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norrin

Trouble binarizing updated ArmA units for ArmA2

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I've updated some units I created for ArmA and made them compatible with ArmA2 using this thread: http://forums.bistudio.com/showthread.php?p=1414963.

If I use cpbo to pbo the addon then the units work fine in ArmA2 - there are no ArmA report errors relating to the lods, the animations work fine and for all intents and purposes they work just like the vanilla ArmA2 units.

Now here's my problem if I try and binarise the units using binPBO, although I can place them in the 2D editor, the units no longer work in game and I get a message: "Cannot open object xdfdescam\xdfinfd.p3d" and when I click on continue the game crashes to desktop.

I've tried my hardest to follow Sy's instructions here about creating a build environment for ArmA2 addons: http://tactical.nekromantix.com/wiki/doku.php?id=arma:build_environment

But I feel I'm missing something essential in the set-up of my build environment.

My config.cpp looks like this:

#define DefaultManWeapons Throw,Put

#define private 0

#define protected 1

#define public 2

#define true 1

#define false 0

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

class CfgPatches

{

class xdfDescam

{

units[]={"xdfinfD","xdfinfATD"};

weapons[]={};

requiredVersion = 1.03;

requiredAddons[] = {"CAData", "CACharacters", "CAWeapons","CA_Heads"};

};

};

class CfgFactionClasses

{

class xdfADF {

displayName = "ADF";

priority = 100;

side = 1;

};

};

class CfgVehicleClasses

{

class Man; // External class reference

class CAManBase : Man

{

class TalkTopics; // External class reference

class HitPoints

{

class HitHead; // External class reference

class HitBody; // External class reference

};

};

class xdfDescam

{

displayName = "XDF DESCAM";

};

};

class CfgVehicles

{

class Land; // External class reference

class Man : Land {

class ViewPilot; // External class reference

};

class CAManBase : Man {

class TalkTopics; // External class reference

class HitPoints {

class HitHead; // External class reference

class HitBody; // External class reference

};

};

class soldierWB : CAManBase {

class TalkTopics : TalkTopics {};

};

//ADF

class SoldierXDF : soldierWB

{

scope = protected;

attendant = "false";

canHideBodies = "true";

audible = 0.03; // audible - bigger - better heard

accuracy = 3.9; // accuracy needed to recognize type of this target

sensitivity = 0.5 * 3.2; // sensor sensitivity

camouflage = 1.8; // how dificult to spot - bigger - better spotable

minFireTime = 2.5; // minimal time spent firing on single target

nightVision = true;

faction = xdfADF;

vehicleClass = "xdfDescam";

identityTypes[] = {"Language_EN", "USMC_Glasses", "pilot_sunglasses"}; //"LHD_glasses"

faceType = "Man";

genericNames = "EnglishMen";

portrait = "\Ca\characters\data\portraits\comBarHead_usmc_soldier_ca";

picture = "\Ca\characters\data\Ico\i_null_CA.paa";

icon = "\Ca\characters2\data\icon\i_soldier_CA.paa";

class SpeechVariants {

class Default {

speechSingular[] = {"veh_Sniper"};

speechPlural[] = {"veh_Snipers"};

};

class EN : Default {};

};

cost = 80000;

class HitHead {

armor = 0.1;

material = -1;

name = "head_hit";

passThrough = true;

};

class HitBody {

armor = 0.9;

material = -1;

name = "body";

passThrough = true;

};

class HitHands {

armor = 0.5;

material = -1;

name = "hands";

passThrough = true;

};

class HitLegs {

armor = 0.7;

material = -1;

name = "legs";

passThrough = true;

};

class TalkTopics : TalkTopics {

core_en = "Core_Full";

};

languages[] = {"EN"};

class EventHandlers; // External class reference

class Wounds

{

tex[] = {};

mat[] = {"xdfDescam\data\us_soldier_sqleader_body.rvmat", "xdfDescam\data\us_soldier_sqleader_body_wound1.rvmat", "xdfDescam\data\us_soldier_sqleader_body_wound2.rvmat","xdfDescam\data\us_spec_hhl.rvmat", "xdfDescam\data\us_spec_hhl_wound1.rvmat", "xdfDescam\data\us_spec_hhl_wound2.rvmat", "xdfDescam\data\us_soldier_body.rvmat", "xdfDescam\data\us_soldier_body_wound1.rvmat","xdfDescam\data\us_soldier_body_wound2.rvmat"};

