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SteamToolCheck.cmd

this is available on the dev-heaven site

https://dev.withsix.com/projects/mikero-pbodll/files

it does nothing more (and nothing less) than check that the registry setting for a3 bis binarise is there and valid

you don't pass go, and you don't collect $200 until it says 'ok'

what you have to do to achieve that miracle is an unknown.

edit: perhaps the obvious has not been done? PLAY steam tools ONCE

edit: perhaps the obvious hasn't been done? 'play' steam tools ONCE!

in the meantime, i am revising pboProject to avoid steam anything, especially where bis think they've put stuff

Edited by Mikero

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Ok thank you these tools are fantastic

and mostly all i will use for SMA.

I had a look at the steamtoolcheck and it told me everything is where its supposed to be .

hope i can fix this soon

Thanks

Edited by blazenchamber

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Ok thank you these tools are fantastic

and mostly all i will use for SMA.

I had a look at the steamtoolcheck and it told me everything is where its supposed to be .

hope i can fix this soon

Thanks

Strictly speaking, that's not possible because pboPro uses (part of) that script internally. The bottom line to all this is the clue you gave earlier

>i tried not running with admin made no diff.

The fact of the matter is, you cannot work as an admin. At any point you do that, then the world changes. This includes updating steam.

Consider this. The P: drive for admin *generally* does not exist.

The same for registry keys, a different set are used for admin vs mere mortals (not quite correct)

so when you say you ran the above and it's all ok. I bet you were admin when you did so.

Admin mode btw, does NOT mean what you think it is. In a linux system it means you can do anything you like. in a windows OS it means 'to be used exclusively by microsoft'

Start from the beginning and install and work everything in user mode. This is not a pboPro problem.

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Something with Arma 3 and Arma 3 Tools registry keys must have been the problem. Today without any specific reason pboProject launched again. Thanks Mikero for all your input and help.

One thing did happen yesterday though, Arma 3 ran first time setup after few launches on steam so it might have reapaired the needed keys. This is a whole day after full reinstall so can't tell if its really relevant.

Hopefully others get theirs working.

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Mikero: I've been working on blazenchamber's computer to try and get it going. The registry keys that SteamToolCheck.cmd looks for are present and correct. The PC has UAC turned off and therefore everything runs as an administrator. The P: drive and arma 3 tools all work as expected. All of your tools other than pboProject seem to work fine.

Could you explain how pboProject finds the Arma 3 and/or Arma 2 tools so we can help it find its' way? There's no reason it should work any different for an administrator account.

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Just to let you know I run my comp with UAC turned off too so it should not be an issue as my tools work now.

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new dll (4.58) solves the issue. It ignores steam updates, their registry settings and avoids ALL bis tools except one. It searches heuristically for what you have on your pc. This 'issue' should now be a thing of the past since steam update itself has no further mess it can make.

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when i run arma3p it comes up that I havent installed extractPBO, but i have....

ive run the auto installer for extractPBO but arma3p says i havent got it installed.

where exactly does extractPBO install to? maybe i can manually put it there?

ive checked the cmd code but i dont really know enough about this kidna stuff to sort it out myself.

any ideas?

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I have some weird issues. Some Arma 3 Addons paths that were ok before are not recognised anymore:

Warning: rapWarning: **********missing file(s)***************

Warning: super_flash\config.cpp Line 42: \A3\data_f\ParticleEffects\Universal\Universal.p3d

Warning: super_flash\config.cpp Line 86: \A3\data_f\ParticleEffects\Universal\Universal

Warning: super_flash\config.cpp Line 184: \A3\weapons_f\ammo\UGL_slug

Warning: super_flash\config.cpp Line 251: A3\Weapons_F\Ammoboxes\data\AmmoBox_signs_CA.paa

Warning: super_flash\config.cpp Line 251: A3\Weapons_F\Ammoboxes\data\AmmoBox_CO.paa

Warning: super_flash\config.cpp Line 252: \A3\weapons_F\AmmoBoxes\AmmoBox_F

rapify Version 1.74, Dll 4.58 "config.cpp"

rapWarning: **********missing file(s)***************

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post your complete log and how you call makePbo/rapify/pboproject

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Here you go:

