theavonlady 2 Posted June 4, 2003 I've got UCEE's Mideast Resistance Units Addon, version 1.00. The readme is appended by Skaven, noting that he corrected some error in the AK files after UCEE left the OFP community. With this addon in place, there are many missions, that do not reference the addon at all, that get the error message MISSING ADDON: groups at the start of the mission. If the UCEE ME units are removed from the AddOns folder, the problem is resolved. Could anyone volunteer to try to investigate and correct this addon? Just to make sure we're referring to the same addon and version, here are the enclosed files: uce_kuffiya.pbo 3/18/2002 5:29PM uce_akm.pbo 1/22/2002 3:39PM uce_aks74u.pbo 1/22/2002 3:40PM So far, people have detected this error in two missions that use BAS D&R's. Other than that, they missions have nothing else in common and not use/reference the UCE ME units. Can anyone help by looking at the Addon and fixing it? Share this post Link to post Share on other sites
theavonlady 2 Posted June 5, 2003 Just to clarify. I did further testing. The file causing the "missing addon:groups" message is uce_kuffiya.pbo. The other files (also available in UCE's East Weapons Pack V1.25) have nothing to do with the error. Share this post Link to post Share on other sites
Skaven 0 Posted June 16, 2003 hehe  Well UceE didn't finnished his Middle East Resistance addon so he asked me to finnish it cause he was having a lot of work to do in his University. The problems that needed to be fixed where a group problem (F2 key) and some other cpp file isues really nothing much, the credits are all his. About the problems your mentioning, well,I didn't get the idea very well, but I from what I got I think that one of the problems is probably the lack of the requiredaddons class in the cpp file. At that time this class didn't existed, now with Resistance it does and is VERY important for manipulating missions with no errors, I think that if you open a new class in the cpp file and than if you declare the names of the weapons inside it the problem will probably be solved.  Also don't forget to change the requiredversion to at least 1.75 I think this will solve it, if your not sure on how to do it, try opening an early addon like our BAS Rangers/Delta and look at the requiredaddons section in the beggining, I'm sure you'll get it fast. I can't promiss this will solve the problem cause for start I didn't get the problem well but give it a try I have a hunch it will solve it  Share this post Link to post Share on other sites
theavonlady 2 Posted June 18, 2003 Well, um, cough, Skaven, I was hoping you could fix it 1-2-3. Share this post Link to post Share on other sites
Skaven 0 Posted June 18, 2003 I could fix it, but it's so simple that i won't, you'll fix it All you have to do, is to unpbo the addon, than open the cpp file in notepad, copy and paste an already existing requiredaddons section line from another addon, than replace the addons stated with the ones needed (UCE_AK74 or something like that). Than if you want you can even release it to public,UceE won't mind trust me A good idea was maybe to give them Keygethis RPG Launchers too. If you decide to do this too, than don't forget to add this addon to the required addons line also. Share this post Link to post Share on other sites
theavonlady 2 Posted June 18, 2003 I could fix it, but it's so simple that i won't, you'll fix it Well, first I have to go shopping to buy another set of hands. Share this post Link to post Share on other sites
killswitch 19 Posted October 9, 2003 (folds up sleeves) Oookey, what seems to be the problem here... Â (minutes later...) There. And it didn't hurt one bit. What I did:<ul>[*]Added proper requiredAddons[] where needed (on all units except the machine gunner and the grenadier. They dont need it) [*] requiredVersion = 1.85 for the requiredAddons-affected units. [*] The grenadier unit was named "uce_r_kuffiyaATGrenadier" in the cfgPatches part, but uce_r_kuffiyaGrenadier down below in the cfgVehicles. Now they are both "uce_r_kuffiyaGrenadier" everywhere(*) [*] Moved the wounds[] into a #define to make the rest of the config easier to read Now, how do we/I go about disseminating this? It's UCE:s creation and managed by Skaven, if I understand it correctly. I have e-mailed Skaven via the address in the readme provided in the .zip with said units I found at ofp.info (*) Not sure how this will affect existing missions. Testing needed. Share this post Link to post Share on other sites
theavonlady 2 Posted October 9, 2003 When you create a mission using them now, does "Groups" get listed in the mission.sqm's AddOns declaration section or not? I'm willing to toy with them. Share this post Link to post Share on other sites
killswitch 19 Posted October 9, 2003 When you create a mission using them now, does "Groups" get listed in the mission.sqm's AddOns declaration section or not? I'm willing to toy with them. Crap... Darn that "groups"...thought I had that one. Ok, blame it on lazyness and me being hungry. To be continued. I won't let you guys test something obviously faulty... More after dinner... Share this post Link to post Share on other sites
