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Found 15 results

  1. Hi Folks, yet another wierd scripting problem! i have a mission which has a switch do for worldname, depending on which map it is i want it to load a bunch of pre defined loactions. the problem is everything works real good in eden editor, and also works after export to MP. Export to SP pbo and the switch seems to fail. here is the switch in question: steps to reproduce: 1. download test scenario from dropbox 2. run in eden editor, type 'hint str LF_MilSites'; in debug editor. should come up with full array of military sites 3. export mission to SP, run from scenarios 4. type 'hint str LF_MilSites'; in debug editor. nothing, switch do has failed very strange how the switch would fail after export
  2. Hey guys, I am new to Arma 3 modding. I was following along with this tutorial today and spent about 8 hours trying to get this "pie" into the game. I went through the tutorial twice to make sure that I followed his steps correctly. At first I got an error that I figured out myself, it was due to incorrect directory listings in the config.cpp file. However after I fixed this the item would still not show up in game when I ran player addItem "big_pie" in the Arma 3 editor. It popped up with no errors either leading me to think I am dealing with a texture issue of some sorts. https://pastebin.com/yvRWAqKT The above pastebin contains my pie.pbo log file from the @pie mod folder in my main Arma 3 directory. https://pastebin.com/gmsT0EqZ The above pastebin is a link to my config.cpp file and its contents. Can anybody please help me with this issue. My main goal is to get familiar with Arma 3 modding so that I can start modding DayZ SA as I was told the process is and will be similar.
  3. Hello, JAPM is an Open Source Project which aims to be a substitute for current public PBO managers which are often outdated or crashy depending of the format of the PBO Archive. The project is built in C and cross platform supporting both Linux and Windows systems. JAPM Features: Open Source PBO Pack / Unpack Supports Extended Headers (often crashing other PBO managers) Supports Compression (often crashing other PBO managers) Github: https://github.com/RaJiska/JAPM Binaries: https://github.com/RaJiska/JAPM/releases I would appreciate if you'd open an issue or a pull request in case you find a bug. You can also leave a suggestion if you feel a new feature is necessary.
  4. PBO File Format

    Hello, I am currently working on a PBO Manager-like tool which would aim to be able to extract any PBO file format without crashing (unlike other PBOs Manager wich crash depending of some variants). To do so I've looked for some documentation regarding the format, and found two pages: - https://community.bistudio.com/wiki/PBO_File_Format - http://wiki.xentax.com/index.php/PBO_SREV The documentation found is quite incomplete, as for an example, documentation on the magic bytes is nowhere to be found in the Bistudio wiki. Here are the two file formats I've found and one which I could not find any resources in either wiki pages: Regular Format: /* Magic Bytes [A0 73 72 65 56] - Followed by 17 null bytes */ struct { Asciiz filename; uint32_t packingMethod; uint32_t originalSize; uint32_t junk; uint32_t timeStamp; uint32_t dataSize; }; ... Variant Format: /* Magic Bytes [00 73 72 65 56] - Followed by 16 null bytes */ struct { Asciiz someString; ... Asciiz someOtherString; uint8_t nullByte = 0; struct unknownStruct { /* Unknown Data of approximatively 45 bytes (varies between PBOs) */ }; }; struct { Asciiz filename; uint32_t packingMethod; uint32_t originalSize; uint32_t junk; uint32_t timeStamp; uint32_t dataSize; }; ... You'll note that both are distinguished with their magic bytes, with the first byte changing for the variant format and the extra null byte in the regular format. What does represent the first byte of the magic bytes sequence ? Why does the null byte sequences in the magic bytes sequence varies depending of the format ? What does it represent ? What are the strings of the variant format used for in the first structure ? What are the unknown data in the unknown structure in the variant format ? Why does it vary ? Thanks for your help !
