MatrikSky 1 Posted November 17, 2019 Hi guys I'm having a trouble with my mission file. I was trying to edit out a mod dependency and i unfortunately deleted the wrong thing and saved it. Here is the sqf file. https://pastebin.com/NLinF5bU Here is the screen. https://imgur.com/a/4H743mC I really don't wont to lose this mission because i spend lots of time on it. If anyone can help me i would be grateful. If you are wondering what the mission is, it added lights to the Seattle map airports. Share this post Link to post Share on other sites
target_practice 162 Posted November 18, 2019 Your mission.sqm looks like it's binarised, and judging from the error, you've rather haphazardly deleted a section out of it. Unless you have some way of undoing your change, I don't think this is salvageable, sorry. You should never try to edit a binarised mission file; it's not meant to be human readable, let alone modifiable. 1 Share this post Link to post Share on other sites
pierremgi 4751 Posted November 18, 2019 Your sqf (shou'd be an sqm) is in ASCII code. Try to edit it with an sqf editor. 1 Share this post Link to post Share on other sites
Dedmen 2602 Posted November 20, 2019 On 11/18/2019 at 3:44 AM, pierremgi said: is in ASCII code huh? the stuff on pastebin is clearly a binarized mission.sqm You can't really copy-paste a binary file, onto a text hosting site. So please maybe upload the file somewhere and link it here. On 11/18/2019 at 2:01 AM, target_practice said: you've rather haphazardly deleted a section out of it. Have you done that? if you did we can spare us the time and effort, if you manually edited that stuff in a text editor, you unfixably destroyed it. I hope you have backups (as everyone should) 1 Share this post Link to post Share on other sites
pierremgi 4751 Posted November 20, 2019 2 hours ago, Dedmen said: huh? the stuff on pastebin is clearly a binarized mission.sqm You can't really copy-paste a binary file, onto a text hosting site. So please maybe upload the file somewhere and link it here. That's the short sample of what I download with the paste.bin sent by MatrikSky and paste it into the "sublime Text 2" (Arma tools editor) as plain text. - Doesn't seem the "familiar" binary coded sqf; - many ascii code like BEL SOH STX (visible as plain text in sublime Text 2; - and many recognizable command or sqf words. Spoiler = )[ version 5 EditorData = addons A3_Ui_F A3_Modules_F_Curator_Curator A3_Structures_F_Civ_Lamps A3_Roads_F A3_Structures_F_Exp_Infrastructure_Runways A3_Structures_F_System HSim_Structures_H A3_Characters_F A3_Weapons_F_Kart_Pistols_Pistol_Signal_F A3_Weapons_F_Kart A3_Weapons_F A3_Characters_F_Kart HSim_Structures_US_H_Bld_US A3_Modules_F IVORY_CRJ200 AddonsMetaData randomSeed x3 ScenarioData Mission Ć )[ moveGridStep €?angleGridStep ’ †>scaleGridStep €?autoGroupingDist Atoggles ItemIDProvider ď MarkerIDProvider LayerIndexProvider Camera ( nextID Ž nextID nextID ( pos ł]Gm’ŤBqnGdir +*=Ą×öľ× `żup ż0»<îF`?G•öľaside ŘşżxŞą5¤%B˝ List “ items Item0 Ł Item1 Item2 ˘ Item3 & Item4 ’ Item5 , Item6 i Item7 Ň Item8 [ Item9 ć Item10 l Item11 ú Item12 K Item13 Ę Item14 ý Item15 _ Item16 Á Item17 & Item18 Q Item19 ± Item20 Item21 o className A3_Ui_F name Arma 3 - User Interface