//forcing arma raP

class CfgPatches

{

class SUP_flash

{

units[] = {"SUPER_AmmoBox_Flash"};

weapons[] = {"SUPER_arifle_MX_GL_F"};

requiredAddons[] = {"A3_characters_F","A3_Data_F"};

};

};

class CfgMusic

{

class SUPER_flashbang_sound0

{

name = "SUPER_flashbang_sound0";

sound[] = {"\SUPER_flash\music\flashbang.ogg",1.0,1.0};

duration = 3;

};

class SUPER_flashbang_sound1

{

name = "SUPER_flashbang_sound1";

sound[] = {"\SUPER_flash\sounds\flashbang2.wav",1.0,1.0};

duration = 2;

};

};

class CfgSounds

{

class SUPER_flashbang_sound2

{

name = "SUPER_flashbang_sound2";

sound[] = {"\SUPER_flash\sounds\flashbang2.wav",4.0,1.0};

duration = 2;

};

};

class CfgCloudlets

{

class Default;

class SUPER_flashExp: Default

{

interval = 0.0007;

circleRadius = 0;

circleVelocity[] = {0,0,0};

particleShape = "\A3\data_f\ParticleEffects\Universal\Universal";

particleFSNtieth = 16;

particleFSIndex = 13;

particleFSFrameCount = 2;

particleFSLoop = 0;

angle = 0;

angleVar = 360;

animationName = "";

particleType = "Billboard";

timerPeriod = 1;

lifeTime = 0.05;

moveVelocity[] = {0,0,0};

rotationVelocity = 0;

weight = 1;

volume = 0.8;

rubbing = 0.3;

size[] = {0.04,0.05};

color[] = {{ 1,1,1,-1.6 },{ 1,1,1,-1.6 },{ 1,1,1,-1.6 },{ 1,1,1,0 }};

animationSpeed[] = {1000};

randomDirectionPeriod = 0.01;

randomDirectionIntensity = 1;

onTimerScript = "";

beforeDestroyScript = "";

lifeTimeVar = 1;

positionVar[] = {0,0,0};

MoveVelocityVar[] = {0,0,0};

rotationVelocityVar = 0;

sizeVar = 0;

colorVar[] = {0,0,0,0};

randomDirectionPeriodVar = 0.001;

randomDirectionIntensityVar = 1;

};

class SUPER_flashSmoke: Default

{

circleVelocity[] = {0,0,0};

moveVelocity[] = {0,0,1};

size[] = {0.5,1};

color[] = {{ 0.1,0.1,0.1,0.8 },{ 0.25,0.25,0.25,0.5 },{ 0.5,0.5,0.5,0 },{ 0.9,1,0.83,0 }};

animationSpeed[] = {0.02};

positionVar[] = {1.2,0.6,1.2};

MoveVelocityVar[] = {0,0,1};

colorVar[] = {0,0,0,0.1};

interval = 0.01;

circleRadius = 0;

particleShape = "\A3\data_f\ParticleEffects\Universal\Universal";

particleFSNtieth = 16;

particleFSIndex = 12;

particleFSFrameCount = 8;

particleFSLoop = 0;

angleVar = 1;

animationName = "";

particleType = "Billboard";

timerPeriod = 1;

lifeTime = 2;

rotationVelocity = 0;

weight = 0.053;

volume = 0.04;

rubbing = 0.15;

randomDirectionPeriod = 0.01;

randomDirectionIntensity = 1;

onTimerScript = "";

beforeDestroyScript = "";

lifeTimeVar = 1;

rotationVelocityVar = 0.1;

sizeVar = 0.3;

randomDirectionPeriodVar = 0.01;

randomDirectionIntensityVar = 0.02;

};

};

class CfgLights

{

class SUPER_flashLight

{

color[] = {10,10,9.37};

ambient[] = {0.35,0.35,0.35};

brightness = 1;

diffuse[] = {0,0,0};

position[] = {0,0,0};

};

};

class SUPER_flashExplosion

{

class Light1

{

position[] = {0,0,0};

simulation = "light";

type = "SUPER_flashLight";

intensity = 1;

interval = 1;

lifeTime = 1;

};

class GrenadeExp1

{

position[] = {0,0,0};

simulation = "particles";

type = "SUPER_flashExp";

intensity = 0.5;

interval = 1;

lifeTime = 1;

