Sil3nt_Pr0digy
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PBO Packing Failed [Missing File(s)] (Solved)
Sil3nt_Pr0digy replied to Sil3nt_Pr0digy's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
I found the source of the issue, it was inheriting the wrong model from I_Soldier_base_F, I simply needed to overwrite the inherited model with the Viper model. Here is the corrected, working code for posterity sake: class CfgPatches { class Indie_Viper_Ghex { author="Sil3nt Pr0digy"; weapons[]={"U_I_Viper_Ghex"}; requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_Exp"}; requiredVersion=0.1; }; }; class CfgVehicles { class I_Soldier_base_F; class Example_Soldier_F : I_Soldier_base_F { scope = 2; displayName = "Special Purpose Suit (Green Hex)"; uniformClass = "U_I_Viper_Ghex"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\A3\Characters_F_Exp\OPFOR\Data\ViperOp_Suit_hexgreen_co.paa"}; model = "\A3\Characters_F_Exp\OPFOR\o_viper.p3d"; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class U_I_Viper_Ghex: Uniform_Base { scope=2; displayName = "Special Purpose Suit (Green Hex)"; picture = "\A3\characters_f_exp\OPFOR\data\ui\icon_U_O_Soldier_Viper_ghex_F_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3\Characters_F_Exp\OPFOR\Data\ViperOp_Suit_hexgreen_co.paa"}; DLC = "Expansion"; author="Sil3nt Pr0digy"; nameSound = ""; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "Example_Soldier_F"; containerClass = "Supply60"; mass = 20; }; }; }; Hopefully someone will find it useful one day :D -
PBO Packing Failed [Missing File(s)] (Solved)
Sil3nt_Pr0digy replied to Sil3nt_Pr0digy's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Now that the content has been released I have been able to create the addon without a packing error, however the uniform doesn't have an icon, nor does it appear to have a model, even though both are clearly defined in the config.cpp, and when I give the item to myself in virtual arsenal, it isn't actually usable. any ideas? EDIT: I added a soldier class and cross-referenced the two together, however now it looks wrong. It should look like this:https://i.imgur.com/bdYZX0b.jpg but instead it looks like this: https://i.imgur.com/Lz7Z7Ad.jpg Current Code: class CfgPatches { class Indie_Viper_Ghex { author="Sil3nt Pr0digy"; weapons[]={"U_I_Viper_Ghex"}; requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_Exp"}; requiredVersion=0.1; }; }; class CfgVehicles { class I_Soldier_base_F; class Example_Soldier_F : I_Soldier_base_F { scope = 2; displayName = "Special Purpose Suit (Green Hex)"; uniformClass = "U_I_Viper_Ghex"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\A3\Characters_F_Exp\OPFOR\Data\ViperOp_Suit_hexgreen_co.paa"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class U_I_Viper_Ghex: Uniform_Base { scope=2; displayName = "Special Purpose Suit (Green Hex)"; picture = "\A3\characters_f_exp\OPFOR\data\ui\icon_U_O_Soldier_Viper_ghex_F_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3\Characters_F_Exp\OPFOR\Data\ViperOp_Suit_hexgreen_co.paa"}; DLC = "Expansion"; author="Sil3nt Pr0digy"; nameSound = ""; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "Example_Soldier_F"; containerClass = "Supply60"; mass = 20; }; }; }; -
I tried using this on my tanoa a3wasteland server and unfortunately it doesn't appear to be working, any ideas? Are the newer uniforms just not included yet?
