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Opticalsnare

Extended Event Handler

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Hi, ive been currently working on my mod to get it finished before xmas but anyway ive ran into a bit of a problem which is annoying the shit outta me. I havnt really used These event handlers before so its a bit new to me. Anyway, ive been at it now for a week here and there and today about 12hrs solid.

Ive got a config with a bunch of stuff in

class CfgPatches {
class WarFXPE {
	units[] = {"FxWindGrass1", "FxWindGrass2", "FxWindRock1"};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {};
};
};

class DefaultEventhandlers {
   init = "_scr = _this execVM ""WarFXPE\ParticleEffects\SCRIPTS\init.sqf"";";
   fired = "_this call BIS_Effects_EH_Fired;";
   killed = "_this call BIS_Effects_EH_Killed;";
};

class CfgCloudletShapes {
cloudletUniversal = "WarfxPE\ParticleEffects\Universal\Universal";	 
};
};

Now the bit that i think is causing my problem or i havnt got setup right is the DefaultEventHandler. Everything works apart from when ExtendedEventHandler.pbo from CBA addon is enabled, so obv theres something up with when the script gets called or something. the Effect which im showing is the effect when the aircraft gets blown up and big flames and smoke comes out the back ie AirDestruction.sqf

With ExtendedEventHandler.pbo

http://img693.imageshack.us/img693/1691/modproblem01.png

when it should be like this

Without ExtendedEventHandler.pbo

http://img130.imageshack.us/img130/5120/moddedburning.jpg

Now as ive said before ive not used the ExtendedEventHandler or CBA so i need some help to get this mod out for christmas otherwise its gonna be a real shitter for me and everyone else.

Thanks inadvance.

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Hi Opticalsnare. Let's see if we can solve this before the holidays are over. :)

EDIT: Longer post removed - now that I think of it - what you have in the first post should work... I'll need to ponder this...

Edited by Killswitch
brain melt

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No requiredAddons listed, makes both definitions most likely overwritten.

To be safe, use:

requiredAddons[] = {"CA_AH64D","Arma2_Ka52","CA_AIR2_Su25","CA_Anims","CA_CruiseMissile","CA_Modules","CAA10","CAAir","CAAir2","CAAir2_C130J","CAAir2_ChukarTarget","CAAir2_F35B","CAAir2_MQ9PredatorB","CAAir2_MV22","CAAir2_Pchela1T","CAAir2_UH1Y","CAAir3","CAAir3_Su34","CAAnimals","CABuildingParts","CABuildingParts_Signs","CABuildings","CABuildings2","CABuildings2_A_Pub","CABuildings2_Misc_Cargo","CACharacters","CACharacters2","CAData","CAData_ParticleEffects","CAFonts","CAMisc","CAMisc2","CAMisc3","CAMusic","CARoads2","CARoads2Bridge","CARoads2Dam","CARocks2","CASigns2","CASounds","CAStructures","CATracked","CATracked2","CATracked2_2S6M_Tunguska","CATracked2_AAV","CATracked2_BMP3","CATracked2_T34","CATracked2_T90","CATracked2_us_m270mlrs","CAUI","CAWater","CAWater2","CAWater2_Destroyer","CAWater2_fishing_boat","CAWater2_Fregata","CAWater2_LHD","CAWater2_seafox","CAWater2_smallboat_1","CAWeapons","CAWeapons_2b14_82mm_Mortar","CAWeapons_AK","CAWeapons_AmmoBoxes","CAWeapons_bizon","CAWeapons_Colt1911","CAWeapons_DMR","CAWeapons_Kord","CAweapons_ksvk","CAWeapons_M1014","CAweapons_m107","CAWeapons_M252_81mm_Mortar","CAWeapons_Metis_AT_13","CAWeapons_Saiga12K","CAWeapons_SPG9","CAWeapons_VSS_vintorez","CAWeapons_Warfare_weapons","CAWeapons_ZU23","CAWeapons2","CAWeapons2_HuntingRifle","CAWeapons2_RPG18","CAWeapons2_SMAW","CAWheeled","CAWheeled_Offroad","CAWheeled_Pickup","CAWheeled2","CAWheeled2_BTR90","CAWheeled2_GAZ39371","CAWheeled2_HMMWV_Ambulance","CAWheeled2_HMMWV_BASE","CAWheeled2_Ikarus","CAWheeled2_Kamaz","CAWheeled2_LADA","CAWheeled2_LAV25","CAWheeled2_M1114_Armored","CAWheeled2_M998A2_Avenger","CAWheeled2_MMT","CAWheeled2_MTVR","CAWheeled2_TowingTractor","CAWheeled2_V3S","CAWheeled2_VWGolf","CAWheeled3","CAWheeled3_M1030","CAWheeled3_TT650"};

The other problem seems to be using DefaultEventhandlers.

Pretty sure this way you will overwrite the existing.

Now if you are the only one to do this, no problem. Yet it is likely that

someone else does it too.

Conclusion best to use XEH itself.

requiredAddons[] = {"Extended_EventHandlers",...};

class Extended_PreInit_EventHandlers
{
WarFXPE_preinit="_this execVM 'WarFXPE\ParticleEffects\SCRIPTS\init.sqf';";
};

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Tried what was posted but it didnt seem to work. I did upload the version i am working on atm for testing only, so if anyone wants to have a look at the config to see if im doing anything wrong then have a blast, cor these kinds of problems really sap the motivation out of you. :bored:

http://www.filefront.com/15208775/WarFXParticles-PrivateReleaseONLY.rar/

Edited by Opticalsnare

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