};

class GrenadeSmoke1

{

position[] = {0,0,0};

simulation = "particles";

type = "SUPER_flashExp";

intensity = 0.5;

interval = 1;

lifeTime = 1;

};

};

class CfgAmmo

{

class GrenadeHand;

class SUPER_flash_ammo: GrenadeHand

{

scope = 1;

hit = 0.001;

indirectHit = 0.001;

indirectHitRange = 0.01;

model = "\SUPER_flash\flash.p3d";

visibleFire = 0.5;

audibleFire = 0.05;

visibleFireTime = 1;

fuseDistance = 5;

ExplosionEffects = "SUPER_flashExplosion";

soundHit1[] = {"\SUPER_flash\sounds\flashbang2.wav",1,1};

soundHit2[] = {"\SUPER_flash\sounds\flashbang2.wav",1,1};

soundHit3[] = {"\SUPER_flash\sounds\flashbang2.wav",1,1};

soundHit4[] = {"\SUPER_flash\sounds\flashbang2.wav",1,1};

soundHit5[] = {"\SUPER_flash\sounds\flashbang2.wav",1,1};

soundHit6[] = {"\SUPER_flash\sounds\flashbang2.wav",1,1};

soundHit[] = {"\SUPER_flash\sounds\flashbang2.wav",1,1};

explosionSoundEffect = "SUPER_flashbang_sound2";

explosionTime = 1.5;

};

class G_40mm_HE;

class SUPER_GLflash_ammo: G_40mm_HE

{

scope = 1;

hit = 0.001;

indirectHit = 0.001;

indirectHitRange = 0.01;

visibleFire = 0.5;

audibleFire = 0.05;

visibleFireTime = 1;

fuseDistance = 5;

ExplosionEffects = "SUPER_flashExplosion";

soundHit[] = {"",0,1};

explosionSoundEffect = "";

explosionTime = 2.5;

};

};

class cfgMagazines

{

class Default;

class CA_Magazine: Default{};

class HandGrenade: CA_Magazine{};

class SUPER_flash: HandGrenade

{

model = "\SUPER_flash\flash.p3d";

displayName = "Flashbang";

picture = "\SUPER_flash\flash.paa";

displayNameShort = "Flashbang";

ammo = "SUPER_flash_ammo";

//mass = 5;

};

class 1Rnd_HE_Grenade_shell;

class 1Rnd_SUPER_GLflash: 1Rnd_HE_Grenade_shell

{

displayName = "40mm GL_flashbang";

displayNameShort = "GLflash";

ammo = "SUPER_GLflash_ammo";

};

};

class CfgWeapons

{

class Default;

class GrenadeLauncher: Default{};

class Throw: GrenadeLauncher

{

muzzles[] += {"SUPER_flash_Muzzle"};

class ThrowMuzzle;

class SUPER_flash_Muzzle: ThrowMuzzle

{

magazines[] = {"SUPER_flash"};

};

};

class arifle_MX_GL_F;

class SUPER_arifle_MX_GL_F: arifle_MX_GL_F

{

displayName = "MX 3GL flash";

//muzzles[] = {"this","SUPER_GL_3GL_F"};

muzzles[] += {"SUPER_GL_3GL_F"};

class GL_3GL_F;

class SUPER_GL_3GL_F: GL_3GL_F

{

//magazines[] = {"1Rnd_HE_Grenade_shell","UGL_FlareWhite_F","UGL_FlareGreen_F","UGL_FlareRed_F","UGL_FlareYellow_F","UGL_FlareCIR_F","1Rnd_Smoke_Grenade_shell","1Rnd_SmokeRed_Grenade_shell","1Rnd_SmokeGreen_Grenade_shell","1Rnd_SmokeYellow_Grenade_shell","1Rnd_SmokePurple_Grenade_shell","1Rnd_SmokeBlue_Grenade_shell","1Rnd_SmokeOrange_Grenade_shell","3Rnd_HE_Grenade_shell","3Rnd_UGL_FlareWhite_F","3Rnd_UGL_FlareGreen_F","3Rnd_UGL_FlareRed_F","3Rnd_UGL_FlareYellow_F","3Rnd_UGL_FlareCIR_F","3Rnd_Smoke_Grenade_shell","3Rnd_SmokeRed_Grenade_shell","3Rnd_SmokeGreen_Grenade_shell","3Rnd_SmokeYellow_Grenade_shell","3Rnd_SmokePurple_Grenade_shell","3Rnd_SmokeBlue_Grenade_shell","3Rnd_SmokeOrange_Grenade_shell","1Rnd_SUPER_GLflash"};

magazines[] += {"1Rnd_SUPER_GLflash"};