};

};

class xdfinfD : SoldierXDF

{

displayName = "ADF Soldier (Desert)";

identityTypes[] = {"Language_EN", "LHD_glasses"};

scope = public;

model = "\xdfDescam\xdfinfD.p3d";

weapons[] = {"M4A1", "M9SD", "ItemGPS", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};

magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9SD", "15Rnd_9x19_M9SD", "15Rnd_9x19_M9SD", "15Rnd_9x19_M9SD", "HandGrenade_West", "SmokeShell", "SmokeShellYellow", "SmokeShellPurple"};

class EventHandlers; // External class reference

};

class xdfinfATD : SoldierXDF

{

displayName = "ADF Soldier AT (Desert)";

identityTypes[] = {"Language_EN","LHD_glasses"};

scope = public;

model = "\xdfDescam\xdfinfATD.p3d";

class SpeechVariants {

class Default {

speechSingular[] = {"veh_launcherSoldier"};

speechPlural[] = {"veh_launcherSoldiers"};

};

class EN : Default {};

};

TextPlural = "$STR_DN_launcherSoldiers";

TextSingular = "$STR_DN_launcherSoldier";

nameSound = "veh_launcherSoldier";

languages[] = {"EN"};

weapons[] = {"M4A1", "M136", "M9SD", "ItemGPS", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};

magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "M136", "15Rnd_9x19_M9SD", "15Rnd_9x19_M9SD", "15Rnd_9x19_M9SD", "15Rnd_9x19_M9SD", "HandGrenade_West"};

class EventHandlers; // External class reference

};

};

My model cfg file, which is called xdfDescam.cfg, looks like this:

class Rotation

{

type = "rotation";

memory = 1;

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = 1;

};

class CfgSkeletons

{

class Default

{

isDiscrete = 1;

skeletonInherit = "";

skeletonBones[] = {};

};

class Vehicle : Default {};