  5. So i have started working on a new faction some days ago. I made some new textures for the vehicles im going to use and created the config.hpp file using the ALiVE ORBAT CREATOR. When i try to pack all the files (Cfgvehicles.hpp, CfgGroups.hpp, CfgPatches.hpp, CfgFactionClasses.hpp, config.hpp, script_component.hpp) into a PBO it gives me the following error The only file i edited was CfgVehicles.hpp I would be very happy if someone could help me :) I also apologize for any error i made or if i created this thread in the wrong section. This is the complete log of CfgVehicles.hpp: ////////////////////////////////////////////////////////////////////////////////// // Config Automatically Generated by ALiVE ORBAT Creator // Generated with Arma 3 version 182.144710 on Stable branch // Generated with ALiVE version 1.6.1.1804271 ////////////////////////////////////////////////////////////////////////////////// class CBA_Extended_EventHandlers_base; class CfgVehicles { class B_Soldier_F; class B_Soldier_F_OCimport_01 : B_Soldier_F { scope = 0; class EventHandlers; }; class B_Soldier_F_OCimport_02 : B_Soldier_F_OCimport_01 { class EventHandlers; }; class I_Truck_02_transport_F; class I_Truck_02_transport_F_OCimport_01 : I_Truck_02_transport_F { scope = 0; class EventHandlers; class Turrets; }; class I_Truck_02_transport_F_OCimport_02 : I_Truck_02_transport_F_OCimport_01 { class EventHandlers; class Turrets : Turrets { class CargoTurret_01; class CargoTurret_02; }; }; class I_Truck_02_covered_F; class I_Truck_02_covered_F_OCimport_01 : I_Truck_02_covered_F { scope = 0; class EventHandlers; class Turrets; }; class I_Truck_02_covered_F_OCimport_02 : I_Truck_02_covered_F_OCimport_01 { class EventHandlers; class Turrets : Turrets { class CargoTurret_01; class CargoTurret_02; }; }; class B_UN_Rifleman01 : B_Soldier_F_OCimport_02 { author = "Pastah"; scope = 2; scopeCurator = 2; displayName = "Rifleman"; side = 1; faction = "B_UnitedNations"; identityTypes[] = {"Head_NATO","LanguageENG_F","G_NATO_default"}; uniformClass = "U_B_CombatUniform_mcam"; linkedItems[] = {"V_PlateCarrier1_rgr","H_HelmetB","ItemMap","ItemRadio","ItemCompass","ItemWatch","NVGoggles"}; respawnlinkedItems[] = {"V_PlateCarrier1_rgr","H_HelmetB","ItemMap","ItemRadio","ItemCompass","ItemWatch","NVGoggles"}; weapons[] = {"arifle_MX_ACO_pointer_F","hgun_P07_F"}; respawnWeapons[] = {"arifle_MX_ACO_pointer_F","hgun_P07_F"}; magazines[] = {"30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag"}; respawnMagazines[] = {"30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag"}; ALiVE_orbatCreator_loadout[] = {{"arifle_MX_ACO_pointer_F","","acc_pointer_IR","optic_Aco",{"30Rnd_65x39_caseless_mag",30},{},""},{},{"hgun_P07_F","","","",{"16Rnd_9x21_Mag",16},{},""},{"U_B_CombatUniform_mcam",{{"FirstAidKit",1},{"30Rnd_65x39_caseless_mag",2,30},{"Chemlight_green",1,1}}},{"V_PlateCarrier1_rgr",{{"30Rnd_65x39_caseless_mag",7,30},{"16Rnd_9x21_Mag",2,16},{"SmokeShell",1,1},{"SmokeShellGreen",1,1},{"Chemlight_green",1,1},{"HandGrenade",2,1}}},{},"H_HelmetB","",{},{"ItemMap","","ItemRadio","ItemCompass","ItemWatch","NVGoggles"}}; class EventHandlers : EventHandlers { class CBA_Extended_EventHandlers : CBA_Extended_EventHandlers_base {}; class ALiVE_orbatCreator { init = "if (local (_this select 0)) then {_onSpawn = {_this = _this select 0;sleep 0.2; _backpack = gettext(configfile >> 'cfgvehicles' >> (typeof _this) >> 'backpack'); waituntil {sleep 0.2; backpack _this == _backpack};if !(_this getVariable ['ALiVE_OverrideLoadout',false]) then {_loadout = getArray(configFile >> 'CfgVehicles' >> (typeOf _this) >> 'ALiVE_orbatCreator_loadout'); _this setunitloadout _loadout;reload _this};};_this spawn _onSpawn;(_this select 0) addMPEventHandler ['MPRespawn', _onSpawn];};"; }; }; // custom attributes (do not delete) ALiVE_orbatCreator_owned = 1; }; class Zamak_UN : I_Truck_02_transport_F_OCimport_02 { author = "Pastah"; scope = 2; scopeCurator = 2; displayName = "Zamak Transport"; side = 1; faction = "B_UnitedNations"; crew = "B_UN_Rifleman01"; hiddenSelections[] = {"Zamak_UN"},{"Zamak_Covered_UN"}; HiddenSelectionsTextures[] = {0,"x\data\Zamak_UN.paa"},{1,"x\data\Zamak_Covered_UN.paa"}; class Turrets : Turrets { class CargoTurret_01 : CargoTurret_01 { gunnerType = ""; }; class CargoTurret_02 : CargoTurret_02 { gunnerType = ""; }; }; class EventHandlers : EventHandlers { class CBA_Extended_EventHandlers : CBA_Extended_EventHandlers_base {}; class ALiVE_orbatCreator {init = "if (local (_this select 0)) then {_onSpawn = {sleep 0.3; _unit = _this select 0;};_this spawn _onSpawn;(_this select 0) addMPEventHandler ['MPRespawn', _onSpawn];};"; }; }; // custom attributes (do not delete) ALiVE_orbatCreator_owned = 1; }; class Zamak_Covered_UN : I_Truck_02_covered_F_OCimport_02 { author = "Pastah"; scope = 2; scopeCurator = 2; displayName = "Zamak Transport (Covered)"; side = 1; faction = "B_UnitedNations"; crew = "B_UN_Rifleman01"; hiddenSelections[] = {"Zamak_UN"},{"Zamak_Covered_UN"}; HiddenSelectionsTextures[] = {0,"x\data\Zamak_UN.paa"},{1,"x\data\Zamak_Covered_UN.paa"}; class Turrets : Turrets { class CargoTurret_01 : CargoTurret_01 { gunnerType = ""; }; class CargoTurret_02 : CargoTurret_02 { gunnerType = ""; }; }; class EventHandlers : EventHandlers { class CBA_Extended_EventHandlers : CBA_Extended_EventHandlers_base {}; class ALiVE_orbatCreator { init = "if (local (_this select 0)) then {_onSpawn = {sleep 0.3; _unit = _this select 0;};_this spawn _onSpawn;(_this select 0) addMPEventHandler ['MPRespawn', _onSpawn];};"; }; };
  6. A few days ago I decided to put most of the code to public that I created in many years working with ArmA file formats. So I put it on GitHub here. While there are a lot of PBO libs already floating around it is quite rare for other files like PAA, RTM etc. My idealistic goal for this project would be that it evolves to an active open source project where contributors add useful and easy to use APIs and add more features. This would facilitate creative tool developers to create tools that are working with those files, which they could not before, because they did not know the file format or it was too much work to implement it. So don't be shy, make some Pull Requests and improve or extend the code. Or Post ideas how to improve/extend the API. I will also add more file formats like OPRW (binarized wrp) and probably MLOD (editable p3d). However, ODOL (binarized p3d) will be not included for certain reasons.
