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Addon Builder fail, think i got something wrong in config.bin

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I edited a config.bin try to fix the sound issue of a weapon, after i finished it acrounding to the wiki provide by BI, the Arma3 Addon Builder cant build the pbo file for me, said "Build failed. Result code=1 CfgConvert task failed."

I cant find the error in my code myself, need help, I would attach the code from my config.bin below:

Spoiler

////////////////////////////////////////////////////////////////////
//DeRap: Produced from mikero's Dos Tools Dll version 5.66
//'now' is Sun May 14 00:47:13 2017 : 'file' last modified on Sun May 14 00:38:33 2017
//http://dev-heaven.net/projects/list_files/mikero-pbodll
////////////////////////////////////////////////////////////////////

#define _ARMA_

//ndefs=14
enum {
    OrdinalEnum = 2,
    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 G:/arma3 working/AK T/WIP/arma3-ak-tactical2/arma3-ak-tactical2/config.bin{
class CfgPatches
{
    class A3_Weapons_F_AK74TacticalMagpul
    {
        units[] = {};
        weapons[] = {"srifle_AK74TacticalMagpul_F"};
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Weapons_F"};
    };
};
class Mode_SemiAuto;
class Mode_Burst;
class Mode_FullAuto;
class SlotInfo;
class CowsSlot;
class PointerSlot;
class CfgWeapons
{
    class Rifle_Base_F;
    class Rifle_Long_Base_F: Rifle_Base_F
    {
        class WeaponSlotsInfo;
    };
    class UGL_F;
    class AK74TacticalMagpul_base_F: Rifle_Long_Base_F
    {
        scope = 0;
        magazines[] = {"5x45_30rnds_AK74"};
        reloadAction = "GestureReloadMXCompact";
        handAnim[] = {"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\MX\data\Anim\mx.rtm"};
        cursor = "srifle";
        bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01",0.398107,1,15};
        bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02",0.398107,1,15};
        bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03",0.398107,1,15};
        bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04",0.398107,1,15};
        bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01",0.281838,1,15};
        bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02",0.281838,1,15};
        bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03",0.281838,1,15};
        bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04",0.281838,1,15};
        bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01",0.281838,1,15};
        bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02",0.281838,1,15};
        bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03",0.281838,1,15};
        bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04",0.281838,1,15};
        soundBullet[] = {"bullet1",0.083,"bullet2",0.083,"bullet3",0.083,"bullet4",0.083,"bullet5",0.083,"bullet6",0.083,"bullet7",0.083,"bullet8",0.083,"bullet9",0.083,"bullet10",0.083,"bullet11",0.083,"bullet12",0.083};
        reloadMagazineSound[] = {"Arma3-AK-Tactical2\ak47\magin.wav",0.0707946,1,20};
        drySound[] = {"A3\sounds_f\weapons\other\dry1",0.630957,1,30};
        class WeaponSlotsInfo
        {
            allowedslots[] = {901};
            mass = 4;
            class CowsSlot
            {
                access = 1;
                compatibleitems[] = {"RH_m3lr","RH_eotech553","RH_compm4s","RH_t1","RH_reflex","RH_ta31rco","RH_ta31rco_2D","RH_shortdot","optic_Arco","optic_aco","optic_ACO_grn","optic_hamr","optic_Holosight","optic_SOS","optic_tws","optic_NVS","optic_Nightstalker","optic_DMS","FHQ_optic_ACOG","FHQ_optic_AIM","FHQ_optic_AIM_tan","FHQ_optic_TWS3050","FHQ_optic_HWS_G33","FHQ_optic_HWS","FHQ_optic_HWS_tan","FHQ_optic_HWS_G33_tan","FHQ_optic_ACOG_tan","FHQ_optic_MicroCCO","FHQ_optic_MicroCCO_tan","FHQ_optic_MicroCCO_low","FHQ_optic_MicroCCO_low_tan"};
                displayname = "Optics Slot";
                linkproxy = "\A3\data_f\proxies\weapon_slots\TOP";
                scope = 0;
            };
            class MuzzleSlot: SlotInfo
            {
                linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
                compatibleItems[] = {"muzzle_AK74"};
            };
            class PointerSlot
            {
                access = 1;
                compatibleitems[] = {"RH_peq2","RH_peq2_top","RH_peq15","RH_peq15_top","RH_m4covers_s","RH_m4covers_f","RH_SFM952V","RH_SFM952V_tan","acc_flashlight","acc_pointer_IR","acc_flashlightSuper"};
                displayname = "Pointer Slot";
                linkproxy = "\A3\data_f\proxies\weapon_slots\SIDE";
                scope = 0;
            };
        };
        modes[] = {"Single","FullAuto","single_close_optics1","single_medium_optics1","single_far_optics1","fullauto_medium"};
        class Single: Mode_SemiAuto
        {
            sounds[] = {"StandardSound","SilencedSound"};
            class BaseSoundModeType
            {
                weaponSoundEffect = "DefaultRifle";
                closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_1",0.3,1,10};
                closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_1",0.3,1,10};
                soundclosure[] = {"closure1",0.5,"closure2",0.5};
            };
            class StandardSound: BaseSoundModeType
            {
                begin1[] = {"\arma3-ak-tactical2\ak47\fire.wav",1.12202,1,1200};
                begin2[] = {"\arma3-ak-tactical2\ak47\fire.wav",1.12202,1,1200};
                begin3[] = {"\arma3-ak-tactical2\ak47\fire.wav",1.12202,1,1200};
                soundBegin[] = {"begin1",0.33,"begin2",0.33,"begin3",0.34};
                class SoundTails
                {
                    class TailForest
                    {
                        sound[] = {"\arma3-ak-tactical2\ak47\tails\ak762_forest",1.5,1,1200};
                        frequency = 1;
                        volume = "(1-interior/1.4)*forest";
                    };
                    class TailInterior
                    {
                        sound[] = {"\arma3-ak-tactical2\ak47\tails\ak47_indoor",1.2,1,1200};
                        frequency = 1;
                        volume = "interior";
                    };
                };
            };
            class SilencedSound: BaseSoundModeType
            {
                begin1[] = {"\arma3-ak-tactical2\ak47\m4a1-1.wav",1,1,200};
                begin2[] = {"\arma3-ak-tactical2\ak47\m4a1-2.wav",1,1,200};
                soundBegin[] = {"begin1",0.5,"begin2",0.5};
            };
            reloadTime = 0.1;
            dispersion = 0.00035;
            displayname = "$STR_SEMIAUTO";
            displaynameShort = "$STR_SEMIAUTO";
            recoil = "recoil_auto_mx";
            recoilProne = "recoil_auto_prone_mx";
            minRange = 0;
            minRangeProbab = 0.03;
            midRange = 75;
            midRangeProbab = 0.005;
            maxRange = 250;
            maxRangeProbab = 0.0003;
        };
        class FullAuto: Mode_FullAuto
        {
            sounds[] = {"StandardSound","SilencedSound"};
            class BaseSoundModeType
            {
                weaponSoundEffect = "DefaultRifle";
                closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_1",0.3,1,10};
                closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_1",0.3,1,10};
                soundclosure[] = {"closure1",0.5,"closure2",0.5};
            };
            class StandardSound: BaseSoundModeType
            {
                begin1[] = {"\arma3-ak-tactical2\ak47\fire.wav",1.12202,1,1200};
                begin2[] = {"\arma3-ak-tactical2\ak47\fire.wav",1.12202,1,1200};
                begin3[] = {"\arma3-ak-tactical2\ak47\fire.wav",1.12202,1,1200};
                soundBegin[] = {"begin1",0.33,"begin2",0.33,"begin3",0.34};
                class SoundTails
                {
                    class TailForest
                    {
                        sound[] = {"\arma3-ak-tactical2\ak47\tails\ak762_forest",1.5,1,1200};
                        frequency = 1;
                        volume = "(1-interior/1.4)*forest";
                    };
                    class TailInterior
                    {
