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Boose82

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Posts posted by Boose82


  1. So im Stuck still I thought io would show everything i have got

     

    Config.cpp

    
    #define public 2
    class CfgPatches
    {
    	class Craft_weapons
    	{
    	units[] = {};
    	weapons[] = {};
    	magazines[] = {};
    	ammo[] = {};
    	requiredVersion = 0.1;
    	requiredAddons[] = 
    			{
    			"exile_client", 
    			"a3_data_f",
    			"a3_weapons_f",
    			"a3_structures_f"
    			};
    	};
    };
    
    class CfgMagazines 
    {
    	class CA_Magazine;
    	class Exile_Item_BWP: CA_Magazine
    	{
    		
    		author="Boose";
    		count=1;
    		scope=2;
    		displayName="Weapon Components";
    		descriptionShort = "Some random weapon components";
    		displaynameshort="Boose_WP";
    		mass=10;
    		model = "\wpnprt\wpn_prt.p3d";
    		Picture = "\wpnprt\Data\wpn_prt\WeaponParts.paa";
    		quality = 3;
    	};
    
    };
    class BIS_AddonInfo
    {
    	author="BooseTV";
    	timepacked="1469482329";
    };
    
    

    wpn_prt_scp.rvmat

    ambient[]={1,1,1,1};
    diffuse[]={1,1,1,1};
    forcedDiffuse[]={0,0,0,0};
    emmisive[]={0,0,0,1};
    specular[]={1,1,1,1};
    specularPower=500;
    PixelShaderID="Super";
    VertexShaderID="Super";
    class Stage1
    {
    	texture="\wpnprt\Data\wpn_prt\WeaponParts_nohq.paa";
    	uvSource="tex";
    	class uvTransform
    	{
    		aside[]={1,0,0};
    		up[]={0,1,0};
    		dir[]={0,0,0};
    		pos[]={0,0,0};
    	};
    };
    class Stage2
    {
    	texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
    	uvSource="tex";
    	class uvTransform
    	{
    		aside[]={4,0,0};
    		up[]={0,4,0};
    		dir[]={0,0,0};
    		pos[]={0,0,0};
    	};
    };
    class Stage3
    {
    	texture="#(argb,8,8,3)color(0,0,0,0,MC)";
    	uvSource="tex";
    	class uvTransform
    	{
    		aside[]={1,0,0};
    		up[]={0,1,0};
    		dir[]={0,0,0};
    		pos[]={0,0,0};
    	};
    };
    class Stage4
    {
    	texture="\wpnprt\Data\wpn_prt\WeaponParts_as.paa";
    	uvSource="tex";
    	class uvTransform
    	{
    		aside[]={1,0,0};
    		up[]={0,1,0};
    		dir[]={0,0,0};
    		pos[]={0,0,0};
    	};
    };
    class Stage5
    {
    	texture="\wpnprt\Data\wpn_prt\WeaponParts_smdi.paa";
    	uvSource="tex";
    	class uvTransform
    	{
    		aside[]={1,0,0};
    		up[]={0,1,0};
    		dir[]={0,0,0};
    		pos[]={0,0,0};
    	};
    };
    class Stage6
    {
    	texture="#(ai,64,64,1)fresnel(4.01,2.86)";
    	uvSource="tex";
    	class uvTransform
    	{
    		aside[]={1,0,0};
    		up[]={0,1,0};
    		dir[]={0,0,0};
    		pos[]={0,0,0};
    	};
    };
    class Stage7
    {
    	texture="..\a3\data_f\env_land_co.paa";
    	uvSource="tex";
    	class uvTransform
    	{
    		aside[]={1,0,0};
    		up[]={0,1,0};
    		dir[]={0,0,0};
    		pos[]={0,0,0};
    	};
    };
    
    

    wpn_prt.rvmat

    ambient[]={1,1,1,1};
    diffuse[]={1,1,1,1};
    forcedDiffuse[]={0,0,0,0};
    emmisive[]={0,0,0,1};
    specular[]={1,1,1,1};
    specularPower=33.599998;
    PixelShaderID="Super";
    VertexShaderID="Super";
    class Stage1
    {
    	texture="\wpnprt\Data\wpn_prt\WeaponParts_nohq.paa";
    	uvSource="tex";
    	class uvTransform
    	{
    		aside[]={1,0,0};
    		up[]={0,1,0};
    		dir[]={0,0,0};
    		pos[]={0,0,0};
    	};
    };
    class Stage2
    {
    	texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
    	uvSource="tex";
    	class uvTransform
    	{
    		aside[]={4,0,0};
    		up[]={0,4,0};
    		dir[]={0,0,0};
    		pos[]={0,0,0};
    	};
    };
    class Stage3
    {
    	texture="#(argb,8,8,3)color(0,0,0,0,MC)";
    	uvSource="tex";
    	class uvTransform
    	{
    		aside[]={1,0,0};
    		up[]={0,1,0};
    		dir[]={0,0,0};
    		pos[]={0,0,0};
    	};
    };
    class Stage4
    {
    	texture="\wpnprt\Data\wpn_prt\WeaponParts_as.paa";
    	uvSource="tex";
    	class uvTransform
    	{
    		aside[]={1,0,0};
    		up[]={0,1,0};
    		dir[]={0,0,0};
    		pos[]={0,0,0};
    	};
    };
    class Stage5
    {
    	texture="\wpnprt\Data\wpn_prt\WeaponParts_smdi.paa";
    	uvSource="tex";
    	class uvTransform
    	{
    		aside[]={1,0,0};
    		up[]={0,1,0};
    		dir[]={0,0,0};
    		pos[]={0,0,0};
    	};
    };
    class Stage6
    {
    	texture="#(ai,64,64,1)fresnel(4.01,2.86)";
    	uvSource="tex";
    	class uvTransform
    	{
    		aside[]={1,0,0};
    		up[]={0,1,0};
    		dir[]={0,0,0};
    		pos[]={0,0,0};
    	};
    };
    class Stage7
    {
    	texture="..\a3\data_f\env_land_co.paa";
    	uvSource="tex";
    	class uvTransform
    	{
    		aside[]={1,0,0};
    		up[]={0,1,0};
    		dir[]={0,0,0};
    		pos[]={0,0,0};
    	};
    };
    
    

    Files / File Structure

     

    file%20struc1.png

    file%20struc.png

     

    I end up with it not finding the p3d or the paa.

