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Ex3B

Help with error messages

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I recently made a small 2x internal AMRAAM rack, and then a 2x rack of a new missile based on that. Its an interal rack, basiaclly just with offset proxies for internal missiles for a F-35 weapon bay.

It works fine, except I get these message:

" No entry 'bin\config.bin/CfgMagazines/PylonRack_Missile_AMRAAM_D_Clone_INT_x2.picture "

Why am I getting this message? 

Here is my config:

Spoiler

//AMRAAM_INTx2
#define true 1
#define false 0
class CfgPatches
{
    class AMRAAM_INT
    {
        units[] = {};
        weapons[] = 
            { //10
            "weapon_AMRAAMLauncher_Clone",
            "PylonMissile_Missile_AMRAAM_D_Clone_INT_x1",
            //"PylonMissile_Missile_AMRAAM_D_Clone_INT_x2",
            "PylonRack_Missile_AMRAAM_D_Clone_INT_x2"
            };
        requiredVersion = 0.10;
        requiredAddons[] = {};
    };
};

class CfgWeapons
{
    class weapon_AMRAAMLauncher;
    class weapon_AMRAAMLauncher_Clone: weapon_AMRAAMLauncher
    {
    magazines[] = 
        {
        "PylonMissile_Missile_AMRAAM_D_Clone_INT_x1",
        //"PylonMissile_Missile_AMRAAM_D_Clone_INT_x2",
        "PylonRack_Missile_AMRAAM_D_Clone_INT_x2"
        };
    };
};

class CfgMagazines
{
    class magazine_Missile_AMRAAM_x1;
    class PylonRack_Missile_AMRAAM_D_Clone_INT_x2: magazine_Missile_AMRAAM_x1
    {
        ammo = "ammo_Missile_AMRAAM_D";
        displayName = "AMRAAM D x2";
        model="\CA\AMRAAM_INTx2\Pylon\PylonRack_Missile_AMRAAM_D_x2_F";
        count = 2;
        hardpoints[]=
        {
            "B_AMRAAM_D_INT_CLONEx2"
        };
        pylonWeapon = "weapon_AMRAAMLauncher_Clone";
    };
    class PylonMissile_Missile_AMRAAM_D_INT_x1;
//    class PylonMissile_Missile_AMRAAM_D_Clone_INT_x2: PylonMissile_Missile_AMRAAM_D_INT_x1
//    {
//        displayName = "AMRAAM D x2"; // 40
//        count = 2;
//        hardpoints[]=
//        {
//            "B_AMRAAM_D_INT_CLONEx2"
//        };
//        pylonWeapon = "weapon_AMRAAMLauncher_Clone";
//    };
    class PylonMissile_Missile_AMRAAM_D_Clone_INT_x1: PylonMissile_Missile_AMRAAM_D_INT_x1
    {
        displayName = "AMRAAM D x1"; //50
        count = 1;
        hardpoints[]=
        {
            "B_AMRAAM_D_INT_CLONE"
        };
        pylonWeapon = "weapon_AMRAAMLauncher_Clone";
    };
};
 

Do I need to add some line of code there to define a picture? for what purpose?

 

I don't see any such entry in the configs from the Jets DLC, so what gives?

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Should fill in requiredAddons properly, so that your addon looks for the parameter in magazine_Missile_AMRAAM_x1 after that class from the core game data is loaded

Try adding A3_Data_F_Tank_Loadorder

 

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Thanks, that still does not seem to have solved it.... however it now shows up as the 2nd error message that pops up instead of the first.

