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Boose82

First addon -help please

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Hello

I'm trying to to make a addon for my server. It will add a couple of objects that I will get to spawn as loot.

I have the p3d files and textures and rvmat. But the items aren't showing up in editor. I was wondering if some would be able to look through what I have so far as I hashed everything else together.

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class CfgPatches 
{
	class custom_items 
	{
		units[] = {};
		weapons[] = {};
		requiredVersion = 0.1;
		requiredAddons[] = {"A3_weapons_f"};
	};
};

class CfgMagazines 
{
	class Weaponparts;
	class Exile_AbstractItem: WeaponParts 
	{
		ammo="WeaponParts";
		author="Boose";
		count=1;
		descriptionShort="Random weapon Parts";
		displayName="WeaponParts";
		displaynameshort="Weaponparts";
		mass=10;
		model = "\boose\models\weaponparts.p3d";
		Picture = "\boose\images\weaponparts.paa";
		
	};
};
	

My next attempt

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try

 

scope = 2;

 

I don't get anything on the ground - im not sure if it should be set as a magazine or a Item - or how to do that :( 

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How are you trying to spawn it in the game-world?

Yes  on a exile server im building.

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Ok well You are inheriting from CfgMagazines, so you won't see this in the editor depending on what you are doing.  So how are you trying to make the item appear in game?  Are you spawning with some code?  If so, what is the code?

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Ok well You are inheriting from CfgMagazines, so you won't see this in the editor depending on what you are doing.  So how are you trying to make the item appear in game?  Are you spawning with some code?  If so, what is the code?

 

I am  spawning into the server using the default server code, the mod will be in the start up parameters. I just have to enter the class name in to a loot config which spawns as loot (weapons, items, clothing, ammo) 

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Ah ok.

 

If you're inheriting from Exile mod, you might need to declare the pbo in your "requiredAddons" array in cfgpatches to get it to load correctly.

 

I don't know what you should put in there as I don't have Exile installed.  You can probably find it in the exile configs somewhere though.

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Ah ok.

 

If you're inheriting from Exile mod, you might need to declare the pbo in your "requiredAddons" array in cfgpatches to get it to load correctly.

 

I don't know what you should put in there as I don't have Exile installed.  You can probably find it in the exile configs somewhere though.

Thanks for the responses so far, im getting there. But Exilemod will spawn default arma items, weapons etc. So I should be to use arma... wait one sec..

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....

model = "models\Boose_Weapon_Parts.p3d";

Picture = "images\WeaponParts.paa";

 

 

Should this be as above ir should it include pbo name

 


model = "boose\models\Boose_Weapon_Parts.p3d";

Picture = "boose\images\WeaponParts.paa";

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So II have got to this stage, its not seeing my p3d or paa - that has to be 

#include "BIS_AddonInfo.hpp"
#define public 2
class CfgPatches
{
	class Craft_weapons
	{
	units[] = {};
	weapons[] = {};
	magazines[] = {};
	ammo[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = 
			{
			"exile_client", 
			"a3_data_f",
			"a3_weapons_f",
			"a3_structures_f"
			};
	};
};

class CfgMagazines 
{
	class CA_Magazine;
	class Exile_Item_BWP: CA_Magazine
	{
		
		author="Boose";
		count=1;
		scope=2;
		displayName="Weapon Components";
		descriptionShort = "Some random weapon components";
		displaynameshort="Boose_WP";
		mass=10;
		model = "\boose\models\weaponparts.p3d";
		Picture = "\boose\images\weaponparts.paa";
		quality = 3;
	};

