Spermatogenesis
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Trying to use faction config file in editor mission
Spermatogenesis posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Hello everyone! I've run into a bit of a problem. Using the ORBAT tool from ALIVE, I created a faction for a scenario I was building. Unfortunately, the game crashed when I went back into the editor (thus the faction did not save). Luckily I had copied the factions config file before it crashed. Now my question is, how do I use the config to bring the faction back into the mission? I know it has to do with pbos, but I'm not too well-versed on them, so any help is appreciated. I have no idea if the config file is needed, but I'll include it anyway. It makes use of the IFA3_AIO_LITE and WW2_units_mas mods. https://pastebin.com/9vssZnfU -
Trying to use faction config file in editor mission
Spermatogenesis replied to Spermatogenesis's topic in ARMA 3 - QUESTIONS & ANSWERS
I think you're being a bit too harsh BroBeans, the change Donkey made to my config file worked as intended. So thank you Donkey -
Trying to use faction config file in editor mission
Spermatogenesis replied to Spermatogenesis's topic in ARMA 3 - QUESTIONS & ANSWERS
Yes, I also started it up with only the mods I needed to see if any others I was using may have been interfering, same thing happened. -
Trying to use faction config file in editor mission
Spermatogenesis replied to Spermatogenesis's topic in ARMA 3 - QUESTIONS & ANSWERS
I followed that tutorial (I did edit the loadouts), but when I tried to boot up Arma I received this message: File us_101ad\addons\test\autogen.hpp, line 230: /CfgVehicles/B_US101AD_Rifleman_Light_01.EventHandlers: Undefined base class 'EventHandlers' The Rifleman_Light is the first unit in the code, and I assume the same "undefined base class" thing happens with the rest of the units as well. This is the line of code for the Rifleman: class B_US101AD_Rifleman_Light_01 : B_mas_ww2_Soldier_lite_F_us_hd { author = "Spermatogenesis"; scope = 2; scopeCurator = 2; displayName = "Rifleman (Light)"; side = 1; faction = "US_101AD"; identityTypes[] = { "Head_NATO" , "LanguageENG_F" }; class EventHandlers : EventHandlers { class CBA_Extended_EventHandlers : CBA_Extended_EventHandlers_base {}; class ALiVE_orbatCreator { init = "if (local (_this select 0)) then {_unit = _this select 0;_onSpawn = {_unit = _this select 0;_unit setUnitLoadout [['LIB_M1_Garand','','','',['LIB_8Rnd_762x63',8],[],''],[],[],['U_mas_ww2_B_CombatUniform_us',[['FirstAidKit',1],['LIB_8Rnd_762x63',10,8],['LIB_US_Mk_2',1,1]]],['V_mas_ww2_vest_USB',[['LIB_8Rnd_762x63',6,8]]],[],'H_mas_ww2_helmet_usn_B','',[],['','','','','','']];reload _unit;};[_unit] call _onSpawn;_unit addMPEventHandler ['MPRespawn', _onSpawn];};"; }; }; // custom attributes (do not delete) ALiVE_orbatCreator_owned = 1; }; I'm not sure what the problem is. Isn't the lines from "class CBA_Extended_EventHandlers" down to "['MPRespawn', _onSpawn];};";" the EventHandler? If so, how is it undefined? I feel like it doesn't have any reason to not work.