theavonlady 2 Posted October 9, 2003 More after dinner... "An army marches on its stomach". - Napoleon Bonaparte Share this post Link to post Share on other sites
benu 1 Posted October 9, 2003 <ul>[*]Added proper requiredAddons[] where needed (on all units except the machine gunner and the grenadier. They dont need it)[*] requiredVersion = 1.85 for the requiredAddons-affected units. Is this only the weapons, ie uce_aks74u for the officer and uce_akm for the rest? Quote[/b] ]<ul>[*] The grenadier unit was named "uce_r_kuffiyaATGrenadier" in the cfgPatches part, but uce_r_kuffiyaGrenadier down below in the cfgVehicles. Now they are both "uce_r_kuffiyaGrenadier" everywhere. Not sure how this will affect existing missions. Testing needed. Why this way and not the other way round? Isn't uce_r_kuffiyaATGrenadier the name that has been used in missions before as that's the exported class? Or is it the other way round? I am not really experienced with addon scripting, but in the process of fixing that addon too... Share this post Link to post Share on other sites
killswitch 19 Posted October 9, 2003 Is this only the weapons, ie uce_aks74u for the officer and uce_akm for the rest? Correct. Quote[/b] ]Why this way and not the other way round? Isn't uce_r_kuffiyaATGrenadier the name that has been used in missions before as that's the exported class? Or is it the other way round? I am not really experienced with addon scripting, but in the process of fixing that addon too... Quite right - it might be that "doing it the other way around" would be better with regards to old missions. I'll have to test with the old addon. Here's how I reasoned: while the CfgPatches part has the ATGrenadier declared, there is no ATGrenadier defined later on in the CfgVehicles part. Also, there's no anti-tank anything about that grenadier dude, so in the name of consistency, I thought it best to rename the declaration and not the definition of that unit. To be continued... PS. Skaven, if you read this - throw away that config.cpp I mailed you. "It no workie" :-) Share this post Link to post Share on other sites
killswitch 19 Posted October 9, 2003 Oh dear... here's a tip for budding addon fixers: when you edit an addon, make sure you don't have the old, broken addon hidden in a different mod folder that you also load when starting OFP. Â Anyway, now I'm fairly certain that it works as intended. This means no more spurious "groups" being added to missions and correct behaviour when used in a mod folder. Creating a test mission correctly adds all relevant unit classes to the addons[] and/or addonsAuto parts of a mission. Again, no "groups". About the ghost "uce_r_kuffiyaATGrenadier" in the CfgPatches part. I tested the old addon, and just as I expected, this ghost declaration wont put a "uce_r_kuffiyaATGrenadier" line in the mission.sqm. With this in mind, the new one will however add a "uce_r_kuffiyaGrenadier" (no "AT"). Now, for the possible caveats part: <ul>[*]Older missions still have the rogue "groups" part listed. The fixed addon wont remedy the cries for "missing addons groups" when loading such missions. That's not a "bug" in the new addon. [*] However, as stated, the new one will no longer add that to new missions you make. And, from the "don't shoot the repair man" department: as one can see from the relatively large number of addons[] elements it adds to missions (one for the officer, one for the medic and so on), this addon has a heritage that leads back to the golden days when the community was a bit greener than today. If I were to really rework it, I'd ditch the compatability with the older missions and re-configure it to keep all the new units within a single class, say a "uce_r_kuffiya". Now, I need some sort of green light from UCE or Skaven... Share this post Link to post Share on other sites
theavonlady 2 Posted October 9, 2003 I could fix it, but it's so simple that i won't, you'll fix it  All you have to do, is to unpbo the addon, than open the cpp file in notepad, copy and paste an already existing requiredaddons section line from another addon, than replace the addons stated with the ones needed (UCE_AK74 or something like that). Than if you want you can even release it to public,UceE won't mind trust me  A good idea was maybe to give them Keygethis RPG Launchers too. If you decide to do this too, than don't forget to add this addon to the required addons line also. As you can see, green light from Skaven. Go! Go! Go! Share this post Link to post Share on other sites
benu 1 Posted October 9, 2003 My version does not seem to be working, i still get the missing addon groups error. If your config.cpp please i would be happy if you could post or mail it. Share this post Link to post Share on other sites