	
	class Exile_Item_File1: CA_Magazine
	{
		count = 1;
		scope=2;
		author="Boose";
		displayName="Blueprint: Scope";
		picture = "\addons\boose\images\file1.paa";
		model="\A3\structures_f\items\documents\File1_F";
		descriptionShort = "Blueprint for crafting a scope";
		mass = 5;
		quality = 3;
	};
	class Exile_Item_File2: CA_Magazine
	{
		count = 1;
		scope=2;
		author="Boose";
		displayName="Blueprint: Silencer";
		picture = "\boose\images\file2.paa";
		model="\A3\structures_f\items\documents\File2_F";
		descriptionShort = "Blueprint for crafting a silencer";
		mass = 5;
		quality = 3;
	};
	class Exile_Item_File3: CA_Magazine
	{
		count = 1;
		scope=2;
		author="Boose";
		displayName="Blueprint: Goggles";
		picture = "\boose\images\file3.paa";
		model="\A3\structures_f\items\documents\FilePhotos_F";
		descriptionShort = "Blueprint for crafting a goggle";
		mass = 5;
		quality = 3;
	};
	class Exile_Item_File4: CA_Magazine
	{
		count = 1;
		scope=2;
		author="Boose";
		displayName="Blueprint: Explosives";
		picture = "\boose\images\file4.paa";
		model="\A3\structures_f\items\documents\Map_F";
		descriptionShort = "Blueprint for crafting explosives";
		mass = 5;
		quality = 3;
	};
};

here is whats occurring 

ArmA%203%2007.26.2016%20-%2000.18.49.01.

 ArmA%203%2007.26.2016%20-%2000.19.39.02.

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Hopefully im nearly there, but i need this bit :(

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where have you put the folder? Cause sometimes arma likes a complete directory like arma3\@addon\boose\images\file3.paa
I had a texture problem with something similar and it was because it arma needs an extended path to the addon.
Hopefully this helps

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Im trying this now

 

model = "\arma3\@boose\addons\boose\models\weaponparts.p3d";
Picture = "\arma3\@boose\addons\boose\images\weaponparts.paa";

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model = "\arma3\@boose\addons\boose\models\weaponparts.p3d";

Picture = "\arma3\@boose\addons\boose\images\weaponparts.paa";

If that works I'll eat my own head.

  • Like 1

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If that works I'll eat my own head.

It didnt !! Im just trying everything. It gives me the erro it cant load the p3d file. Does this mean theres something wrong with that file?

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It didnt !! Im just trying everything. It gives me the erro it cant load the p3d file. Does this mean theres something wrong with that file?

Yes.

More likely its an issue with the process of packing the PBO. What packing tools are you using?

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Yes.

More likely its an issue with the process of packing the PBO. What packing tools are you using?

PBO Manager

 

I have to go back to work - do you think the size of my p3d file has anything to do with it 

e9aa58cb766fec93f4551f530208cbfe.png

 

Right back to work emailed you a link

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The size of the P3D is reasonable for an MLOD unbinarized file.

Does PBO manager interface with Binairze? My guess is no. You may wish to try using either Mikero's PBO-Project or BI's Addon Builder. The former will require a bit more knowledge about the tools to set it up, but its a far more versatile tool, where-as the latter is a bit more user-friendly but if you get any errors during packing it wont actually tell you what they are and will instead simply fail. Either way, they will Binarize your addon and hopefully help detect any other errors.

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The size of the P3D is reasonable for an MLOD unbinarized file.

Does PBO manager interface with Binairze? My guess is no. You may wish to try using either Mikero's PBO-Project or BI's Addon Builder. The former will require a bit more knowledge about the tools to set it up, but its a far more versatile tool, where-as the latter is a bit more user-friendly but if you get any errors during packing it wont actually tell you what they are and will instead simply fail. Either way, they will Binarize your addon and hopefully help detect any other errors.

Yea im using the addon builder to pack iit each time and it says successful. 

 

But if  I try to binarize it i get 

 

Build Failed. Result code= -1073741819

Binarize task failed

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So it has got to be the config and how to call and the rvmats file calls

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So im Stuck still I thought io would show everything i have got

 

Config.cpp


#define public 2
class CfgPatches
{
	class Craft_weapons
	{
	units[] = {};
	weapons[] = {};
	magazines[] = {};
	ammo[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = 
			{
			"exile_client", 
			"a3_data_f",
			"a3_weapons_f",
			"a3_structures_f"
			};
	};
};

class CfgMagazines 
{
	class CA_Magazine;
	class Exile_Item_BWP: CA_Magazine
	{
		
		author="Boose";
		count=1;
		scope=2;
		displayName="Weapon Components";
		descriptionShort = "Some random weapon components";
		displaynameshort="Boose_WP";
		mass=10;
		model = "\wpnprt\wpn_prt.p3d";
		Picture = "\wpnprt\Data\wpn_prt\WeaponParts.paa";
		quality = 3;
	};