                        sound[] = {"\arma3-ak-tactical2\ak47\tails\ak47_indoor",1.2,1,1200};
                        frequency = 1;
                        volume = "interior";
                    };
                };
            };
            class SilencedSound: BaseSoundModeType
            {
                begin1[] = {"\arma3-ak-tactical2\ak47\m4a1-1.wav",1,1,200};
                begin2[] = {"\arma3-ak-tactical2\ak47\m4a1-1.wav",1,1,200};
                soundBegin[] = {"begin1",0.5,"begin2",0.5};
            };
            reloadTime = 0.1;
            dispersion = 0.00024;
            displayname = "$STR_BURST";
            displaynameShort = "$STR_BURST";
            recoil = "recoil_single_mx";
            recoilProne = "recoil_single_prone_mx";
            minRange = 2;
            minRangeProbab = 0.7;
            midRange = 75;
            midRangeProbab = 0.08;
            maxRange = 250;
            maxRangeProbab = 0.0015;
        };
        class single_close_optics1: Single
        {
            requiredOpticType = 1;
            showToPlayer = 0;
            minRange = 2;
            minRangeProbab = 0.05;
            midRange = 300;
            midRangeProbab = 0.8;
            maxRange = 500;
            maxRangeProbab = 0.01;
            aiRateOfFire = 2;
            aiRateOfFireDistance = 300;
        };
        class single_medium_optics1: single_close_optics1
        {
            minRange = 300;
            minRangeProbab = 0.05;
            midRange = 500;
            midRangeProbab = 0.7;
            maxRange = 700;
            maxRangeProbab = 0.05;
            aiRateOfFire = 2;
            aiRateOfFireDistance = 500;
        };
        class single_far_optics1: single_medium_optics1
        {
            requiredOpticType = 2;
            minRange = 300;
            minRangeProbab = 0.05;
            midRange = 600;
            midRangeProbab = 0.4;
            maxRange = 900;
            maxRangeProbab = 0.05;
            aiRateOfFire = 4;
            aiRateOfFireDistance = 600;
        };
        class fullauto_medium: FullAuto
        {
            showToPlayer = 0;
            burst = 3;
            minRange = 2;
            minRangeProbab = 0.5;
            midRange = 50;
            midRangeProbab = 0.7;
            maxRange = 100;
            maxRangeProbab = 0.05;
            aiRateOfFire = 2.0;
        };
        aiDispersionCoefY = 3;
        aiDispersionCoefX = 2;
    };
    class srifle_AK74TacticalMagpul_F: AK74TacticalMagpul_base_F
    {
        scope = 2;
        model = "\Arma3-AK-Tactical2\AK74.p3d";
        dexterity = 1.68;
        displayName = "AK-74 TACTICAL MAGPUL";
        picture = "\Arma3-AK-Tactical2\w_ak74.paa";
        class Library
        {
            libTextDesc = "$STR_A3_CfgWeapons_srifle_ABR_Library0";
        };
        descriptionShort = "$STR_A3_CfgWeapons_srifle_ABR1";
        class WeaponSlotsInfo: WeaponSlotsInfo
        {
            mass = 60;
        };
        class ItemInfo
        {
            priority = 1;
        };
    };
};
//};
 

 

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If you go into Addon Builder and go to Options, have you got anything in the box AddonPrefix? If you have - remove it. It should be empty.

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7 minutes ago, Fizzle_aka_Dwayne said:

If you go into Addon Builder and go to Options, have you got anything in the box AddonPrefix? If you have - remove it. It should be empty.

It is empty, but still have the same error

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18 minutes ago, Fizzle_aka_Dwayne said:

Okay what you need is PboProject. It's like Addon Builder but less buggy. A lot of people prefer it.

 

Here is tutorial explaining it - https://community.bistudio.com/wiki/pboProject

 

Here are the files to download - https://dev.withsix.com/projects/mikero-pbodll/files

Still faild after using pboproject, is not a software bug i think

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Try changing your config to config.cpp. 

 

Short of that, I'm out of ideas!

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