     

    At my whits end


  2. The size of the P3D is reasonable for an MLOD unbinarized file.

    Does PBO manager interface with Binairze? My guess is no. You may wish to try using either Mikero's PBO-Project or BI's Addon Builder. The former will require a bit more knowledge about the tools to set it up, but its a far more versatile tool, where-as the latter is a bit more user-friendly but if you get any errors during packing it wont actually tell you what they are and will instead simply fail. Either way, they will Binarize your addon and hopefully help detect any other errors.

    Yea im using the addon builder to pack iit each time and it says successful. 

     

    But if  I try to binarize it i get 

     

    Build Failed. Result code= -1073741819

    Binarize task failed


  3. So II have got to this stage, its not seeing my p3d or paa - that has to be 

    #include "BIS_AddonInfo.hpp"
    #define public 2
    class CfgPatches
    {
    	class Craft_weapons
    	{
    	units[] = {};
    	weapons[] = {};
    	magazines[] = {};
    	ammo[] = {};
    	requiredVersion = 0.1;
    	requiredAddons[] = 
    			{
    			"exile_client", 
    			"a3_data_f",
    			"a3_weapons_f",
    			"a3_structures_f"
    			};
    	};
    };
    
    class CfgMagazines 
    {
    	class CA_Magazine;
    	class Exile_Item_BWP: CA_Magazine
    	{
    		
    		author="Boose";
    		count=1;
    		scope=2;
    		displayName="Weapon Components";
    		descriptionShort = "Some random weapon components";
    		displaynameshort="Boose_WP";
    		mass=10;
    		model = "\boose\models\weaponparts.p3d";
    		Picture = "\boose\images\weaponparts.paa";
    		quality = 3;
    	};
    
    	
    	class Exile_Item_File1: CA_Magazine
    	{
    		count = 1;
    		scope=2;
    		author="Boose";
    		displayName="Blueprint: Scope";
    		picture = "\addons\boose\images\file1.paa";
    		model="\A3\structures_f\items\documents\File1_F";
    		descriptionShort = "Blueprint for crafting a scope";
    		mass = 5;
    		quality = 3;
    	};
    	class Exile_Item_File2: CA_Magazine
    	{
    		count = 1;
    		scope=2;
    		author="Boose";
    		displayName="Blueprint: Silencer";
    		picture = "\boose\images\file2.paa";
    		model="\A3\structures_f\items\documents\File2_F";
    		descriptionShort = "Blueprint for crafting a silencer";
    		mass = 5;
    		quality = 3;
    	};
    	class Exile_Item_File3: CA_Magazine
    	{
    		count = 1;
    		scope=2;
    		author="Boose";
    		displayName="Blueprint: Goggles";
    		picture = "\boose\images\file3.paa";
    		model="\A3\structures_f\items\documents\FilePhotos_F";
    		descriptionShort = "Blueprint for crafting a goggle";
    		mass = 5;
    		quality = 3;
    	};
    	class Exile_Item_File4: CA_Magazine
    	{
    		count = 1;
    		scope=2;
    		author="Boose";
    		displayName="Blueprint: Explosives";
    		picture = "\boose\images\file4.paa";
    		model="\A3\structures_f\items\documents\Map_F";
    		descriptionShort = "Blueprint for crafting explosives";
    		mass = 5;
    		quality = 3;
    	};
    };
    

    here is whats occurring 

    ArmA%203%2007.26.2016%20-%2000.18.49.01.

     ArmA%203%2007.26.2016%20-%2000.19.39.02.


  4. Hello 

     

    Im looking for someone to make a few s models for me.

     

    These would be things like 

     

    Rifle barrel

    Rifle stock

    Trigger assembly

    Hand guard

    Bullet cases

    Gunpowder barrel

     

    I have a p3d file which includes these parts in a pile which could be used alas i don't have a clue when it comes to this.

     

    I am Currently trying to make a weapon crafting addon for me exile server and really would like to have separate models for each of these things plus a few more.

     

    Please PM me so we can discuss. Kudos & love given - reward negotiable . Full credit given in mod details.


  5. Ah ok.

     

    If you're inheriting from Exile mod, you might need to declare the pbo in your "requiredAddons" array in cfgpatches to get it to load correctly.

     

    I don't know what you should put in there as I don't have Exile installed.  You can probably find it in the exile configs somewhere though.

    Thanks for the responses so far, im getting there. But Exilemod will spawn default arma items, weapons etc. So I should be to use arma... wait one sec..


  6. Ok well You are inheriting from CfgMagazines, so you won't see this in the editor depending on what you are doing.  So how are you trying to make the item appear in game?  Are you spawning with some code?  If so, what is the code?

     

    I am  spawning into the server using the default server code, the mod will be in the start up parameters. I just have to enter the class name in to a loot config which spawns as loot (weapons, items, clothing, ammo) 

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