Jump to content
tinboye

Script Paths within Mission pbo

Recommended Posts

I am trying to figure out if there is a way to specify the main path to scripts within mission pbo.

 

For example. 

 

I have the mpmissions\epoch.altis\

folder

 

In there is my description.ext

 

Since the latest epoch update they now have description.ext as:

 

// Epoch Survival Gamemode
#include "epoch_config\sandbox_config.hpp"
 
which the sandbox_config.hpp contains all the description.ext information
 
now I have my description.ext as:
 
// Epoch Survival Gamemode
#include "epoch_config\sandbox_config.hpp"


#include "infiSTAR_AdminMenu.hpp"
#include "addons\halv_spawn\spawndialog.hpp"
#include "addons\halv_spawn\Halv_defines.hpp"
#include "trader\tradedialog.hpp"
#include "CfgMusic.hpp"
#include "global.hpp"
#include "scarCODE\VGS\main_VGS.hpp"

class RscTitles
{

#include "VEMFr_client\gui\hpp_mainVEMFrClient.hpp"
//************************
    class radioChatterBar {
        idd = -1;
        onLoad = "uiNamespace setVariable ['radioChatterBar', _this select 0]";
        onUnload = "uiNamespace setVariable ['radoiChatterBar', objNull]";
        onDestroy = "uiNamespace setVariable ['radioChatterBar', objNull]";
        fadein = 0;
        fadeout = 10;
        duration = 10e10;
        movingEnable = 0;
        controlsBackground[] = {};
        objects[] = {};
        class controls {
            class statusBarText {
                idc = 1010;
                x = safezoneX;
                y = safezoneY; // upper left hand corner
                //x = safezoneX + safezoneW - 1.5;
                //y = safezoneY + safezoneH - 0.4; //H
                w = 1; 
                h = 0.3;  //hopefully makes it 10 lines tall
                shadow = 2;
                colorBackground[] = { 1, 0.3, 0, 0.0 };  // uncomment and increase 4th number to have a 	background
                font = "PuristaSemibold";
                size = 0.03;
                type = 13;// CT_TYPES = CT_STRUCTURED_TEXT
                style = 1;
                text="Loading server info...";
                class Attributes {
                    align="left";
                    color = "#FFFFFF"; //"#00FF09";BrightGreen   //#FF8700
                };
            };
        };
    };
//***********************************
};

class CfgSounds
{
	#include "HC\Zombies\infectedsounds.hpp"
	#include "Configs\CfgSounds.hpp"
};

//ESVP
class CfgNotifications 
{
	#include "SPKcode\ESVP\notifications.h"
};

when I try to load my mission i get the error:

ErrorMessage: Include file mpmissions\epoch.Altis\epoch_config\VEMFr_client\gui\hpp_mainVEMFrClient.hpp not found.

 

so what i want to do is have it so i can specify the location of the 

#include "VEMFr_client\gui\hpp_mainVEMFrClient.hpp"

 

I have tried 

#include "..\VEMFr_client\gui\hpp_mainVEMFrClient.hpp"

 

or

 

#include ".\VEMFr_client\gui\hpp_mainVEMFrClient.hpp"

 

to tell the script to look in previous folder for the VEMFr_client folder but it doesnt recognize any change.

 

So is there a variable to use like

#include "x\VEMFr_client\gui\hpp_mainVEMFrClient.hpp"

#include "q\VEMFr_client\gui\hpp_mainVEMFrClient.hpp"

#include "z\VEMFr_client\gui\hpp_mainVEMFrClient.hpp"

#include "m\VEMFr_client\gui\hpp_mainVEMFrClient.hpp"

 

in the path to make the script be recognized in the root of the mission folder.

 

thanks

Share this post


Link to post
Share on other sites

I'm not sure if this will help you but I've encountered some problem with ORBAT textures which needed to have a full path defined, which was of course a problem if you wanted to play the mission on a different machine. I solved it using

texture = __EVAL((__FILE__ select [0, count __FILE__ - 15]) + "NATOsmall");

Try defining a full path first and if that fixes your problem then this solution should work.

Share this post


Link to post
Share on other sites

From what I remember, the mission is renamed to __CUR_MP.Altis when you play on that mission. Thus the file path should be:

mpmissions\__CUR_MP.Altis\epoch_config\VEMFr_client\gui\hpp_mainVEMFrClient.hpp

Also note that the file path will be different if you are hosting the mission via the editor.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×