal, when suddenly equipment with NATO tags appears. A TEC version of this equipment without the NATO label would be nice.
This happens for me with the SF units (TEC_CSAT_SOF faction) and Recon units (TEC_CSAT_PACIFIC).
TEC_CSAT is the only mod thats added as dependency with this faction. It works fine with Vipers, which add CSAT_VIPER as a dependency instead of TEC_CSAT.
P.S. Further tests show that this problem only occurs on the server when any player joining has a backpack from the mod, else the mission starts just fine.
Also noticed that if youahad units from the mod in the editor to a newly created mission, then there is not added any dependency to TEC_CSAT anymore. Not sure if this is intentionally.
Arma seem to handle dependencies for players and AI a bit differently, because im spawning AI from the mod dynamically in my missions and never had any problems with dependencies so far.