class Car : Vehicle

{

skeletonBones[]=

{

"drivewheel","",

"wheel_1_1_damper_land","",

"wheel_1_2_damper_land","",

"wheel_1_3_damper_land","",

"wheel_1_4_damper_land","",

"wheel_2_1_damper_land","",

"wheel_2_2_damper_land","",

"wheel_2_3_damper_land","",

"wheel_2_4_damper_land","",

"wheel_1_1_damper","wheel_1_1_damper_land",

"wheel_1_2_damper","wheel_1_2_damper_land",

"wheel_1_3_damper","wheel_1_3_damper_land",

"wheel_1_4_damper","wheel_1_4_damper_land",

"wheel_2_1_damper","wheel_2_1_damper_land",

"wheel_2_2_damper","wheel_2_2_damper_land",

"wheel_2_3_damper","wheel_2_3_damper_land",

"wheel_2_4_damper","wheel_2_4_damper_land",

"wheel_1_1_steering","wheel_1_1_damper",

"wheel_1_2_steering","wheel_1_2_damper",

"wheel_1_3_steering","wheel_1_3_damper",

"wheel_1_4_steering","wheel_1_4_damper",

"wheel_2_1_steering","wheel_2_1_damper",

"wheel_2_2_steering","wheel_2_2_damper",

"wheel_2_3_steering","wheel_2_3_damper",

"wheel_2_4_steering","wheel_2_4_damper",

"wheel_1_1","wheel_1_1_steering",

"wheel_1_2","wheel_1_2_steering",

"wheel_1_3","wheel_1_3_steering",

"wheel_1_4","wheel_1_4_steering",

"wheel_2_1","wheel_2_1_steering",

"wheel_2_2","wheel_2_2_steering",

"wheel_2_3","wheel_2_3_steering",

"wheel_2_4","wheel_2_4_steering",

"wheel_1_1_unhide","wheel_1_1",

"wheel_1_2_unhide","wheel_1_2",

"wheel_1_3_unhide","wheel_1_3",

"wheel_1_4_unhide","wheel_1_4",

"wheel_2_1_unhide","wheel_2_1",

"wheel_2_2_unhide","wheel_2_2",

"wheel_2_3_unhide","wheel_2_3",

"wheel_2_4_unhide","wheel_2_4",

"wheel_1_1_hide","wheel_1_1",

"wheel_1_2_hide","wheel_1_2",

"wheel_1_3_hide","wheel_1_3",

"wheel_1_4_hide","wheel_1_4",

"wheel_2_1_hide","wheel_2_1",

"wheel_2_2_hide","wheel_2_2",

"wheel_2_3_hide","wheel_2_3",

"wheel_2_4_hide","wheel_2_4",

"OtocVez","",

"OtocHlaven","OtocVez",

"damageHide","",

"damageVez","OtocVez",

"damageHlaven","OtocHlaven",

"ukaz_rychlo","",

"ukaz_rychlo2","",

"ukaz_rpm","",

"mph","",

"rpm","",

"fuel","",

"fuel_1","",

"fuel_01","",

"fuel_2","",

"fuel_3","",

"prop_01","",

"prop_02","",

"prop_2","",

"prop_1","",

"glass1","damageHide",

"glass2","damageHide",

"glass3","damageHide",

"glass4","damageHide",

};

};

class Flag: Default {};

class FlagCarrier: Default

{

skeletonInherit = "Default";

skeletonBones[] =

{

"stozar","",

"vlajka",""

};

};

class Head

{

isDiscrete = 0;

skeletonInherit = "";

skeletonBones[] =

{

"neck","",

"neck1","neck",

"head","neck1",

"jaw","head",

"chin","head",

"jaw_rf","head",

"jaw_rm","head",

"jaw_rs","head",

"jaw_lf","head",

"jaw_lm","head",

"jaw_ls","head",

"ear_r","head",

"ear_l","head",

"lip_lc","head",

"lip_lwlb","head",

"lip_lwlf","head",

"lip_lwm","head",

"lip_lwrf","head",

"lip_lwrb","head",

"lip_rc","head",

"lip_uprb","head",

"lip_uprf","head",

"lip_upm","head",

"lip_uplf","head",

"lip_uplb","head",

"nose_tip","head",

"nose_r","head",

"nose_l","head",

"zig_lt","head",

"zig_lm","head",

"zig_lb","head",

"zig_rt","head",

"zig_rm","head",

"zig_rb","head",

"cheek_r","head",

"cheek_l","head",

"eyebrow_lb","head",

"eyebrow_lm","head",

"eyebrow_lf","head",

"corr","head",

"eyebrow_rf","head",

"eyebrow_rm","head",

"eyebrow_rb","head",

"eye_upr","head",

"eye_lwr","head",

"eye_upl","head",

"eye_lwl","head",

"cheek_rf","head",

"cheek_rm","head",

"cheek_rb","head",

"cheek_lf","head",

"cheek_lm","head",

"cheek_lb","head",

"forehead_l","head",

"forehead_m","head",

"forehead_r","head",

"l_eye","head",

"r_eye","head",

"l_pupila","head",

"r_pupila","head",

"neck_t","head",

"neck_b","head",

"neck_r","head",

"neck_l","head",

"tongue_b","head",

"tongue_m","head",

"tongue_f","head"

};

};