The first message I get is:

Cannot open object ca\air\flag_plane_big.p3d

 

So for the amraam related message. I have a folder named AMRAAM_INTx2, in it is a config file:

Spoiler

//AMRAAM_INTx2
#define true 1
#define false 0
class CfgPatches
{
    class AMRAAM_INT
    {
        units[] = {};
        weapons[] = 
            { //10
            "weapon_AMRAAMLauncher_Clone",
            "PylonMissile_Missile_AMRAAM_D_Clone_INT_x1",
            //"PylonMissile_Missile_AMRAAM_D_Clone_INT_x2",
            "PylonRack_Missile_AMRAAM_D_Clone_INT_x2"
            };
        requiredVersion = 0.10;
        requiredAddons[] = {"A3_Weapons_F_Jets", "A3_Data_F_Tank_Loadorder"};
    };
};

class CfgWeapons
{
    class weapon_AMRAAMLauncher;
    class weapon_AMRAAMLauncher_Clone: weapon_AMRAAMLauncher
    {
    magazines[] = 
        {
        "PylonMissile_Missile_AMRAAM_D_Clone_INT_x1",
        //"PylonMissile_Missile_AMRAAM_D_Clone_INT_x2",
        "PylonRack_Missile_AMRAAM_D_Clone_INT_x2"
        };
    };
};

class CfgMagazines
{
    class magazine_Missile_AMRAAM_x1;
    class PylonRack_Missile_AMRAAM_D_Clone_INT_x2: magazine_Missile_AMRAAM_x1
    {
        ammo = "ammo_Missile_AMRAAM_D";
        displayName = "AMRAAM D x2";
        model="\CA\AMRAAM_INTx2\Pylon\PylonRack_Missile_AMRAAM_D_x2_F";
        count = 2;
        hardpoints[]=
        {
            "B_AMRAAM_D_INT_CLONEx2"
        };
        pylonWeapon = "weapon_AMRAAMLauncher_Clone";
    };
    class PylonMissile_Missile_AMRAAM_D_INT_x1;
//    class PylonMissile_Missile_AMRAAM_D_Clone_INT_x2: PylonMissile_Missile_AMRAAM_D_INT_x1
//    {
//        displayName = "AMRAAM D x2"; // 40
//        count = 2;
//        hardpoints[]=
//        {
//            "B_AMRAAM_D_INT_CLONEx2"
//        };
//        pylonWeapon = "weapon_AMRAAMLauncher_Clone";
//    };
    class PylonMissile_Missile_AMRAAM_D_Clone_INT_x1: PylonMissile_Missile_AMRAAM_D_INT_x1
    {
        displayName = "AMRAAM D x1"; //50
        count = 1;
        hardpoints[]=
        {
            "B_AMRAAM_D_INT_CLONE"
        };
        pylonWeapon = "weapon_AMRAAMLauncher_Clone";
    };
};

and a "pylon" folder which contains:

PylonRack_Missile_AMRAAM_D_x2_F.p3d

and 

CfgNonAIVehicles

Spoiler

class CfgNonAIVehicles
{
    class ProxyWeapon;
    class ProxyPylonRack_Missile_AMRAAM_D_x2_F: proxyWeapon //classname bust be Proxy### where ### is the p3d name
    {
        model = "\CA\AMRAAM_INTx2\Pylon\PylonRack_Missile_AMRAAM_D_x2_F";
        simulation = pylonpod; //maverickWeapon;
    };
};

Note that I make clones of the vanilla weapons, so that my mod doesn't affect vanilla weapons

 

As for the other error message, my main mod folder structure goes like:

CA\

....Air\Data (No configs or .p3ds in here, just some rvmat files and an anims folder

....Air2\

.............Data  (contains a jpg, and a folder with 2 .paas)

..............F35B: 

.......................config_e

Spoiler

//F-35B JSF:
#define true 1
#define false 0
class CfgPatches
{
    class CAAir2_F35B
    {
        units[] = {"F35F"};
        weapons[] = {};
        requiredVersion = 0.10;
        requiredAddons[] = {"A3_Air_F_Jets"};
    };
};

....................config: 