author Bohemia Interactive url https://www.arma3.com className A3_Modules_F_Curator name Arma 3 Zeus Update - Scripted Modules author Bohemia Interactive url https://www.arma3.com ˘ className A3_Structures_F name Arma 3 - Buildings and Structures author Bohemia Interactive url https://www.arma3.com & className A3_Roads_F name Arma 3 - Roads author Bohemia Interactive url https://www.arma3.com ’ className A3_Structures_F_Exp_Infrastructure name Arma 3 Apex - Infrastructure Objects author Bohemia Interactive url https://www.arma3.com , className HSim_Structures_H name HSim_Structures_H i className sab_katana name Diamond Da 20 Katana author [Dust]Sabre url http://www.arma3.com Ň className A3_Characters_F name Arma 3 Alpha - Characters and Clothing author Bohemia Interactive url https://www.arma3.com [ className A3_Weapons_F_Kart name Arma 3 Karts - Weapons and Accessories author Bohemia Interactive url https://www.arma3.com ć className A3_Weapons_F name Arma 3 Alpha - Weapons and Accessories author Bohemia Interactive url https://www.arma3.com l className A3_Characters_F_Kart name Arma 3 Karts - Characters and Clothing author Bohemia Interactive url https://www.arma3.com ú className HSim_Structures_US_H_Bld_US name HSim_Structures_US_H_Bld_US K className A3_Modules_F name Arma 3 Alpha - Scripted Modules author Bohemia Interactive url https://www.arma3.com Ę className IVORY_CRJ200 name IVORY_CRJ200 ý author MatrikSky Ć Intel ĺ Entities )[ timeOfChanges áDstartWeather 33ł>startWind ÍĚĚ=startWaves ÍĚĚ=forecastWeather 33ł>forecastWind ÍĚĚ=forecastWaves ÍĚĚ=forecastLightnings ÍĚĚ=year Ý day hour minute startFogDecay B`e<forecastFogDecay B`e< CustomAttributes ÷ name Intel Attribute0 , nAttributes property Enh_disableGrass expression if (((parseNumber _value) > 0) && !is3DEN && hasInterface) then {setTerrainGrid (parseNumber _value)} Value Ě data Ü type ÷ value -1 type STRING ßitems Ţ Item0 ÷ Item1 — Item2 8 Item3 Ę Item4 ^ Item5 ć Item6 € Item7 Item8 ¤ Item9 4 Item10 Ô Item11 ! Item12 " Item13 ±% Item14 e& Item15 ' Item16 Ë' Item17 Ć) Item18 }* Item19 4+ Item20 ë+ Item21 ˘, Item22 Y- Item23 . Item24 Ç. Item25 Ž/ Item26 E0 Item27 ü0 Item28 Ă1 Item29 Š2 Item30 A3 Item31 4 Item32 Ď4 Item33 †5 Item34 =6 Item35 7 Item36 ˙8 Item37 Ć9 Item38 }: Item39 4; Item40 ë; Item41 ˘< Item42 i= Item43 t? Item44 +@ Item45 â@ Item46 ™A Item47 PB Item48 C Item49 ľC Item50 …D Item51 <E Item52 óE Item53 ŞF Item54 qG Item55 8H Item56 ˙H Item57 ĆI Item58 }J Item59 4K Item60 űK Item61 ˛L Item62 N Item63 tO Item64 😜 Item65 Q Item66 ąQ Item67 pR Item68 'S Item69 ÚS Item70 ‘T Item71 HU Item72 ˙U Item73 ¶V Item74 mW Item75 4X Item76 ëX Item77 ¶Y Item78 Z Item79 L[ Item80 \ Item81 Ö\ Item82 •] Item83 „ Item84 n… Item85 ć Item86 ™‰ Item87 LŠ Item88 ‹ Item89 ´‹ Item90 gŚ Item91 *Ť Item92 íŤ Item93 Ž Item94 cŹ Item95 Item96 É Item97 |‘ Item98 /’ Item99 â’ Item100 •“ Item101 H” Item102 ű” Item103 ®• Item104 a– Item105 — Item106 Ç— Item107 z Item108 -™ Item109 ŕ™ Item110 “š Item111 L› Item112 ś Item113 ¸ś Item114 kť Item115 ž Item116 Ńž Item117 „ź Item118 7 Item119 ę Item120 ťˇ Item121 P˘ Item122 Ł Item123 Ą Item124 ąĄ Item125 r¦ Item126 %§ Item127 ا Item128 ›¨ Item129 N© Item130 Ş Item131 ´Ş Item132 w« Item133 *¬ Item134 ᬠItem135 Item136 _® Item137 Ż Item138 ĹŻ Item139 x° Item140 +± Item141 ޱ Item142 ‘˛ Item143 Dł Item144 ÷ł Item145 Ş´ Item146 ]µ Item147 ¶ Item148 ٶ Item149 ’· Item150 E¸ Item151 ř¸ Ite The reason why i wonder wether a powerful editor, used by far more skilled guy than me, could recover a workable code. 1 Share this post Link to post Share on other sites