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",

"HeadCutScene","head",

"jaw","head",

"chin","head",

"jaw_rf","head",

"jaw_rm","head",

"jaw_rs","head",

"jaw_lf","head",

"jaw_lm","head",

"jaw_ls","head",

"ear_r","head",

"ear_l","head",

"lip_lc","head",

"lip_lwlb","head",

"lip_lwlf","head",

"lip_lwm","head",

"lip_lwrf","head",

"lip_lwrb","head",

"lip_rc","head",

"lip_uprb","head",

"lip_uprf","head",

"lip_upm","head",

"lip_uplf","head",

"lip_uplb","head",

"nose_tip","head",

"nose_r","head",

"nose_l","head",

"zig_lt","head",

"zig_lm","head",

"zig_lb","head",

"zig_rt","head",

"zig_rm","head",

"zig_rb","head",

"cheek_r","head",

"cheek_l","head",

"eyebrow_lb","head",

"eyebrow_lm","head",

"eyebrow_lf","head",

"corr","head",

"eyebrow_rf","head",

"eyebrow_rm","head",

"eyebrow_rb","head",

"eye_upr","head",

"eye_lwr","head",

"eye_upl","head",

"eye_lwl","head",

"cheek_rf","head",

"cheek_rm","head",

"cheek_rb","head",

"cheek_lf","head",

"cheek_lm","head",

"cheek_lb","head",

"forehead_l","head",

"forehead_m","head",

"forehead_r","head",

"l_eye","head",

"r_eye","head",

"l_pupila","head",

"r_pupila","head",

"neck_t","head",

"neck_b","head",

"neck_r","head",

"neck_l","head",

"tongue_b","head",

"tongue_m","head",

"tongue_f","head",

//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="";

};

};

class CfgModels {

class Default {

sections[] = {};

sectionsInherit = "";

skeletonName = "";

};

class flag_vojak : Default {

sections[] = {"latka"};

};

class Head : Default {

sections[] = {"osobnost", "brejle"};

skeletonName = "Head";

};

class ArmaMan : Default {

sections[] = {"osobnost", "Head_Injury", "Body_Injury", "l_leg_injury", "l_arm_injury", "r_arm_injury", "r_leg_injury", "clan"};

skeletonName = "OFP2_ManSkeleton";

};

class xdfinfD: ArmaMan{};

class xdfinfATD: ArmaMan {};

};

and the binPBO report file looks like this:

norrin\xdfdescam\textures\hhl_06_co.paa->C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\textures\hhl_06_co.paa

norrin\xdfdescam\textures\hhl_nohq.paa->C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\textures\hhl_nohq.paa

norrin\xdfdescam\textures\hhl_smdi.paa->C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\textures\hhl_smdi.paa

norrin\xdfdescam\textures\molle_equipacu_co.paa->C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\textures\molle_equipacu_co.paa

norrin\xdfdescam\textures\molle_equipacu_nohq.paa->C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\textures\molle_equipacu_nohq.paa

norrin\xdfdescam\textures\us_soldier_sqleader_equip_as.paa->C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\textures\us_soldier_sqleader_equip_as.paa

norrin\xdfdescam\textures\us_soldier_spec_two_co.paa->C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\textures\us_soldier_spec_two_co.paa

norrin\xdfdescam\textures\us_soldier_spec_two_holster_nohq.paa->C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\textures\us_soldier_spec_two_holster_nohq.paa

norrin\xdfdescam\textures\us_soldier_sniper_body_as.paa->C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\textures\us_soldier_sniper_body_as.paa

norrin\xdfdescam\textures\us_spec_two_nohq.paa->C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\textures\us_spec_two_nohq.paa

norrin\xdfdescam\textures\us_soldier_sqleader_body_as.paa->C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\textures\us_soldier_sqleader_body_as.paa

norrin\xdfdescam\textures\us_soldieracu_co.paa->C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\textures\us_soldieracu_co.paa

norrin\xdfdescam\textures\us_soldier_nohq.paa->C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\textures\us_soldier_nohq.paa

norrin\xdfdescam\textures\us_soldier_as.paa->C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\textures\us_soldier_as.paa

norrin\xdfdescam\textures\bis_klan.paa->C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\textures\bis_klan.paa

norrin\xdfdescam\textures\us_sniper_hat_hands_co.paa->C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\textures\us_sniper_hat_hands_co.paa

norrin\xdfdescam\textures\us_sniper_hat_hands_nohq.paa->C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\textures\us_sniper_hat_hands_nohq.paa

norrin\xdfdescam\textures\us_soldier_sniper_hat_as.paa->C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\textures\us_soldier_sniper_hat_as.paa

