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BadHabitz

PG Services (PMC)

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Hmh that's true, well we can just use optional enable_auto_xeh anyways, I kinda forgot dependency must be created, my bad.

How's progress on those "Updating base class" errors?

The base class errors for the vehicles should be gone... or switched. I changed the inheritance structure for my vehicle reskins to fix a reported error.So I'm guessing that the error will go away, or switch to a different error. As for the others, I plan to add an insulating 'scope=1' base class between the inherited class and the inheritor. Other than that I need to figure out the pattern as to why errors happen for those entries and not others.

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The base class errors for the vehicles should be gone... or switched. I changed the inheritance structure for my vehicle reskins to fix a reported error.So I'm guessing that the error will go away, or switch to a different error. As for the others, I plan to add an insulating 'scope=1' base class between the inherited class and the inheritor. Other than that I need to figure out the pattern as to why errors happen for those entries and not others.

Sounds good. It's hard to figure them out usually even though it just means wrong inheritance (not same hierarchy tree as vanilla). Hoping for the best!

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Hey BadHabitz,

been getting a lot of this showing up in my rpt:

Error: Bone cheek_lf doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone nose_tip doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone lip_uplb doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone jaw_ls doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone lip_uplf doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone lip_lc doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone lip_lwlb doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone lip_lwlf doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone jaw_lm doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone zig_lb doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone lip_lwm doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone lip_upm doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone ear_l doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone corr doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone tongue_m doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone tongue_f doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone eyebrow_lb doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone eyebrow_lf doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone eyebrow_lm doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone zig_lm doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone eye_upl doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone eye_lwl doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone cheek_l doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone cheek_lb doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone zig_lt doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone nose_l doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone cheek_lm doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone nose_r doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone forehead_r doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone forehead_m doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone forehead_l doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone cheek_rb doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone eye_lwr doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone cheek_r doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone zig_rt doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone zig_rm doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone cheek_rf doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone cheek_rm doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone eyebrow_rm doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone eyebrow_rf doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone eye_upr doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone eyebrow_rb doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone tongue_b doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone ear_r doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone neck_l doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone lip_uprf doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone neck_r doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone lip_uprb doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone lip_rc doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone lip_lwrb doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone lip_lwrf doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone neck_b doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone zig_rb doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone neck_t doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone jaw_rf doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone jaw_lf doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone chin doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone jaw_rm doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone jaw_rs doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone jaw doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone headcutscene doesn't exist in skeleton OFP2_ManSkeleton

Error: Bone headcutscene doesn't exist in skeleton OFP2_ManSkeleton

It seems to be related to the weapons, and will keep spamming, sometimes resulting in 35MB+ rpt files.

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Hey BadHabitz,

been getting a lot of this showing up in my rpt:

It seems to be related to the weapons, and will keep spamming, sometimes resulting in 35MB+ rpt files.

You're right. I searched the directory and the bones references are from the animation files for the weapons. The weapons in this mod were graciously and generously donated by EricJ. I'll learn to fix them or get corrected versions, but it might take some time.

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Hmh that's true, well we can just use optional enable_auto_xeh anyways, I kinda forgot dependency must be created, my bad.

How's progress on those "Updating base class" errors?

Does this fix the issue with ACE3?

After installing this with ACE, the ACE interaction menu disappears never to be seen again.

Edited by thefinn

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Hmh that's true, well we can just use optional enable_auto_xeh anyways, I kinda forgot dependency must be created, my bad.

How's progress on those "Updating base class" errors?

Is there a reason opportunistic XEH init is not an option? It doesn't incur a CBA dependency, but is still XEH compatible if CBA is installed.

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Does this fix the issue with ACE3?

After installing this with ACE, the ACE interaction menu disappears never to be seen again.

Yes it does, but might bring other performance degradations I hear.

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Actually, I don't have ACE3 compatibility issues even without this compatipility pbo.

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Actually, I don't have ACE3 compatibility issues even without this compatipility pbo.

Try one of the PG Services uniforms.

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If there's something I need to do to make things compatible with ACE or other mods (without creating a dependency) then please let me know in a PM. I'm more than willing to make this mod friendly with other mods, but creating a dependency is not in the plan.

So, other than inheritance/base class issues, the RTM/skeleton/bones errors are the only issues left outstanding. As previously indicated, the Offroad passenger placement and safety.wss issues are fixed but not yet released.

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Did you ever think about adding an armored SUV (black) for VIP-Transportation? I think real VIPs will not drive in a Pick-up.

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If you add Opportunistic XEH you can have CBA XEH compatibility without requiring CBA (ACE3 requires working XEH).

One other thing we noticed after adding using our insignia is that one of the uniforms gets the insignia all over the lower part (entire pants), but not everyone can see it like that in MP, which is a bit weird, my thinking is that insignia location isn't set properly or something. Uniform classname is "U_PMC_WTShirt_DJeans". It didn't happen on any other uniform.

