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Ok so I thought I understood this...I've packed several small mods before and I could load them just fine. However, I'm trying again for the first time in a while, following the exact same structure, and it's coming back telling me "file not found". I have the following as my file structure in my P: drive: P:\law\modName\addonName Within the addon folder I have included config.cpp with the following line, as per the Arma 3 samples, and the file basicdefines_A3.hpp also copied from the samples. #include "basicdefines_A3.hpp" At the moment this is the only thing in the config file not commented out. However when I pack this (without errors) and load it into the launcher (...Arma 3\@modName\addons\addonName.pbo), whilst loading it tells me it is unable to find the basic defines file. The same is also true of any other files I try to #include. This tells me I probably haven't referenced it correctly, but after a whole morning of googling and trying every conceivable iteration of file paths I've decided it's time to ask for help. Much appreciated, Law
Asmodeuz posted a topic in ARMA 3 - MISSION EDITING & SCRIPTINGHello! I had to create a workaround* when using triggers to be able to broadcast sound effects with hints to all connected clients (on dedicated server) and all is good excluding the fact that I'm unable to use the sound I'd like to, probably because I don't know how to correctly reference it (incorrect filename or something the like). I'm using remoteExec to broadcast sounds to all connected clients. Using the method is tried and tested to work with vanilla sound Alarm: "Alarm" remoteExec ["playSound"]; As for the sound file I'd like to use, I tried to use absolute(?) path and filename with and without the extension, like so: "a3\missions_f_beta\data\sounds\firing_drills\checkpoint_not_clear.wss" "checkpoint_not_clear.wss" "checkpoint_not_clear" but all these depending on what I was trying at the time of testing were returned with Sound nnnn not found. When we're talking about vanilla sounds there should not be the need to grab that one sound file I'd like to use and add it to my mission (and then reference the sound from the mission folder) or is there? So how do I correctly reference A3 vanilla sounds to be used in a trigger? Is there perchance a separate config file somewhere that would show the correct names of the sound files with which to reference them? Or should I use setSoundEffect (but I still wouldn't know how to correctly reference the sound file)? * It's all fun and games when you are creating a multiplayer mission and it's sort of slowly closing to be "finalized any moment now!". You've been testing it meticulously by running it as multiplayer mission through the in-game editor. And when you switch to dedicated server to test not much of the already established to be working is actually working, like simple triggers with hints and trigger (sound) effects.
dr death jm posted a topic in ARMA 3 - MISSION EDITING & SCRIPTINGhttp://pastebin.com/NKsHQGLg local server http://pastebin.com/1ZGTYgYF dedicated server im starting to understand some of these server/client objects errors, but say like in dedicated server rpt soon as mission starts i have 14 objects not found, Object(2 :some numvers) not found, so im assuming 2 is server? and servching thru my mission i can for the life of me fined 14 objects even related, theres 15 vehicles, 30 units (players) 6 ammo creates, 5 destroyed vehicles around the kill zone, and 8 exploding barrels... but this isnt to much a big deal, what is happening further down the rpt sux to figure out, ive been messing with this mission for a while with no explination.. spam of server objects IE: 121? w,t,hell ... if my mission playes thru for an hour my rpt will be a gig, (this isnt good). so are these server object errored because there executed on server but shouldnt be? or is there server looking for it to "BE" executed on server but its not? if anyone is interested to help me find these answers ill send them my mission (only 5mb)... this could very well be somthing simple im missing (for the last 3 months of testing and editing), but who knows ... im a noob compared to 90% of the mission makers out there... thanks DrDeath JM