norrin\xdfdescam\data\us_soldier_sqleader_equip.rvmat->C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\data\us_soldier_sqleader_equip.rvmat

norrin\xdfdescam\data\empty_nzw.rvmat->C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\data\empty_nzw.rvmat

norrin\xdfdescam\data\us_soldier_sniper_body.rvmat->C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\data\us_soldier_sniper_body.rvmat

norrin\xdfdescam\data\us_helmet_reflections.rvmat->C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\data\us_helmet_reflections.rvmat

norrin\xdfdescam\data\us_spec_hhl.rvmat->C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\data\us_spec_hhl.rvmat

norrin\xdfdescam\data\us_soldier_sqleader_body.rvmat->C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\data\us_soldier_sqleader_body.rvmat

norrin\xdfdescam\data\us_soldier_body.rvmat->C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\data\us_soldier_body.rvmat

norrin\xdfdescam\data\us_sniper_hat_hands.rvmat->C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\data\us_sniper_hat_hands.rvmat

Convert model p:\norrin\xdfdescam\xdfinfATD.p3d -> C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\xdfinfATD.p3d

Convert model p:\norrin\xdfdescam\xdfinfD.p3d -> C:\Users\norrin\AppData\Local\Temp\ARMAaddons\norrin\xdfdescam\xdfinfD.p3d

Updating base class ->Pistol, by p:\norrin\ca\weapons\config.cpp/cfgWeapons/M9/

Updating base class ->Default, by p:\norrin\ca\weapons\config.cpp/cfgWeapons/GrenadeLauncher/

Updating base class ->RifleCore, by p:\norrin\ca\weapons\config.cpp/cfgWeapons/Rifle/

<model = "p:\norrin\xdfdescam\xdfinfATD.p3d">

Warnings in p:\norrin\xdfdescam\xdfinfatd.p3d:11000

</model>

<model = "p:\norrin\xdfdescam\xdfinfD.p3d">

Warnings in p:\norrin\xdfdescam\xdfinfd.p3d:11000

</model>

NB: I've simplified the addon so it only contains 2 units to minimise the risk of me stuffing something up

Any help in this matter would be greatly appreciated and please let me know if you require any other information

Many thanks,

norrin

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Its more than that unfortunately as if I use your config.cpp binPBO still doesn't work and if I use cpbo to generate the addon I get this new error when ArmA2 starts

error021009.jpg

I'm sorry mate as you know I'm not very au fait when it comes to inheritance and config'ing. I just fumble through with what I can glean from other peoples addons and what works - I do appreciate your help though and there's a good chance I've misunderstood the changes you've suggested. I must admit I have not seen a config constructed like your example before so I did not know this kind of format was possible. I would like to get the config right and well constructed though so I can use it as a guide for any future addons I might make.

Something else I've found is if I use binPBO to generate the addon but don't binarize I get an "include file config.cpp not found." error when I try and start ArmA2 with the addon, not sure whether this sheds any light on my problem as I'm a bit out of my depth here.

Edited by norrin

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Thanks kju that works much better. Now if I use binPBO I no longer get the '\' error at game start or the "include file config.cpp not found" so I'm a step closer with your help. :)

Unfortunately I still get the "Cannot open object xdfdescam\xdfinfd.p3d"

when I try and start a mission so there still something wrong with my set-up.

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From the binpbo log above:

p:\norrin\xdfdescam\xdfinfatd

You forgot to add the norrin folder level to your config path.

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Thank you for trying again kju - but its still not working - by your last post do you mean that the paths to the models in the config need to look like this eg.

model ="\norrin\xdfdescam\xdfinfatd.p3d";

I tried this and every permutation I can think of and its crashing straight out of ArmA 2 when I load a mission without the cannot load unit error.

Mate I'm about to throw my hands up in despair as I'm doing something obviously idiotic but I can't work out what it is.

Anyway thanks for trying :)

EDIT Thanks to the patient help of Sgt Ace and your config fix kju I now have this working - yipee

Edited by norrin

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