abs 2 Posted December 17, 2013 Hi all, So typically config error messages give you a clue as to where something is missing, such as config.bin\xxx...however with the error: Warning Message: No entry 'config.bin.'. I have no clue where to begin looking. The error triggers when I fire a missile. Thanks for any help, Abs Share this post Link to post Share on other sites
Sealife 22 Posted December 17, 2013 Arma.rpt is first place always Second is post config here and highlight which weapin and which ammo on which vehicle Third is post binpbo log Fourth is sleep on it :) Y first guess would be the missile has no config for the proxy , which is defined in the ammo as a path to model and as a proxy in the cfgnonai section , see bis example for details Share this post Link to post Share on other sites
[aps]gnat 28 Posted December 17, 2013 I've got it when I've tried to force a different class for inheriting. Eg, it was a Ship class, then I wanted to test briefly inheriting say a Car class. ..... I didn't explore any further. Share this post Link to post Share on other sites
abs 2 Posted December 17, 2013 Sealife said: Arma.rpt is first place always Second is post config here and highlight which weapin and which ammo on which vehicle Third is post binpbo log Fourth is sleep on it :) Y first guess would be the missile has no config for the proxy , which is defined in the ammo as a path to model and as a proxy in the cfgnonai section , see bis example for details 1. That's all it says in the rpt as well (after the last embarrassment, the rpt is always the first place I check now). 2. Might do later, but I think that your first guess is probably the answer here. 3. Nothing in binpbo log. 4. I've had the error for three days. ;) I think your first guess is probably right. I figured that since my torpedoes don't appear on the model that I would not need a proxy. I take it that you're implying that it's a requirement, right? Would creating an invisible proxy solve this issue? Quote Gnat;2581013']I've got it when I've tried to force a different class for inheriting. Eg' date=' it was a Ship class, then I wanted to test briefly inheriting say a Car class. ..... I didn't explore any further.[/quote']I've never even thought to try that. Sounds like there might be some interesting implications. Abs Share this post Link to post Share on other sites
Sealife 22 Posted December 17, 2013 Iirc bullets dont need a model but missiles usually have an on the plane model and a in flight model , I dont think this is forced upon an addon maker but iits possible the flight missile needs something even if its a simple empty geo lod All assuming its this at fault of course , im on the tablet at moment so guessing from memory , try configging as normal , if error goes away then mess with the model . Share this post Link to post Share on other sites
abs 2 Posted December 17, 2013 Okay, so I guess I might as well as post my config since I don't want to assume it's just the proxy. Also, please treat me like I know nothing as I usually just model, and this is my first time making a functional vehicle weapon... I've only left the relevant parts in the config... weapons config.cpp Reveal hidden contents #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 enum { DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class STA3_F_Weapons { units[] = {}; weapons[] = {"STA3_Type2","STA3_Type3"}; requiredAddons[] = {"STA3_F_Characters"}; requiredVersion = 0.1; }; }; class cfgAmmo { class Default; // External class reference ... class MissileCore; class MissileBase: MissileCore{}; class STA3_PhoTorp: MissileBase { model = "STA3_F_Weapons\STA3_PhoTorp.p3d"; hit = 70; effectsMissile = ""; indirectHit = 50; indirectHitRange = 8; maneuvrability = 27; simulationStep = 0.002; trackOversteer = 1; trackLead = 1; airLock = 2; irLock = 1; cost = 1000; timeToLive = 60; airFriction = 0; sideAirFriction = 15; maxSpeed = 7000; initTime = 