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[SOLVED] Binarize Error "config : some input after EndOfFile" .rpf CLEAN
Grester posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Greetings. I've been for the last 4 hours hunting the possible problem to this clueless error. I did found some tips to check .rpf files which I did and found 2 missing ; but now the .rpf file is clean and it still gives me this error. I have created new items for the game and I've been trying to binarize the .pbo without success. I have the main config.cpp and then for each kind of equipments I have them separated through other .hpp . Does this mean the problem could be in any of the .hpp and not just the .cpp? I didn't want to flood the topic with code and make people read lines for me but I'm getting a bit desperate. Any tips to help spot the possible culprit easier? Edit: Sorry for posting on wrong subcategory. i meant addons editing. -
[SOLVED]Partial subclass inheritance issue
Grester posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Without going to much off topic I'll give a bit of background on why such question... I'm working on a clothes mod that creates new uniforms, helmets,etc. The scripts weren't much optimized and were pretty much copy+paste based. Worked but if I wanted to change a value of a type of vest then I had to change them all. So I started adapting the scripts to be based on inheritance so that all I had to change for the childs were textures. However I started to face some issues of many values not being inherited, particularly stats of uniforms which could be perhaps answered with the fact that some stats are present in subclasses which weren't declared in the children. However my vests children don't have subclasses declared and have the correct stats so I'm not sure. As I was doing some research looking for answers I've stumbled upon Macros which seems to be a replacement for my inheritance based system since it just copycats the parent and all I have to do is input the values into the parameters. Thus my question, which should have I used in the first place? May have I miswritten the inheritances? Or perhaps a mix of both? I haven't fixed the problem yet as I was looking for an answer on the best aproach towards the problem. It seems that backpacks, vests and helmets are working correctly but I'm not entirely sure since uniforms stats and some subclasses variables are missing/generating errors. This also brings me doubts wether or not Units are correcly setup despite at first glance they seem to have inherited correctly. Below I'll leave an example of my classes. (For the sake of simplicity for now I'll just take a segment from my vests. If it's due necessary later on I could post segments from the Units/Uniforms files.) //Also authors don't seem to inherit properly. (...) class cfgWeapons { class VestItem; class Vest_Camo_Base: ItemCore { class ItemInfo; }; #include "cfgVest.hpp" }; (...) class VEST_TAC_Desert: Vest_Camo_Base { author = "Example"; //vehicleClass = myVest; side = TWest; scope = 2; displayName = "TacticalVest Desert"; picture = "\A3\characters_f\Data\UI\icon_v_tacvest_blk_ca.paa"; model = "A3\Characters_F\Common\equip_tacticalvest.p3d"; hiddenSelections[] = {"Camo"}; hiddenSelectionsMaterials[] = {"A3\Characters_F\Common\Data\tacticalvest.rvmat"}; hiddenSelectionsTextures[] = {"forces\tex\vest\deserttactical.paa"}; class ItemInfo: VestItem { class HitpointsProtectionInfo { class Chest { HitpointName = "HitChest"; armor = 8; PassThrough = 0.3; }; class Diaphragm { HitpointName = "HitDiaphragm"; armor = 8; PassThrough = 0.3; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 8; passThrough = 0.3; }; class Body { hitpointName = "HitBody"; passThrough = 0.3; }; }; uniformModel = "A3\Characters_F\Common\equip_tacticalvest.p3d"; containerClass = "Supply120"; mass = 80; hiddenSelections[] = {"camo"}; }; }; class VEST_TAC_WoodlandA: VEST_TAC_Desert { author = "Example"; displayName = "TacticalVest Woodland-A"; hiddenSelectionsTextures[] = {"forces\tex\vest\woodlandtactical.paa"}; };- 4 replies
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[SOLVED]Info on how to create a gameplay changing script/mod?
Grester posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I'm almost sure that there's information about this somewhere but so far I haven't been able to find it. I'll try to explain myself better what I'm looking for and perhaps someone could help me clarify what I might actualy need. Right now I'm making a items based mod that adds new clothes and it works perfectly. I have a single .pbo with the config.cpp that has the classes that add the new content to the game. However right now I wanted to add to that mod some game changing scripts that involve some kind of commands that don't seem to fit the .cpp/.hpp files. I'm not gonna try to guess what I need but here's the kind of command that I wanted to integrate in my mod: "player addEventHandler..." I've found similar commands like this in .sqf files from missions, however I don't want to design a script that only works for a single mission, I was looking for information on how to do something that integrates globally like ACE3. Perhaps I'm not entirely aware of the possibilities of a config.cpp file but right now I'm having touble finding information or I'm not sure what Im actually looking for. Perhaps create another .pbo just for these kind of scripts? I don't know... I'd be much apreciated and perhaps some other curious people in the future on how to integrate game changing behaviours or multiple kinds of content to a mod. UPDATE: I've been doing a bit more of research and found something about the init file that seems to be used to launch .sqf files. Could it work that way? UPDATE 2: As I was reverse engeneering a mod I found a couple interesting classes that might just answer my prayers. class DefaultEventhandlers; //gonna lookup in the wiki see what it actually does class CfgFunctions{ /* From what I've analized this class looks for .sqf files in the func folder. Each is then "initialized" by calling them. file name: @mod\func\fn_test.sqf */ class test{} UPDATE 3: Found it.