Kamikadze666 0 Posted July 27, 2009 (edited) Hi. I'm trying to make a campaign playable as a series of MP Coop missions and one of the problems I've run into is that the campaign missions have a lot of shared files, mostly sounds (around 36mb), and I don't want to have to include these files with every single mission, since that would make the total size implode. I'm tinkering with the idea of making an addon out of these shared files so that each MP mission could access them, however I have no addon-making experience and I must be doing something wrong since it's just not working. Here's what I'm doing: I have a series of .ogg coupled with .lip files that I want to include in the addon, as well as stringtable.csv and config.cpp The config.cpp currently contains only definitions of identities, sounds, and music, like this: // SOUND EFFECTS class CfgSounds { sounds[]={}; class res_tolk1_1 { name = "res_tolk1_1"; sound[] = {"res_tolk1_1.ogg", db+20, 1.0}; titles[]={}; }; class res_tolk1_2 { name = "res_tolk1_2"; sound[] = {"res_tolk1_1.ogg", db+20, 1.0}; titles[]={}; }; class res_tolk1_3 { name = "res_tolk1_3"; sound[] = {"res_tolk1_3.ogg", db+20, 1.0}; titles[]={}; }; ..... }; I put all these files in the same folder and make a pbo out of them (using no compression), then put the pbo in the Res/Addons folder. In game I try to access the sounds with statements like: player say "res_tolk1_1" to which the game replies that the sound wasn't found. What am I doing wrong? Is making an addon out of these files even a good idea or there's a better way to go about doing this? Thank you for your attention. Edited July 28, 2009 by Kamikadze666 Share this post Link to post Share on other sites
rellikki 7 Posted July 28, 2009 You need to define the full path to the sound file on the config, like this: sound[] = {"\your_addon\res_tolk1_1.ogg"... Share this post Link to post Share on other sites
Kamikadze666 0 Posted July 28, 2009 (edited) Ok, I tried including the full path in the config file like suggested, it didn't seem to help. By addon name you mean the name I assign to the .pbo file, right? By the way the text strings in stringtable.csv are also inaccessable during the game, so it appears that the engine just doesn't register addon's presence at all :/ Edited July 28, 2009 by Kamikadze666 Share this post Link to post Share on other sites
Kamikadze666 0 Posted July 31, 2009 (edited) Any more ideas, anyone? Never mind, I figured it out. Apparently config.cpp MUST contain CfgPatches class, or else the game doesn't register addon's presence at all. I didn't know that. It's working now. Edited July 31, 2009 by Kamikadze666 Share this post Link to post Share on other sites