killswitch 19 Posted October 9, 2003 Ok, ok.. I'll pack it up and get it into your hands. I'll add to the old readme so as to give credit where credit is due. Real soon now... ...like now Consider this a "1.1 beta". It requires Resistance, version 1.85 or later. This means that it will not work with OFP 1.46, for example. Pick it apart and abuse it and yell in my general direction. I'll be on station for any venting needs. Bug reports and suggestion are, of course, more welcomed. Also note that I am not the one who made the models. Heck, I can't even do a proper wooden box in O2... UceE is the creator and Skaven has also done work on these soldier. For what its worth: Â UCE Middle Eastern Resistance, 1.1 beta + JAM Note: I *don't* want to see this on @WAR, ofp.info or any other of the big addon outlets just yet. Keep it here for a while. After all, its a beta EDIT: Just got a letter from Skaven. I have his blessing in improving the addon. Thanks, Skaven. If you're in contact with Jussi (UceE) please extend mine and the community's thanks for his work. PS. I'd say this thread is budding for a relocation to A&M:D EDITED: Link to newer version Share this post Link to post Share on other sites
theavonlady 2 Posted October 10, 2003 For what its worth Well, does this version resolve the missing GROUPS error? If not, what's it worth?! Share this post Link to post Share on other sites
Poet 0 Posted October 10, 2003 If these addons are going to be updated, I'd love to see Kegetys RPG used ( it just looks so nice ) and, as nice as all these units are, its a shame that they are all dressed identically. What they need most is some new clothes. Oh, and some Civillian units, oh and some women. Its a lot to ask for, but these are still the best Middle East units we have, it'd be great to see them expanded as I know that there are missions/campaigns being planned and made using these units. Maybe someone could help out with the outfitting. Share this post Link to post Share on other sites
theavonlady 2 Posted October 10, 2003 If these addons are going to be updated, I'd love to see Kegetys RPG used ( it just looks so nice ) and, as nice as all these units are, its a shame that they are all dressed identically.What they need most is some new clothes. Oh, and some Civillian units, oh and some women. Â Its a lot to ask for, but these are still the best Middle East units we have, it'd be great to see them expanded as I know that there are missions/campaigns being planned and made using these units. Maybe someone could help out with the outfitting. Â Requiring Kegetys' RPG will make the addon incompatibale with existing missions. Any such changes and improvements to textures should only be considered in a totally new renamed rendition of the addon, so as not to affect what's already working. Share this post Link to post Share on other sites
Poet 0 Posted October 10, 2003 Hmm, good point. Just wishful thinking really. We do really need some good updated ME units and these guys are the best candidates. Share this post Link to post Share on other sites
killswitch 19 Posted October 10, 2003 Well, does this version resolve the missing GROUPS error? If not, what's it worth?! Yes it does, unfortunately with a twist - it won't remedy the fact that old missions have "groups" listed in their mission.sqm. This can also be expressed as "it wont resolve the missing groups error for existing missions". New missions will not have that problem. Also, it can be put in a mod folder. Making the addon "properly configured" is the best I can do. I dont see a way to both do a proper addon and cure the "missin addons groups in old missions" problem. By that I mean that there's no way to configure the addon to accomodate older, "faulty" missions and let the addon act properly when used in making new missions. Share this post Link to post Share on other sites
benu 1 Posted October 10, 2003 Well, if it enables me to put the addon back into the modfolder on my dedicated server without it killing lots of missions that's worth a lot I dePBOed some of the missions which get the "missing addon groups" error and couldn't find ONE thing they all have in common. With the fixed version that's not important anymore, but i really would have liked to know what triggers that error (like e.g. the ah64 for bas_repair)... Share this post Link to post Share on other sites
killswitch 19 Posted October 10, 2003 Well, if it enables me to put the addon back into the modfolder on my dedicated server without it killing lots of missions that's worth a lot  I dePBOed some of the missions which get the "missing addon groups" error and couldn't find ONE thing they all have in common. With the fixed version that's not important anymore, but i really would have liked to know what triggers that error (like e.g. the ah64 for bas_repair)... As far as I can tell, the reason the old ME Res addon causes the error is due to an empty "Groups" declaration in the CfgPatches part of its config. Many older addons have that and exhibit the same "phantom groups in mission" behaviour. (The bas_repair needs the ah64 as a requiredAddon since it inherits from it. The other helos that bas_repair uses don't require that since they aren't addons.) Share this post Link to post Share on other sites
killswitch 19 Posted October 11, 2003 Ok, this thread is a bit silent, so I thought I'd spice it up a bit for your enjoyment. I am working on adding JAM-equipped versions of UceE:s ME Resistance soldiers as a separate addon. The first version had some quirks... to be continued... EDIT: Minutes later, try this one: UCE ME Resistance soldiers 1.1 + JAM variants Share this post Link to post Share on other sites