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Found 4 results

  1. So I have a dedicated server. I've been using inline functions (some on server, some on clients) since some server functions doesn't need to be called on client machines and vice-versa. Recently I discovered CfgFunctions in Description.ext which promisses to prevent functions from being recompiled, addition to Functions Library, hack-proofing, possibility to preInit and posInit, all that good stuff. But I'm under the impression that if I compile all my functions from there, both parties (server and clients) would have allocated RAM resources to ALL those functions, am I correct? Is there a way to define which functions to compile (using CfgFunctions) so I can free clients from compiling the ones they don't need, but make them DO compile functions they need to have? Or am I stuck with inline functions?
  2. Hello, I have a problem with my config.cpp. I want to create a mod in which I add functions to the function library. I have already looked at and tried many posts and github mods, but all variants end up with the same problem. The functions are not found after Arma start. (Warning Message: Script beo_mod_serv_db\fnc\save\fn_dbSaveAct.sqf not found) THE PROBLEM IS SOLVED !!! LOOK AT THE END OF THE POST I will now enter a variant as an example that seems to me the most sensible of the approx. 40 variants that I have tried. config.cpp: class CfgPatches { class beo_mod_serv_db { author = "MBMC"; requiredAddons[] = {}; requiredVersion = 0.1; units[] = {}; weapons[] = {}; }; }; class CfgFunctions { class mbmc { class beo_mod_serv_db_save { file = "addons\beo_mod_serv_db\fnc\save"; // I forgot the addons\ folder class dbSaveAct{}; class dbSaveAm{}; class dbSaveAmPylon{}; class dbSaveBui{}; class dbSaveCargo{}; class dbSaveFiller{}; class dbSaveFobObj{}; class dbSaveGarage{}; class dbSaveGearVeh{}; class dbSaveLoc{}; class dbSaveMark{}; class dbSaveMarkUser{}; class dbSaveMhq{}; class dbSaveMineF{}; class dbSaveSani{}; class dbSaveSup{}; class dbSaveVar{}; class dbSaveVeh{}; }; class beo_mod_serv_db_save_ini { file = "addons\beo_mod_serv_db\fnc\save\ini"; // I forgot the addons\ folder class dbIniAryNum{}; class dbIniArySize{}; class dbIniD{}; class dbIniDelete{}; class dbIniM{}; class dbIniS{}; class dbIniSave{}; class dbIniSin{}; }; class beo_mod_serv_db_load { file = "addons\beo_mod_serv_db\fnc\load"; // I forgot the addons\ folder class dbLoadAct{}; class dbLoadAm{}; class dbLoadAmPylon{}; class dbLoadStatic{}; class dbLoadBui{}; class dbLoadCargo{}; class dbLoadComp{}; class dbLoadFiller{}; class dbLoadFlag{}; class dbLoadFob{}; class dbLoadGarage{}; class dbLoadLoc{}; class dbLoadMain{}; class dbLoadMark{}; class dbLoadMarkFin{}; class dbLoadMhq{}; class dbLoadMis{}; class dbLoadSani{}; class dbLoadSup{}; class dbLoadVeh{}; }; class beo_mod_serv_db_load_ini { file = "addons\beo_mod_serv_db\fnc\load\ini"; // I forgot the addons\ folder class dbIniL{}; class dbIniLd{}; class dbIniLm{}; class dbIniLmd{}; class dbIniLoadUser{}; class dbIniLs{}; }; }; }; Mod Structure: @beo_server >> addons >> beo_serv_db >> inside folder "beo_serv_db": config.cpp folder name: fnc inside folder "fnc": folder name: save >> lot of functions: fn_dbSaveAct,fn_dbSaveAm,fn_dbSaveAmPylon..... etc. and another folder: ini >> also lot of functions: fn_dbIniAryNum,fn_dbIniArySize.....etc folder name: load >> lot of functions: fn_dbLoadAct,fn_dbLoadAm,fn_dbLoadAmPylon.....etc. and another folder: ini >> also lot of functions: fn_dbIniL,fn_dbIniLd......etc I test it also with only one function in only one fnc folder but I cant get it to work. https://community.bistudio.com/wiki/Arma_3:_Functions_Library#:~:text=Arma 3 Functions Library is,Functions manager to be present. In this wiki post I test both variants File Path and Folder Path but same results. I create the mod with Arma 3 Tools and Addon Builder. I hope someone can help me. Thanks in advance. MBMC SOLUTION: After another 2 days of testing, I found the solution. So if anyone has the same problem here is the solution: config.cpp: I forgot the "addons" folder. So the file path must be: file = "addons\beo_mod_serv_db\fnc\save"; file = "addons\yourModPBOname\FolderOfYourFunctions\SubFolderIfYouNeed"; So this post can be closed.
  3. CfgFunctions_Extended In my time of isolation i experimented with the current cfgfunctions and this is what i came up with. Same structure as regular cfgfunctions but now you need to select the functions your addon or mission will use. This is ment to reduce amount of functions being loaded into memory. New naming of functions, "Tag_Category_fnc_function". New options like onlyEden (will only load function when eden starts), debug (will add time it took to execute the function and store it in report file(diag_log) ) and cfgFunction (use the standard naming of functions). Will also detect if two addons are using the same tag and then only give access if the tag and current addon name is the same. Below is an example. The main scenario would be if multipile addons is using only certain functions from another addon. Then these addons can specify what function tag or category they are using in CfgFunctions_Extended_Preload and save some memory. In regular cfgfunctions everything is loaded into memory at startup. Opinion? //Add to your addon or description.ext class CfgFunctions_Extended_Preload { //Load all functions in Eden. class Eden{}; //Only load Debug functions within AI. Animation functions will not be loaded into memory. class AI { class Debug{}; }; }; class CfgFunctions_Extended { class Eden { //Can only be called in eden. class Debug { onlyEden = 1; file="eden\functions\Debug"; class add{}; //Eden_Debug_fnc_add class init{postInit = 1;}; //Eden_Debug_fnc_init class writeTo{}; //Eden_Debug_fnc_writeTo }; }; class AI { class Debug { file="ai\functions\Debug"; class add{}; //AI_Debug_fnc_add }; class Animation { cfgFunction = 1; //Use standard naming. file="ai\functions\Animation"; class set{}; //AI_fnc_set }; }; };
  4. Hi Guys, Scrawling the forums, I have been educating myself on Functions & Remote Exec in aid of spawning AI groups (LV Scripts from Spunoff) via a GUI (Local to Admins which I have created), I have followed the formats from the wiki and Various other posts but I cannot seem to get it to execute, here are the files below it would be great if someone could look over it. Thanks! Description.EXT GUI Extract : dialogs.hpp Fnc_AlesiaMilitia.sqf
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