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Help! Addon Build Errror Result code = 1

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I'm making a silly mod for my friends but I'm having a problem with building the mod due to unknown error. I've added my mod's code bellow. I dont have to much expirience with arma modding so I have no clue what the error might point out.

||| config.cpp |||
 

class CfgPatches
{
    class MSP_patches
    {
        units[] = {};
        requiredVersion = 1.00;
        requiredAddons[] =
        {
            "A3_Modules_F",
            "3DEN"
        };
        author = "Mlody";
        name = "Mlody's Silly Pack";
        version = "0.1";
    };
};

class CfgFunctions
{
    class Mlodys_Silly_Pack
    {
        class LowBlow
        {
            tag = "MSP";
            file = "fn_msp";
            class msp;
        };
    };
};

class CfgMovesBasic
{
    class Actions;
};

class CfgMovesMaleSdr : CfgMovesBasic
{
    class States
    {
        class CutSceneAnimationBaseSit;
        class MSP_player_kick_weapon : CutSceneAnimationBaseSit
        {
            looped = 0;
            speed = -1.5;
            file = "Mlody's Silly Pack\Assets\Anims\character_kick_rifle.rtm";
            canPullTrigger = 0;
            disableWeapons = 0;
            disableWeaponsLong = 0;
            weaponLowered = 0;
            canReload = 0;
        };

        class MSP_player_kick_no_weapon : CutSceneAnimationBaseSit
        {
            looped = 0;
            speed = -1.5;
            file = "Mlody's Silly Pack\Assets\Anims\character_kick_No_weapon.rtm";
        };
    };
};

class CfgUserActions
{
    class MSPactionKey // This class name is used for internal representation and also for the inputAction command.
    {
        displayName = "MSP Kick";
        tooltip = "Deploy only if it would be really funny.";
        onActivate = "[] spawn MSP_fnc_msp";
        onDeactivate = "";
        onAnalog = "";
        analogChangeThreshold = 0.1;
    };
};

class CfgDefaultKeysPresets
{
    class Arma2 // Arma2 is inherited by all other presets.
    {
        class Mappings
        {
            MSP_MSPactionKey[] = {
                0x21 // DIK_F?
            };
        };
    };
};

class UserActionGroups
{
    class ModSection // Unique classname of your category.
    {
        name = "MSP"; // Display name of your category.
        isAddon = 1;
        group[] = { "MSP_MSPactionKey" }; // List of all actions inside this category.
    };
};

 

 

 


||| Function file |||
 

_target = cursorObject;
_pointer = player;
_curw = currentWeapon _pointer;

sleep 1;

{
    if ((_target)isKindOf "Man" && ((_pointer distance _target <= 1) && (_target in vehicle == 0))) then{
        if (_curw == "") then{
            _target lookAt _pointer;
            [_pointer, "MSP_player_kick_no_weapon"] remoteExec["playMove", 0];
            sleep = 1.5;
            if (vehicle _target != _target) exitWith{};
            private "_rag";
            _rag = "Land_Can_V3_F" createVehicleLocal[0, 0, 0];
            _rag setMass 1e10;
            _rag attachTo[_target,[0, 0, 0], "Spine3"];
            _rag setVelocity[0, 0, 6];
            _target allowDamage false;
            detach _rag;
            0 = _rag spawn{
                deleteVehicle _this;
                _target allowDamage true;
            };
        };
    if (_curw == (primaryWeapon _pointer) then{
        _target lookAt _pointer;
        _pointer playMove "MSP_player_kick_weapon";
        sleep 1.5;
        if (vehicle _target != _target) exitWith{};
        private "_rag";
        _rag = "Land_Can_V3_F" createVehicleLocal[0, 0, 0];
        _rag setMass 1e10;
        _rag attachTo[_target,[0, 0, 0], "Spine3"];
        _rag setVelocity[0, 0, 6];
        _target allowDamage false;
        detach _rag;
        0 = _rag spawn{
            deleteVehicle _this;
            _target allowDamage true;
        };
    };

};

 

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After switching to PboProject I got an error of missing files for rtm files. Then I added .cfg files I found on the internet with the same names as .rtf ones an now I get error that it couldn't find file: A3\anims_f\data\skeleton\SkeletonPivots.p3d

.cfg Files

 