  7. I need help with this error. The mission in my own pc loads perfectly but when I start it on the server I get the slot selection screen and it does not let me do anything and it returns to the screen to select mission. I leave a link where you can see the log of my console: https://pastebin.com/FDuEuFwC Operating system: debian 8, 64 bit
  8. PBO Issue

    Hi So i need to make some changes in the config of 1 simple vest, but the pbo that hold the config/texture is encrypted, here is a Picture of how it looks http://prntscr.com/fohlq1 All i need is to change some basic stuff so i can use the vest in a single player map. Thanks. -Chris
  9. Program wont start because DePbo64.dll is missing from my computer, where can I find this ? I had a look online and could find nothing. thx for your time and help !
  10. Lock PBO

    Hello Mates ! Is it possible to lock and protect a pbo file ? How to ? Indeed, some people recover our pbo mission files and appropriate our own work for themselves. We would like to restrict the possibility to do so. We never intend to restrict access to our files by the past, but the behaviors of some players and particularly some teams have change. We regret the need to protect our works because Arma philosphy has always been to promote cooperation between players and team, but after 3 bad expériences, we have no other option.
  11. So I decided to make my own custom vest. So far...it's not showing in the game. The mod file (@The Krypt Gear) contains the addons folder. Then inside that is krypt_vest.pbo. Inside the data folder of the PBO is the texture for the vest (The_Krypt_Vest_co.paa). So it must be the config right? This is what's on the config - class Krypt_Vest: Vest_Camo_Base { author = "Tom"; scope = 0; scopeArsenal = 0; displayName = "The Krypt Black-Digi Vest"; picture = ""; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; DLC = "SSQN"; hiddenSelectionsTextures[] = {"\krypt_vest\Data\The_Krypt_Vest_co.paa"}; class ItemInfo: ItemInfo { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply140"; mass = 80; armor = 30; passThrough = 0.25; }; }; Could someone please help or suggest why this won't even show in the game. Much appreciated.
  12. Hello, I am just trying to confirm my thinking. I am editing a mission which I want to run on a dedicated server (on the same machine). I need to test it quite a lot but am finding that you have to shut down the dedicated server each time you make an edit in the editor, then 'export to multiplayer' then restart then server, which all takes so much time. So I am doing this: 1. Open up eden editor. 2. load the mission. 3. make my change. 4.save it. 5 'export to multiplayer' 6. start dedi server (takes time) 7. log into server 8. test mission. 9. exit server 10. shut down server 11. go back to eden editor 12 make change etc etc what I want to do is 9. log out of server but keep it open and Open up mission in eden again 10. ...do stuff.. 11 export to MP.... WHILE THE DEDI SERVER IS STILL RUNNING... 12 reconnect to server and play update... It seems to me that the server locks the pbo and despite the fact that if you 'export to multiplayer' the editor squeaks a confirmatory message that it has been successfully exported (which it hasn't). The file timestamp remains the same. I've tried #restart and #restartserver (doesn't seem to do anything). Would anyone know of a way to getting the server to 'release' the pbo file so that I can update it? I presume I am just being thick. Thanks in advance, Atmo
  13. Hi, can somebody point me to right config file that include Mk-1 EMR magazine settings (bullet amount e.t.c.) i tried to search in "weapons_f.pbo" , "weapons_f_beta.pbo" and "weapons_f_mark.pbo" but still cannot find proper config file :( Thanks for help!
  14. Hi ! I searching for a member that can help and explain me how I can make a PBO file with a config.cpp to execute a script for each class Man ingame. I already know how to make a config.cpp, and already own the script file in SQS format. I just need help to know what to write in the config.cpp to define it to execute the SQS script for each class Man in the game. CBA dependency not needed, but that's not a problem to have it if it's better. Thanks a lot !
  15. Hello! Someone know how to make closed pbo? I want to people cant open my pbo files.
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