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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.

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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.

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Your sqf  (shou'd be an sqm) is in ASCII code. Try to edit it with an sqf editor.

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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)

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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 퍠 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 ᬠ Item135 ­  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.

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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.

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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.

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1 hour ago, pierremgi said:

On my mind, a binarized file looked like this:

thats just a binary file in hex numbers

notepad++_2019-11-20_18-17-22.png

this is how a binarized mission.sqm looks in notepad++.

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Thanks guys for having some time for me.

Well now I'm remaking the mission. Wish me patience.

Thanks again. 😉

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