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Did you ever think about adding an armored SUV (black) for VIP-Transportation? I think real VIPs will not drive in a Pick-up.
Yes. It is a low priority though. Behind bug fixes, config changes, and actually playing Arma once in a while.

---------- Post added at 16:25 ---------- Previous post was at 16:23 ----------

If you add Opportunistic XEH you can have CBA XEH compatibility without requiring CBA (ACE3 requires working XEH).

One other thing we noticed after adding using our insignia is that one of the uniforms gets the insignia all over the lower part (entire pants), but not everyone can see it like that in MP, which is a bit weird, my thinking is that insignia location isn't set properly or something. Uniform classname is "U_PMC_WTShirt_DJeans". It didn't happen on any other uniform.

I think the XEH thing was discussed before, and I'll do that. I'll look into the uniform/insignia issue after I get done screaming and pulling my hair out.

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I'll look into the (...) issue after I get done screaming and pulling my hair out.

That should be the new "soonâ„¢".

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I have just tried this. ACE3 menu opens and works OK. The problem posted here http://forums.bistudio.com/showthread.php?183539-PG-Services-%28PMC%29&p=2946814&viewfull=1#post2946814 was solved in latest PG service update. I don't get any compatibility issues since that.

Actually my bad, try with one of the units (not uniforms), I just did and without cba_enable_auto_xeh.pbo I do not get any ACE3 interaction to open on the units. If you have cba_enable_auto_xeh.pbo it will work as this will automatically add it (with other downsides).

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Confirm, doesn't work with units without cba_enable_auto_xeh.pbo. But works ok with custom loadouts from VR. I didn't use PG service units before that is why I thought that it was fixed.

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https://drive.google.com/file/d/0B-cL7wGSKMCqRnN3RE5RRUhIMzg/view?usp=sharing

Updated 'pg_services_pmc_weapons.pbo'

Please do not upload to Armaholic or PlayWithSix, as this is for testing purposes only.

If you've seen the bone errors that were previously mentioned then I'd ask you to please test this version for me. Thanks.

---------- Post added at 11:24 ---------- Previous post was at 11:11 ----------

One other thing we noticed after adding using our insignia is that one of the uniforms gets the insignia all over the lower part (entire pants), but not everyone can see it like that in MP, which is a bit weird, my thinking is that insignia location isn't set properly or something. Uniform classname is "U_PMC_WTShirt_DJeans". It didn't happen on any other uniform.

Ok, I couldn't reproduce this, and have no idea why this one uniform was having a problem. I've made a small tweak with hiddenSelections across all of the t-shirt/jeans uniforms, so we'll see if that makes a difference.

Edited by BadHabitz

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I will verify the weapons tomorrow!

And we've just found out it happens randomly on other uniforms as well, will report back after the update if we see more of it. :)

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Is the Tactical Pilot also supposed to be affected by the randomization script? He never wears his Tactical Vest and Pilot helmet, instead he gets the normal PMC trooper gear (helmets, plate carriers etc.).

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If you've seen the bone errors that were previously mentioned then I'd ask you to please test this version for me. Thanks.

Confirmed fixed.

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Is the Tactical Pilot also supposed to be affected by the randomization script? He never wears his Tactical Vest and Pilot helmet, instead he gets the normal PMC trooper gear (helmets, plate carriers etc.).
I'll look into it. The pilot is not configured to be subjected to the randomization script.

---------- Post added at 15:55 ---------- Previous post was at 15:53 ----------

Confirmed fixed.
That's good news. The next update is about to crest the hill.

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UPDATE - Submitted to Armaholic and Pw6.

  • Thanks to 'Npk' for solving bone errors in the weapons pbo

Revision 22JUL15

  • Removed references to UnderbarrelSlot that was causing rpt errors.
  • First attempt to eliminate animation bone errors.
  • Fixed 'safety.wss' error.
  • Attempted to fix 'Updating base class' errors.
  • Fixed a glitch with passenger placement in the Offroad trucks.
  • Added "_this call SLX_XEH_EH_Init" to EventHandlers to comply with Opportunistic XEH.
  • Changed most item names to add '(PG)' to the end of the title instead of the beginning. Class names were not changed.
  • Added icons for PG Services items viewable in the Virtual Arsenal screen.
  • Reworked CfgMods to properly display icons as intended.
  • Removed 'camo3' as a selection in hiddenSelections across all t-shirt uniforms.

---------- Post added at 03:48 ---------- Previous post was at 03:32 ----------

Is the Tactical Pilot also supposed to be affected by the randomization script? He never wears his Tactical Vest and Pilot helmet, instead he gets the normal PMC trooper gear (helmets, plate carriers etc.).
The Tactical Pilot is not meant to be affected by the randomization script, but it is. I've fixed it, but it will have to wait for the next update.

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UPDATE - Submitted to Armaholic and Pw6.

  • Changed most item names to add '(PG)' to the end of the title instead of the beginning. Class names were not changed.

Whyyyyyyyy ? It was great to easely find PG Stuff inside arsenal or shop.

By the way, good to see this mod updated regulary.

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