Spoiler

//F-35B JSF:
#define true 1
#define false 0
class CfgPatches
{
    class CAAir2_F35B
    {
        units[] = {"F35F"};
        weapons[] = {};
        requiredVersion = 0.10;
        requiredAddons[] = {"A3_Air_F_Jets"};
    };
};


class SensorTemplatePassiveRadar;
class SensorTemplateAntiRadiation;
class SensorTemplateActiveRadar;
class SensorTemplateIR;
class SensorTemplateVisual;
class SensorTemplateMan;
class SensorTemplateLaser;
class SensorTemplateNV;
class SensorTemplateDataLink;
class DefaultVehicleSystemsDisplayManagerLeft
{
    class components;
};
class DefaultVehicleSystemsDisplayManagerRight
{
    class components;
};
class VehicleSystemsTemplateLeftPilot: DefaultVehicleSystemsDisplayManagerLeft
{
    class components;
};
class VehicleSystemsTemplateRightPilot: DefaultVehicleSystemsDisplayManagerRight
{
    class components;
};

class Eventhandlers;
class CfgVehicles
{
    class Air;
    class Plane : Air
    {
        class HitPoints;
        // class AnimationSources;
        // class Components;
        // class ViewPilot;
    };
    class Plane_Base_F: Plane // new
    {
        class AnimationSources;
        class HitPoints: HitPoints
        {
            class HitHull;
        };
        class Components;
        class ViewPilot;
    };
    class Ejection_Seat_Base_F;
    class Plane_Canopy_Base_F;
    class PlaneWreck;
    //class Plane_Fighter_01_Base_F: Plane_Base_F  
    //{
    //}// end new
    class PlaneWreck;
    // class Plane_Base_F;
    class Plane_Fighter_01_Base_F;
    class F35_base: Plane_Fighter_01_Base_F

..... and so on... nothing referencing a flag_plane_big.p3d

...... model file, .p3d files, a data folder with rvmats... etc

 

I don't see why it would be asking for some .p3d model...

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ca\air\flag_plane_big.p3d is the old Arma 2 flag proxy model.

It's possibly in an LOD of one of your models if you ported anything from the A2 licensed data.

Should be looking for a3\air_f\data\plane_flag_big_f.p3d

All objects with ca\... root folders instead of a3\... are wrongly ported.

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ok, so i changed the inheritance on the missile racks to the amraam x racks instead of the magazine, and those error messages went away.

as for the .p3ds... I got rid of the proxies in the model from arma 2 samples... that went away...

then I realized all the other textures it was asking for were specifie in the rvmats.... i tried to edit them to refer to current a3 files... but they come out looking weird like:

Spoiler

 raP       ú   ambient  €?  €?  €?  €?diffuse  €?  €?  €?  €?forcedDiffuse                emmisive              €?specular  €?  €?  €?    specularPower   HB PixelShaderID Super VertexShaderID Super  Stage1 I   Stage2 ù   Stage3 «   Stage4 U   Stage5 ÿ   Stage6 «   Stage7 W  ú   texture #(argb,8,8,3)color(0.5,0.5,1,1,NOHQ) uvSource tex  uvTransform ž  ù   aside  €?        up      €?    dir            pos            ù   texture #(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT) uvSource tex  uvTransform P  «   aside  €?        up      €?    dir            pos            «   texture #(argb,8,8,3)color(0,0,0,0,MC) uvSource tex  uvTransform ú  U   aside  €?        up      €?    dir            pos            U   texture #(argb,8,8,3)color(1,1,1,1,AS) uvSource tex  uvTransform ¤  ÿ   aside  €?        up      €?    dir            pos            ÿ   texture #(argb,8,8,3)color(0,1,1,1,SMDI) uvSource tex  uvTransform P  «   aside  €?        up      €?    dir            pos            «   texture #(ai,32,128,1)fresnel(0.98,0.31) uvSource tex  uvTransform ü  W   aside  €?        up      €?    dir            pos            W   texture a3\data_f\env_land_co.paa uvSource tex  uvTransform Ÿ  ú   aside  €?        up      €?    dir            pos            ú      

As you can see i tried to edit the parts that looked like real text, "a3\data_f\env_land_co.paa" but that caused a crash to desktop error... I guess I need a texteditor friendly source for those files

 

ah found them in the a2 samples, I shouldnt have extracted them like I did for the textures

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