};

};

};

class cfgVehicles

{

class NATO_Box_Base;

class SUPER_AmmoBox_Flash: NATO_Box_Base

{

scope = 2;

accuracy = 1000;

vehicleClass = "Ammo";

displayName = "AmmoBox_Flashbang";

icon = "iconCrateWpns";

maximumLoad = 99999;

transportMaxWeapons = 5000;

transportMaxMagazines = 20000;

transportMaxBackpacks = 50;

class TransportMagazines

{

class _xx_SUPER_flash_ammo

{

magazine = "SUPER_flash";

count = 1000;

};

class _xx_SUPER_GLflash_ammo

{

magazine = "1Rnd_SUPER_GLflash";

count = 1000;

};

};

class TransportWeapons

{

class _xx_SUPER_arifle_MX_GL_F

{

weapon = "SUPER_arifle_MX_GL_F";

count = 100;

};

};

class TransportItems{};

};

};

class CfgFunctions

{

class SUPER

{

class FlashBang

{

class InitFlashBang

{

file = "\SUPER_flash\scripts\init.sqf";

postInit = 1;

};

class HandleWindows

{

file = "\SUPER_flash\scripts\window.sqf";

};

class EffectOnPlayerFull

{

file = "\SUPER_flash\scripts\effectonplayer_Full.sqf";

};

class EffectOnPlayerLight

{

file = "\SUPER_flash\scripts\effectonplayer_Light.sqf";

};

class EffectOnAI

{

file = "\SUPER_flash\scripts\effectonAI.sqf";

};

class FiredEH

{

file = "\SUPER_flash\flashbang.sqf";

};

class CheckForEffect

{

file = "\SUPER_flash\scripts\flashbang.sqf";

};

class NumberWindows

{

file = "\SUPER_flash\scripts\windowarray.sqf";

};

};

};

};

Warning: rapWarning: **********missing file(s)***************

Warning: super_flash\config.cpp Line 42: \A3\data_f\ParticleEffects\Universal\Universal

Warning: super_flash\config.cpp Line 86: \A3\data_f\ParticleEffects\Universal\Universal

rapify Version 1.74, Dll 4.58 "config.cpp"

rapWarning: **********missing file(s)***************

To pack my addon, I just do a "crunch" with pboproject. Am I doing something wrong? (it is written "makepbo found" and "rapify found" in the terminal if it helps)

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thanks. what are the settings in pboproject?

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well this way you *wont become aware of such errors.. either you p drive setup is incomplete, faulty or the options in pboproject wrong.

Edited by .kju [PvPscene]
spelling

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I am not sure I understand the what this option does. Is it checking every path in the config to see if there is a corresponding file on the hard drive?

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on the p drive yes. it is to avoid missing files happening in your release

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Sorry, I think the problem is indeed on my end, I might be missing several folders in my P drive ("A3", "Bin" etc. ). Or did the structure of the P drive change ?

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Backup your data, remove all data from P: and run arma3p again from mikero.

p:\a3 // lots of stuff in here

p:\bin

p:\core

p:\languagecore_f

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Ok something went wrong I will try again tommorow as it is quite long to execute arma3P and I have to prepare an AAS for tonight (thx for this mission btw ;)).

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when i run arma3p it comes up that I havent installed extractPBO, but i have....

ive run the auto installer for extractPBO but arma3p says i havent got it installed.

where exactly does extractPBO install to? maybe i can manually put it there?

ive checked the cmd code but i dont really know enough about this kidna stuff to sort it out myself.

any ideas?

do not run ANY tool, bis or mine, as administrator. not oxygen, not terrain builder, nothing runs 'properly' as admin because your registry settings, and your paths, are different.

Allowing installation tools to elevate to admin is different to runAs admin. Simply, do not do it.

>where exactly does extractPBO install to?

when all else fails, read the documentation.

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@kju, ok it works after a fresh install of the P drive with arma3P. Thanks a lot.

Edited by super-truite

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Glad to hear :)

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