Dedmen 2602 Posted November 20, 2019 1 hour ago, pierremgi said: Doesn't seem the "familiar" binary coded sqf; You don't even know how binary sqf looks like, I don't think Arma even lets you export binarized sqf? 1 hour ago, pierremgi said: many ascii code like BEL SOH STX (visible as plain text in sublime Text 2; Yes, thats normal for binary files. 1 hour ago, pierremgi said: and many recognizable command or sqf words. also normal for a binarized sqm. 1 hour ago, pierremgi said: The reason why i wonder wether a powerful editor, used by far more skilled guy than me, could recover a workable code. Well for starters you need the original file, not some copy paste from pastebin, because it doesn't properly copy null bytes. And if that sqm (as I wrote above) was edited in notepad and saved, it will certainly have removed the null bytes and probably some other chars. Is recoverable with hours of work by someone how knows the file format (like I do), but way not worth the effort. 1 Share this post Link to post Share on other sites
pierremgi 4751 Posted November 20, 2019 I understand. As I'm using every day the sqf editor I mentioned above. On my mind, a binarized file looked like this: Spoiler 0072 6150 0000 0000 0800 0000 dc6f 0600 0008 0102 7665 7273 696f 6e00 3500 0000 0045 6469 746f 7244 6174 6100 ec0d 0000 0261 6464 6f6e 7300 8d01 0041 335f 4d6f 6475 6c65 735f 465f 4d75 6c74 6970 6c61 7965 7200 0043 5550 5f57 6561 706f 6e73 5f41 6d6d 6f42 6f78 6573 0000 4133 5f41 726d 6f72 5f46 5f47 616d 6d61 5f4d 4254 5f30 3100 0043 5550 5f54 7261 636b 6564 5665 6869 636c 6573 5f43 6861 6c6c 656e 6765 7249 4900 0041 335f 4172 6d6f 725f 465f 4265 7461 5f41 5043 5f54 7261 636b 6564 5f30 3100 0041 335f 4368 6172 6163 7465 7273 5f46 5f43 6f6d 6d6f 6e00 0041 335f 4472 6f6e 6573 5f46 5f41 6972 5f46 5f47 616d 6d61 5f55 4156 5f30 3200 0041 335f 4169 725f 465f 4550 435f 506c 616e 655f 4341 535f 3031 0000 4133 5f43 6861 7261 6374 6572 735f 4600 0043 5550 5f41 6972 5665 6869 636c 6573 5f53 5533 3400 0041 335f 4368 6172 6163 7465 7273 5f46 5f45 7870 0000 4133 5f41 6972 5f46 5f45 7870 5f56 544f 4c5f 3032 0000 4355 505f 5472 6163 6b65 6456 6568 6963 6c65 735f 5435 3500 0043 5550 5f54 7261 636b 6564 5665 6869 636c 6573 5f54 3732 0000 4355 505f 4372 6561 7475 7265 735f 4d69 6c69........ That's what I obtain (in this editor) with a binarized scenario file (in 3den). So, my confusion. 1 Share this post Link to post Share on other sites
Dedmen 2602 Posted November 20, 2019 1 hour ago, pierremgi said: On my mind, a binarized file looked like this: thats just a binary file in hex numbers this is how a binarized mission.sqm looks in notepad++. 2 Share this post Link to post Share on other sites
MatrikSky 1 Posted November 21, 2019 Thanks guys for having some time for me. Well now I'm remaking the mission. Wish me patience. Thanks again. 😉 Share this post Link to post Share on other sites