};
class BIS_AddonInfo
{
	author="BooseTV";
	timepacked="1469482329";
};

wpn_prt_scp.rvmat

ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={1,1,1,1};
specularPower=500;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
	texture="\wpnprt\Data\wpn_prt\WeaponParts_nohq.paa";
	uvSource="tex";
	class uvTransform
	{
		aside[]={1,0,0};
		up[]={0,1,0};
		dir[]={0,0,0};
		pos[]={0,0,0};
	};
};
class Stage2
{
	texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
	uvSource="tex";
	class uvTransform
	{
		aside[]={4,0,0};
		up[]={0,4,0};
		dir[]={0,0,0};
		pos[]={0,0,0};
	};
};
class Stage3
{
	texture="#(argb,8,8,3)color(0,0,0,0,MC)";
	uvSource="tex";
	class uvTransform
	{
		aside[]={1,0,0};
		up[]={0,1,0};
		dir[]={0,0,0};
		pos[]={0,0,0};
	};
};
class Stage4
{
	texture="\wpnprt\Data\wpn_prt\WeaponParts_as.paa";
	uvSource="tex";
	class uvTransform
	{
		aside[]={1,0,0};
		up[]={0,1,0};
		dir[]={0,0,0};
		pos[]={0,0,0};
	};
};
class Stage5
{
	texture="\wpnprt\Data\wpn_prt\WeaponParts_smdi.paa";
	uvSource="tex";
	class uvTransform
	{
		aside[]={1,0,0};
		up[]={0,1,0};
		dir[]={0,0,0};
		pos[]={0,0,0};
	};
};
class Stage6
{
	texture="#(ai,64,64,1)fresnel(4.01,2.86)";
	uvSource="tex";
	class uvTransform
	{
		aside[]={1,0,0};
		up[]={0,1,0};
		dir[]={0,0,0};
		pos[]={0,0,0};
	};
};
class Stage7
{
	texture="..\a3\data_f\env_land_co.paa";
	uvSource="tex";
	class uvTransform
	{
		aside[]={1,0,0};
		up[]={0,1,0};
		dir[]={0,0,0};
		pos[]={0,0,0};
	};
};

wpn_prt.rvmat

ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={1,1,1,1};
specularPower=33.599998;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
	texture="\wpnprt\Data\wpn_prt\WeaponParts_nohq.paa";
	uvSource="tex";
	class uvTransform
	{
		aside[]={1,0,0};
		up[]={0,1,0};
		dir[]={0,0,0};
		pos[]={0,0,0};
	};
};
class Stage2
{
	texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
	uvSource="tex";
	class uvTransform
	{
		aside[]={4,0,0};
		up[]={0,4,0};
		dir[]={0,0,0};
		pos[]={0,0,0};
	};
};
class Stage3
{
	texture="#(argb,8,8,3)color(0,0,0,0,MC)";
	uvSource="tex";
	class uvTransform
	{
		aside[]={1,0,0};
		up[]={0,1,0};
		dir[]={0,0,0};
		pos[]={0,0,0};
	};
};
class Stage4
{
	texture="\wpnprt\Data\wpn_prt\WeaponParts_as.paa";
	uvSource="tex";
	class uvTransform
	{
		aside[]={1,0,0};
		up[]={0,1,0};
		dir[]={0,0,0};
		pos[]={0,0,0};
	};
};
class Stage5
{
	texture="\wpnprt\Data\wpn_prt\WeaponParts_smdi.paa";
	uvSource="tex";
	class uvTransform
	{
		aside[]={1,0,0};
		up[]={0,1,0};
		dir[]={0,0,0};
		pos[]={0,0,0};
	};
};
class Stage6
{
	texture="#(ai,64,64,1)fresnel(4.01,2.86)";
	uvSource="tex";
	class uvTransform
	{
		aside[]={1,0,0};
		up[]={0,1,0};
		dir[]={0,0,0};
		pos[]={0,0,0};
	};
};
class Stage7
{
	texture="..\a3\data_f\env_land_co.paa";
	uvSource="tex";
	class uvTransform
	{
		aside[]={1,0,0};
		up[]={0,1,0};
		dir[]={0,0,0};
		pos[]={0,0,0};
	};
};

Files / File Structure

 

file%20struc1.png

file%20struc.png

 

I end up with it not finding the p3d or the paa.

 

At my whits end

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