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Warning Message: No entry 'config.bin.'.

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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

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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

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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.

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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?

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

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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 .

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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

#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

#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.

Abs

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