0.1; thrustTime = 0.1; thrust = 500; fuseDistance = 50; CraterEffects = "AAMissileCrater"; explosionEffects = "AAMissileExplosion"; effectsMissileInit = ""; //effectsMissileInit = "RocketBackEffectsRPG"; //effectsMissile = "missile3"; muzzleEffect = ""; weaponLockSystem = "2 + 16"; class HitEffects { hitWater = "ImpactEffectsWaterRocket"; }; }; }; class cfgMagazines { class Default; ... class CA_Magazine; class VehicleMagazine; class STA3_PhoTorp_Mags: VehicleMagazine { scope = 2; displayName = "Photon Torpedoes"; displayNameShort = "Torpedoes"; ammo = "STA3_PhoTorp"; count = 200; initSpeed = 0; maxLeadSpeed = 450; sound[] = {"A3\sounds_f\dummysound",1,1,1300}; reloadSound[] = {"A3\sounds_f\dummysound",0.000316228,1,20}; nameSound = "missiles"; }; }; class cfgWeapons { class Default; // External class reference ... class LauncherCore; class MissileLauncher; class STA3_PhoTorpLauncher: MissileLauncher { displayName = "Photon Torpedo Launcher"; minRange = 150; minRangeProbab = 0.025; midRange = 2500; midRangeProbab = 0.09; maxRange = 9000; maxRangeProbab = 0.01; sound[] = {"STA3_F_Weapons\data\STA3_PhoTorp.wav",1.12202,1.3,1000}; soundFly[] = {"A3\Sounds_F\weapons\Rockets\rocket_fly_2",1,1.5,700}; lockingTargetSound[] = {"\A3\Sounds_F\weapons\Rockets\locked_1",0.316228,1}; lockedTargetSound[] = {"\A3\Sounds_F\weapons\Rockets\locked_3",0.316228,2.5}; weaponSoundEffect = "DefaultRifle"; reloadTime = 0.1; // Change this to something more realistic magazineReloadTime = 30; magazines[] = {"STA3_PhoTorp_Mags"}; holdsterAnimValue = 1; weaponLockDelay = 3; textureType = "semi";[/b] }; }; vehicles config.cpp Reveal hidden contents #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 enum { DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class STA3_F_Vehicles { units[] = {"STA3_Constitution","STA3_ClassFShuttle"}; weapons[] = {}; requiredAddons[] = {"STA3_F_Characters","STA3_F_Weapons"}; requiredVersion = 1.0; }; }; class CfgVehicleClasses { class STA3_StarfleetShips { displayName = "Starfleet Ships"; }; }; class CfgVehicles { class Plane{class UserActions{};}; class STA3_Constitution: Plane { vehicleClass = "STA3_StarfleetShips"; simulation = "airplane"; _generalMacro = "Plane"; attenuationEffectType = "HeliAttenuation"; faction = "STA3_Federation"; gearRetracting = 0; side = 1; displayName = "Constitution Class Starship"; model = "\STA3_F_Vehicles\STA3_Constitution.p3d"; picture = "\STA3_F_Vehicles\Ico\ClassFIco_ca.paa"; Icon = "\STA3_F_Vehicles\map_ico\ClassF_ca.paa"; scope = 2; crew = "STA3_Inf_Com_F"; transportSoldier = 7; DriverAction = "Plane_Fighter_03_pilot"; getInAction = "GetInLow"; hasGunner = 1; cargoIsCoDriver[] = {1,0}; cargoAction[] = {"Plane_Fighter_03_pilot","Plane_Fighter_03_pilot"}; fuelCapacity = 10000; maxSpeed = 300; acceleration = 200; noseDownCoef = 0; // how much goes nose down during turns landingSpeed = 0; nightVision = 1; //A3 enableGPS = 1; //A3 radarType = 4; //A3 LockDetectionSystem = 8; //A3 incomingMissileDetectionSystem = 16; //A3 memoryPointLMissile = "Rocket_1"; memoryPointRMissile = "Rocket_2"; //memoryPointLRocket = "Rocket_1"; //memoryPointRRocket = "Rocket_2"; weapons[] = {"STA3_PhoTorpLauncher"}; magazines[] = {"STA3_PhoTorp_Mags"}; irScanRangeMax = 10000; //A3 //envelope[] = {0, 0.2, 1.2, 3, 5.1, 7, 7.3, 7, 6.3, 5.2, 3.8, 1.8, 0.5, 0}; envelope[] = {0, 0.15, 1.1, 3, 5, 5.83, 6, 5.85, 5.5, 4.8, 3.6, 1.8, 0}; aileronSensitivity = 0.9; // relative aileron sensitivity elevatorSensitivity = 0.9; // relative elevator sensitivity vtol = 3; class Reflectors { class Left { ambient[] = {1,1,1}; brightness = 1; color[] = {1900,1800,1700}; coneFadeCoef = 5; dayLight = 0; direction = "Light_L_end"; flareSize = 1; hitpoint = "Light_L"; innerAngle = 180; intensity = 0.5; outerAngle = 180; position = "Light_L"; selection = "Light_L"; size = 1; useFlare = 0; class Attenuation { start = 1; constant = 0; linear = 0; quadratic = 0.25; hardLimitStart = 30; hardLimitEnd = 60; }; }; class Bottom_Left { ambient[] = {1,1,1}; brightness = 1; color[] = {1900,1800,1700}; coneFadeCoef = 5; dayLight = 0; direction = "Light_Bottom_Left_end"; flareSize = 1; hitpoint = "Light_Bottom_Left"; innerAngle = 240; intensity = 0.5; outerAngle = 120; position = "Light_Bottom_Left"; selection = "Light_Bottom_Left"; size = 1; useFlare = 0; class Attenuation { start = 1; constant = 0; linear = 0; quadratic = 0.25; hardLimitStart = 30; hardLimitEnd = 60; }; }; class Bottom_Right { ambient[] = {1,1,1}; brightness = 1; color[] = {1900,1800,1700}; coneFadeCoef = 5; dayLight = 0; direction = "Light_Bottom_Right_end"; flareSize = 1; hitpoint = "Light_Bottom_Right"; innerAngle = 240; intensity = 0.5; outerAngle = 120; position = "Light_Bottom_Right"; selection = "Light_Bottom_Right"; size = 1; useFlare = 0; class Attenuation { start = 1; constant = 0; linear = 0; quadratic = 0.25; hardLimitStart = 30; hardLimitEnd = 60; }; }; }; //aggregateReflectors[] = {{"Left","Bottom_Left","Bottom_Right"}}; class MarkerLights { class RedBlink { name = "RedBlink"; color[] = {0.12,0.006,0.006,1}; ambient[] = {0.12,0.006,0.006,1}; brightness = 2; blinking = 1; intensity = 100; activeLight = 0; useFlare = 1; flareSize = 0.7; }; class GreenBlink { name = "GreenBlink"; color[] = {0.02,0.12,0.02,1}; ambient[] = {0.01,0.1,0.01,1}; brightness = 2; blinking = 1; intensity = 100; activeLight = 0; useFlare = 1; flareSize = 0.7; }; class NacOrangeSteady { name = "NacOrangeSteady"; color[] = {0.85,0.44,0.04,1}; ambient[] = {0.85,0.44,0.04,1}; brightness = 1; blinking = 0; intensity = 10; activeLight = 0; useFlare = 0; flareSize = 0.5; }; class BlueBlink { name = "BlueBlink"; color[] = {0.5,0.5,1,1}; ambient[] = {0.5,0.5,1,1}; brightness = 1; blinking = 1; intensity = 10; activeLight = 0; useFlare = 1; flareSize = 0.7; }; }; class UserActions : UserActions //This works, but is in the squad command menu, as opposed to the action menu. { class redalertstart { userActionID = 1; displayName = "Red Alert"; position = "RedAlert"; radius = "1"; onlyForPlayer = false; condition = "this animationPhase ""BeaconsStart"" < 0.5 AND Alive(this) AND driver this == player"; statement = ""; }; class redalertstop : redalertstart { userActionID = 2; displayName = "Cancel Red Alert"; condition = "this animationPhase ""BeaconsStart"" > 0.5 AND Alive(this) AND driver this == player"; statement = ""; }; }; class Sounds { class EngineLowOut { sound[] = {"\STA3_F_Vehicles\Data\sound\tos_ship_hum.ogg", 2.23872, 1.2, 700}; frequency = "1.0 min (rpm + 0.5)"; volume = "camPos*2*(rpm factor[0.95, 0])*(rpm factor[0, 0.95])"; }; class EngineHighOut { sound[] = {"\STA3_F_Vehicles\Data\sound\tos_ship_hum.ogg", 2.23872, 1.6, 700}; frequency = "1"; volume = "camPos*4*(rpm factor[0.5, 1.1])*(rpm factor[1.1, 0.5])"; }; class ForsageOut { sound[] = {"\STA3_F_Vehicles\Data\sound\tos_ship_hum.ogg", 2.23872, 1.1, 1800}; frequency = "1"; volume = "engineOn*camPos*(thrust factor[0.6, 1.0])"; cone[] = {3.14,3.92,2,0.5}; }; class WindNoiseOut { sound[] = {"",0.562341,1,150}; frequency = "(0.1+(1.2*(speed factor[1, 150])))"; volume = "camPos*(speed factor[1, 150])"; }; class ForsageIn { sound[] = {"", 0.0, 1.0}; frequency = "1"; volume = ""; }; class EngineLowIn { sound[] = {"\STA3_F_Vehicles\Data\sound\interior.ogg", 0.616228, 1.0}; frequency = "1"; volume = "(1-camPos)*(engineOn*(rpm factor[0.55, 1.0]))"; }; class EngineHighIn { sound[] = {"", 0.0, 1.0}; frequency = "1"; volume = ""; }; class WindNoiseIn { sound[] = {"",0.501187,1}; frequency = "(0.1+(1.2*(speed factor[1, 150])))"; volume = "(1-camPos)*(speed factor[1, 150])"; }; }; class Library { libTextDesc = "The Class F Shuttlecraft was the shuttle of preference assigned to all Constitution class starships in the Federation fleet."; }; }; }; I'm off to read Bressb's tutorial, and try and implement an invisible proxy. :) Thanks all. 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