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Author Topic: stand alone weapon config headache  (Read 2105 times)

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Offline cj525

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stand alone weapon config headache
« on: 25 Apr 2009, 06:01:11 »
Hi all, we are putting together a mod and have run into a weapon config error that we cann't seem to solve.

basically when the weapons folder is bined it throws no errors. however in the editor when we place one of our units depending on the weapon we get this error:

(our unit has a M16a1 20rnd mag)
"no entry'bin\config.bin/cfgweapon.uns_M16a1_20

now when we place a BI unit and remove his weapon and add one of ours we get:

"no entry'bin\config.bin/CfgPatches/The_Unsung.units.'

Code: [Select]
class CfgPatches
{
class The_Unsung
{
weapons[] =
{
"uns_m1911","uns_makarov","uns_tokarev",
"uns_m1897","uns_m1897riot","uns_m870",
"uns_m14","uns_sks","uns_sksbayo",
"uns_ak47","uns_ak47bayo","uns_car15e1_20","uns_car15e2_20","uns_car15e2_30","uns_ct56","uns_ct56bayo","uns_m16a1_20","uns_m16a1_30",
"uns_m79",
"uns_m60","uns_rpd","uns_rpk",
"uns_handgrenade","uns_throw","uns_mk3a2gren","uns_m61gren","uns_m67gren","uns_m68gren","uns_f1gren","rg42gren","uns_rgd33gren","uns_rgd5gren","uns_rpg43gren","uns_rpg6gren","uns_m8smoke","uns_m18red","uns_m18green","uns_m18yellow","uns_m18purple",
"uns_m72law","uns_m72used","uns_rpg2",
"uns_sa7",
"uns_dshkaa","uns_dshkhmg","uns_m2hb",
"uns_anpvs2",

"uns_50calammobox","uns_50calammoboxempty",
"uns_AmmoBoxUS","uns_WeaponBoxUS",
"uns_AmmoBoxNVA","uns_WeaponBoxNVA"
};

requiredAddons[] = {};
requiredVersion = 1.14;
};
the order we've done the config.cpp for the weapons is:

definitions,
cfgpatches,
vehicleclasses,
skletons,
cfgmodels,
cfgammo,
cfgmagazines,
cfgweapons,
cfgsounds,
cfgvehicles

any ideas? any help would be great as this looks like the last thing holding up our mod.

Cheers

« Last Edit: 25 Apr 2009, 06:03:43 by cj525 »

Offline kju

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Re: stand alone weapon config headache
« Reply #1 on: 25 Apr 2009, 08:14:28 »
Add

Code: [Select]
units[] = {}; // If you do not define ANY new cfgVehicle classes; If you do, you have to add them in here.

Offline modEmMaik

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Re: stand alone weapon config headache
« Reply #2 on: 25 Apr 2009, 12:32:24 »
Yepp, .kju is right  :)

I also think that you get some more errors, displayed in your arma.rpt.

ArmA ingame usually shows only the first error message.

BR,
mike

Offline Planck

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Re: stand alone weapon config headache
« Reply #3 on: 25 Apr 2009, 12:50:22 »
Also, cfgSkeletons and cfgModels should be in a seperate model.cfg file and not in the main config.cpp.

This is then processed when you binarize for trying it in-game.


Planck
I know a little about a lot, and a lot about a little.

Offline cj525

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Re: stand alone weapon config headache
« Reply #4 on: 25 Apr 2009, 20:45:07 »
cheers guys I will try those suggestions out  :good:

Offline cj525

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Re: stand alone weapon config headache
« Reply #5 on: 29 Apr 2009, 20:00:05 »
I separated out the differing cfgs and placed them as eg; CfgAmmo.h
Now in the main config.cpp file I've set it up as

Code: [Select]
//#############################################################
// UNSUNG File Extensions
//
//#############################################################


#include "CfgModels.h"
#include "CfgAmmo.h"
#include "CfgMagazines.h"
#include "CfgWeapons.h"
#include "CfgSounds.h"
#include "CfgVehicles.h"


Now the error I get at game start is
Quote
include file uns_weapon/CfgModels.h  not found
any ideas.

cheers

Offline kju

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Re: stand alone weapon config headache
« Reply #6 on: 29 Apr 2009, 20:14:27 »
Your file is called CfgModels.h.txt.
Enable file extension for your OS.

Offline Planck

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Re: stand alone weapon config headache
« Reply #7 on: 29 Apr 2009, 21:16:22 »
you shouldn't need to include the cfgModels into your config.

If you place it as a seperate file called model.cfg in the same folder as your mlod model and your config.cpp, binarize will read it and do the rest as far as cfgModels stuff goes.


Planck
I know a little about a lot, and a lot about a little.

Offline DeanosBeano

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Re: stand alone weapon config headache
« Reply #8 on: 29 Apr 2009, 21:32:32 »

 in binpbo  when opened , click options  and along top is list of files to copy   add      ;*.h   

   be careful each time you try to open binpbo next time , it can (occasionally) change the last added extension to some silly Font , but it wont harm anything just wont copy those files again and you will need to add the extension in there.

I love ofp