class CfgSkeletons
{
    class Default
    {
        isDiscrete = 1;
        skeletonInherit = "";
        skeletonBones[] = {};
    };
    class OFP2_ManSkeleton
    {
        isDiscrete = 0;
        skeletonInherit = "";
        skeletonBones[] =
        {
            "Pelvis","",
            "Spine","Pelvis",
            "Spine1","Spine",
            "Spine2","Spine1",
            "Spine3","Spine2",
            "Camera","Pelvis",
            "Weapon","Spine1",
            "launcher","Spine1",
        //Head skeleton in hierarchy
            "Neck","Spine3",
            "Neck1","Neck",
            "Head","Neck1",
        //New facial features
            "Face_Hub","Head",
                "Face_Jawbone","Face_Hub",
                    "Face_Jowl","Face_Jawbone",
                    "Face_chopRight","Face_Jawbone",
                    "Face_chopLeft","Face_Jawbone",
                    "Face_LipLowerMiddle","Face_Jawbone",
                    "Face_LipLowerLeft","Face_Jawbone",
                    "Face_LipLowerRight","Face_Jawbone",
                    "Face_Chin","Face_Jawbone",
                    "Face_Tongue","Face_Jawbone",
                "Face_CornerRight","Face_Hub",
                    "Face_CheekSideRight","Face_CornerRight",
                "Face_CornerLeft","Face_Hub",
                    "Face_CheekSideLeft","Face_CornerLeft",
                "Face_CheekFrontRight","Face_Hub",
                "Face_CheekFrontLeft","Face_Hub",
                "Face_CheekUpperRight","Face_Hub",
                "Face_CheekUpperLeft","Face_Hub",
                "Face_LipUpperMiddle","Face_Hub",
                "Face_LipUpperRight","Face_Hub",
                "Face_LipUpperLeft","Face_Hub",
                "Face_NostrilRight","Face_Hub",
                "Face_NostrilLeft","Face_Hub",
                "Face_Forehead","Face_Hub",
                    "Face_BrowFrontRight","Face_Forehead",
                    "Face_BrowFrontLeft","Face_Forehead",
                    "Face_BrowMiddle","Face_Forehead",
                    "Face_BrowSideRight","Face_Forehead",
                    "Face_BrowSideLeft","Face_Forehead",
                "Face_Eyelids","Face_Hub",
                "Face_EyelidUpperRight","Face_Hub",
                "Face_EyelidUpperLeft","Face_Hub",
                "Face_EyelidLowerRight","Face_Hub",
                "Face_EyelidLowerLeft","Face_Hub",
                "EyeLeft","Face_Hub",
                "EyeRight","Face_Hub",            
        //Left upper side
            "LeftShoulder","Spine3",
            "LeftArm","LeftShoulder",
            "LeftArmRoll","LeftArm",
            "LeftForeArm","LeftArmRoll",
            "LeftForeArmRoll","LeftForeArm",
            "LeftHand","LeftForeArmRoll",
            "LeftHandRing","LeftHand",
            "LeftHandRing1","LeftHandRing",
            "LeftHandRing2","LeftHandRing1",
            "LeftHandRing3","LeftHandRing2",
            "LeftHandPinky1","LeftHandRing",
            "LeftHandPinky2","LeftHandPinky1",
            "LeftHandPinky3","LeftHandPinky2",
            "LeftHandMiddle1","LeftHand",
            "LeftHandMiddle2","LeftHandMiddle1",
            "LeftHandMiddle3","LeftHandMiddle2",
            "LeftHandIndex1","LeftHand",
            "LeftHandIndex2","LeftHandIndex1",
            "LeftHandIndex3","LeftHandIndex2",
            "LeftHandThumb1","LeftHand",
            "LeftHandThumb2","LeftHandThumb1",
            "LeftHandThumb3","LeftHandThumb2",
        //Right upper side
            "RightShoulder","Spine3",
            "RightArm","RightShoulder",
            "RightArmRoll","RightArm",
            "RightForeArm","RightArmRoll",
            "RightForeArmRoll","RightForeArm",
            "RightHand","RightForeArmRoll",
            "RightHandRing","RightHand",
            "RightHandRing1","RightHandRing",
            "RightHandRing2","RightHandRing1",
            "RightHandRing3","RightHandRing2",
            "RightHandPinky1","RightHandRing",
            "RightHandPinky2","RightHandPinky1",
            "RightHandPinky3","RightHandPinky2",
            "RightHandMiddle1","RightHand",
            "RightHandMiddle2","RightHandMiddle1",
            "RightHandMiddle3","RightHandMiddle2",
            "RightHandIndex1","RightHand",
            "RightHandIndex2","RightHandIndex1",
            "RightHandIndex3","RightHandIndex2",
            "RightHandThumb1","RightHand",
            "RightHandThumb2","RightHandThumb1",
            "RightHandThumb3","RightHandThumb2",
        //Left lower side
            "LeftUpLeg","Pelvis",
            "LeftUpLegRoll","LeftUpLeg",
            "LeftLeg","LeftUpLegRoll",
            "LeftLegRoll","LeftLeg",
            "LeftFoot","LeftLegRoll",
            "LeftToeBase","LeftFoot",
        //Right lower side
            "RightUpLeg","Pelvis",
            "RightUpLegRoll","RightUpLeg",
            "RightLeg","RightUpLegRoll",
            "RightLegRoll","RightLeg",
            "RightFoot","RightLegRoll",
            "RightToeBase","RightFoot"
        };
        // location of pivot points (local axes) for hierarchical animation
        pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
      };
};

class CfgModels
{
    class Default
    {
        sectionsInherit="";
        sections[] = {};
        skeletonName = "";
    };
    class ArmaMan : Default
    {
        htMin = 60;          // Minimum half-cooling time (in seconds)
        htMax = 1800;        // Maximum half-cooling time (in seconds)
        afMax = 30;          // Maximum temperature in case the model is alive (in celsius)
        mfMax = 0;           // Maximum temperature when the model is moving (in celsius)
        mFact = 1;           // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
        tBody = 37;  // Metabolism temperature of the model (in celsius)

        sections[] =
        {
            "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands",
            "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head"
        };
        skeletonName = "OFP2_ManSkeleton";
    };
};

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Run the P drive setup that should automatically unpack all relevant ArmA3 pbos for you...it might be another one of Mikero's tools that does it rather than a BIS tool...

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