JohnKalo 657 Posted December 7, 2022 Hey guys trying to implement a composition into the Christmas Pack addon but all efforts failed. Unless the objects have no pitch or roll [angles in Y,Z axis] I cannot make the Composition be added. https://community.bistudio.com/wiki/Eden_Editor:_Custom_Composition My config code: class CfgPatches { class GE_ChristmasPack_Compositions { units[] = {}; weapons[] = {}; requiredVersion = 0.1; }; }; class CfgEditorCategories { class GE_Christmas_Compositions // CfgGroups NATO { displayName = "Christmas Compositions"; }; }; class CfgEditorSubcategories { class GE_Christmas_SnowCastles // CfgGroups Armored { displayName = "Snow Castles"; }; }; class Cfg3DEN { class Compositions { class GE_Christmas_Composition_Castle_01 // one class per composition { scope=2; path = "\Christmas_Compositions\Snow_Castle"; // pbo path to a folder containing header.sqe/composition.sqe files side = 8; // 0 opfor, 1 blufor, 2 indfor, 3 civ, 8 Empty/Props editorCategory = "GE_Christmas_Compositions"; // link to CfgEditorCategories editorSubcategory = "GE_Christmas_SnowCastles"; // link to CfgEditorSubcategories displayName = "Snow Castle Part 01"; icon = "\A3\ui_f\data\map\markers\nato\b_inf.paa"; // left side icon in groups list useSideColorOnIcon = 0; // 1 == icon is always colored in faction color }; }; }; The Snow_Castle folder is the one having the two copy pasted .sqe needed. The thing is no error or anything. Just no composition present in the editor. What am I doing so wrong ? Share this post Link to post Share on other sites
pierremgi 4739 Posted December 8, 2022 perhaps a path issue: path = "\Christmas_Compositions\Snow_Castle"; try : path = "Christmas_Compositions\Snow_Castle"; // without first backslash 1 Share this post Link to post Share on other sites
JohnKalo 657 Posted December 8, 2022 9 hours ago, pierremgi said: perhaps a path issue: path = "\Christmas_Compositions\Snow_Castle"; try : path = "Christmas_Compositions\Snow_Castle"; // without first backslash Thanks for the reply, tried that but nothing happened. It is strange because I changed the path to one that does not exist, I placed Snow_Castles but it did not report an error. The .pbo is there the config is there but nothing happens. BUT if I change this: class CfgPatches { class GE_ChristmasPack_Compositions { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; it reports an error about the requiredAddon line. No other .pbo reports it. So I just erased it and the error stopped. I have it as in the first post. Share this post Link to post Share on other sites
RCA3 581 Posted December 9, 2022 My thought is that if you want to create a composition for objects in an addon, you'll need that addon loaded 😐 It always helps to wait for Arma to initialize so add "A3_Data_F_AoW_Loadorder", and after that add your addon name. Add the types of objects you have on your composition to units[], e.g below: requiredAddons[] = {"A3_Data_F_AoW_Loadorder"}; // Required addons, used for setting load order. units[] = {"Motorcycle","Car_F","Wheeled_APC_F","Tank_F","Wall_F"}; // List of objects (CfgVehicles classes) contained in the addon. Important also for Zeus content unlocking. 1 Share this post Link to post Share on other sites
JohnKalo 657 Posted December 9, 2022 17 hours ago, RCA3 said: My thought is that if you want to create a composition for objects in an addon, you'll need that addon loaded 😐 It always helps to wait for Arma to initialize so add "A3_Data_F_AoW_Loadorder", and after that add your addon name. Add the types of objects you have on your composition to units[], e.g below: requiredAddons[] = {"A3_Data_F_AoW_Loadorder"}; // Required addons, used for setting load order. units[] = {"Motorcycle","Car_F","Wheeled_APC_F","Tank_F","Wall_F"}; // List of objects (CfgVehicles classes) contained in the addon. Important also for Zeus content unlocking. Thanks for sharing, I will add and check 👍 Share this post Link to post Share on other sites
JohnKalo 657 Posted December 9, 2022 Did not work. Added both sections no error no compositions. Has anybody managed to make what the wiki says work is also a question. Maybe it needs a change. Share this post Link to post Share on other sites
RCA3 581 Posted December 9, 2022 1 hour ago, JohnKalo said: Added both sections And your own mod (cfgPatches) name? Share this post Link to post Share on other sites
JohnKalo 657 Posted December 9, 2022 class CfgPatches { class GE_ChristmasPack_Compositions { weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"Walls_static"}; units[] = {"Christmas_Small_Box_Static", "Christmas_Small_Box_Short_Static", "Christmas_Medium_Box_Short_Static"}; }; }; Copied the addon name from the header.sqe file from the Documents/Composition folder Share this post Link to post Share on other sites
RCA3 581 Posted December 10, 2022 The requiredAddons[] needs the name of the addon/pbo that has your objects, in your case would be whichever pbo it has "Christmas_Small_Box_Static", "Christmas_Small_Box_Short_Static", "Christmas_Medium_Box_Short_Static". I honestly can't tell which but looking at your Christmas Pack addons folder it is one of the Christmas_nnn.pbo files. You'll know better than me. Below I have an example where I built a composition with 3 snowman, and 1 Christmas tree. I needed the Christmas_Trees.pbo and Christmas_Snowmans.pbo to be loaded, so I added those two. The .sqe files are inside Christmas_Compositions\Christmas_Comp1 of my Kalo_Comps addon. class CfgPatches { class GE_ChristmasPack_Compositions { weapons[] = {}; requiredVersion = 1; requiredAddons[] = {"A3_Data_F_AoW_Loadorder","Christmas_Trees","Christmas_Snowmans"}; // Required addons, used for setting load order. units[] = {"Christmas_Clothed_Snowman_Hat","Christmas_Whole_Tree","Christmas_Happy_Snowman","Christmas_Happy_Snowman_Bucket"}; // List of objects (CfgVehicles classes) contained in the addon. Important also for Zeus content unlocking. }; }; class CfgEditorCategories { class GE_Christmas_Compositions // CfgGroups NATO { displayName = "Christmas Compositions"; }; }; class CfgEditorSubcategories { class GE_Christmas_SnowCastles // CfgGroups Armored { displayName = "Snow Castles"; }; }; class Cfg3DEN { class Compositions { class GE_Christmas_Composition_Castle_01 // one class per composition { scope=2; path = "Christmas_Compositions\Christmas_Comp1"; // pbo path to a folder containing header.sqe/composition.sqe files side = 8; // 0 opfor, 1 blufor, 2 indfor, 3 civ, 8 Empty/Props editorCategory = "GE_Christmas_Compositions"; // link to CfgEditorCategories editorSubcategory = "GE_Christmas_SnowCastles"; // link to CfgEditorSubcategories displayName = "Snow Castle Part 01"; icon = "\A3\ui_f\data\map\markers\nato\b_inf.paa"; // left side icon in groups list useSideColorOnIcon = 0; // 1 == icon is always colored in faction color }; }; }; PS. The sleigh with a driving wheel is hilarious! 🤣 Merry Christmas! 🎄 1 Share this post Link to post Share on other sites
JohnKalo 657 Posted December 12, 2022 @RCA3 Thank you very much for the detailed reply! Once able I will use your advise. Glad you enjoyed! Merry Christmas! Share this post Link to post Share on other sites
JohnKalo 657 Posted December 12, 2022 @RCA3 THANK YOU VERY MUCH ☃️ I had to try it and it worked. It finally worked! I will use the method for the existing and all the new one.... oups once the update is ready! 1 Share this post Link to post Share on other sites