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PBO Packing Failed [Missing File(s)] (Solved)
Sil3nt_Pr0digy replied to Sil3nt_Pr0digy's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Did they finally release the pbos for the apex stuff? Because I have yet to hear anything about that, and from what I'm seeing, it may be what is required for this addon to work. -
PBO Packing Failed [Missing File(s)] (Solved)
Sil3nt_Pr0digy posted a topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
I am attempting to make a small addon for my private indie-only tanoa wasteland server that adds the Special Purpose Suit (Ghex) for indies while fixing it's weight so it is more in-line with other offerings, however, after editing my config.cpp and attempting to pack the pbo I am getting "Generalised lintcheck error" in pboProject when trying to pack it. Any ideas? EDIT: Linkcheck error resolved, now getting missing file(s). class CfgPatches { class Indie_Viper_Ghex { author="Sil3nt Pr0digy"; weapons[]={"I_Viper_Ghex"}; requiredAddons[] = {"A3_Characters_F_Exp"}; requiredVersion=0.1; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class I_Viper_Ghex: Uniform_Base { scope=2; displayName = "Special Purpose Suit (Green Hex)"; picture = "A3\characters_f_exp\OPFOR\data\ui\icon_U_O_Soldier_Viper_ghex_F_ca.paa"; model = "A3\Characters_F_Exp\OPFOR\o_viper.p3d"; hiddenSelectionsTextures[] = {"A3\Characters_F_Exp\OPFOR\Data\ViperOp_Suit_hexgreen_co.paa"}; author="Sil3nt Pr0digy"; nameSound = ""; DLC = "Expansion"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "I_Viper_Ghex"; containerClass = "Supply60"; mass = 20; }; }; }; I think the lintcheck issue was a syntactical one. I have corrected my code to the above, and am now getting "missing file(s)", would this be related to the assets from A3_Characters_F_Exp? If so, how do I change it? I tried changing it from an absolute path, however I am still getting the same error. Is pboProject trying to search for the Apex DLC assets? And if so, is there a way to bypass that check as when the addon is loaded it should be able to borrow the assets from the DLC correct? I ran MakePbo manually and it did determine that the Characters_F_Exp content is what it was saying was missing. Is there any way to force it to use assets from the .ebo? Because if not that means I have to wait until the release the .pbo, which could take quite some time as they have yet to do so after 8 months of waiting, when it would normal just take a couple months max. If that is indeed the case, does anyone know of a way to modify the capacity/mass via a script? I have yet to find one that does so, but you all seem to be clever folks :D -
[Tutorial] Introduction to Modding in Arma Video/Text Tutorial Series
Sil3nt_Pr0digy replied to cifordayzserver's topic in ARMA 3 - BI TOOLS - GENERAL
Thanks! I'll give that a shot, and if it works I'll let you know. I appreciate the help :3 Unfortunately I'm not having much luck trying to use the Apex asset path, when I try to pack the config.cpp into a pbo using pboProject it just gives me "missing file(s)" and then reference the Apex content, any ideas? -
[Tutorial] Introduction to Modding in Arma Video/Text Tutorial Series
Sil3nt_Pr0digy replied to cifordayzserver's topic in ARMA 3 - BI TOOLS - GENERAL
Not quite sure, hence why I am asking :D Someone mentioned being able to see values like those in an editor of some sort. -
[Tutorial] Introduction to Modding in Arma Video/Text Tutorial Series
Sil3nt_Pr0digy replied to cifordayzserver's topic in ARMA 3 - BI TOOLS - GENERAL
So I can't even just reference the location ala "A3\Characters_F\Civil\Data\c_cloth1_injury.rvmat" and "\A3\characters_f\civil\data\c_poloshirt_3_co.paa" ? -
[Tutorial] Introduction to Modding in Arma Video/Text Tutorial Series
Sil3nt_Pr0digy replied to cifordayzserver's topic in ARMA 3 - BI TOOLS - GENERAL
I run a private indie-only tanoa wasteland server, and have been trying to figure out how to modify mass/capacity values of uniforms and vests. I was informed that I would have to make an addon, however I have encountered a small issue. I am wanting to create a modified version of the U_O_V_Soldier_Viper_F Special Purpose Suit (Green Hex) suit with lower weight, so that it would be more in line with the CTRG stealth suit, and make it so that indies can use it ofc. I have found a wealth of information on how to make an addon, however I have encountered a small hiccup. As the texture and model are in the apex .ebo I cannot extract them into my p drive so that I can essentially clone the texture/model but modify the values therein. Is there any way to "borrow" both the texture and model from a .ebo? I have looked hard and all I have found is regarding people wanting to reskin, and therefore needing the model extracted to do so, however I am just wanting to keep the asset the same, only modifying the values. Is there a way to do so that I have simply overlooked?