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Offline Trexian

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Re: Config for new claymore mines
« Reply #15 on: 25 Feb 2010, 17:26:57 »
Need some help. :)

DMarkwick and I have been having significantly different experiences while trying to test the same package.  If at all possible, I'd like to get some input from others.

http://www.mediafire.com/file/yznq52qjymx/JTD_minesPreAlpha0225.7z

Please do not be surprised if it doesn't start, or if the mines don't explode.  Also, don't be surprised if they do. :)  I just need to sort out why he and I are having such different results.

This should include a test mission, other information in the readmes.

Thanks.
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Offline DeanosBeano

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Re: Config for new claymore mines
« Reply #16 on: 25 Feb 2010, 19:01:55 »

 i will give it a try mate,
 One question before i even open it, i dont suppose this relies on Extended eventhandlers does it ?
 If it does then  you may have different versions ?
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Offline Trexian

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Re: Config for new claymore mines
« Reply #17 on: 25 Feb 2010, 19:07:01 »
Hmmm... THAT, my friend is an interesting question.

I don't *think* it does, but I always *say* it does, just to get people used to it. :)

But, if it *does* and we have different versions, that could create all sorts of issues, right?

Here's the deal, though: I think we have a more fundamental issue.  It works fine on my machine, but he can't hardly get it going at all.  But, enough of it works - like the icons and models - that the configs are "there" but they can't find the right paths or something.

(Oh, and if you happen to open the configs - I apologize in advance. :)  They aren't pretty.) :)
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Offline DeanosBeano

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Re: Config for new claymore mines
« Reply #18 on: 25 Feb 2010, 19:12:42 »
 well i dont use the CBA , unfortunately  it recently became less of a
 Community Base Addon

and more of

 A Convoluted Effort   , if i may put it that way .
 anyway if its any use to ya i removed the dependency and i walked through the mine  i did it 3 times and reset the mission each time.

 1 i got explosion but it missed me
 2 i was killed outright
 3 i was maimed .

 very nice concept i like it.
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Offline Trexian

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Re: Config for new claymore mines
« Reply #19 on: 25 Feb 2010, 19:29:42 »
Whew.

So it works?

Anything in the rpt about looking for (and not finding) a \@JTD\addons\testing path?

WRT to the "miss" - if you run very near the front of the mine, you may be able to cross the trigger before the explosion.  Hopefully that was it, or I'll have to put in a special "TargetDeano" routine. ;)
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Offline DeanosBeano

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Re: Config for new claymore mines
« Reply #20 on: 25 Feb 2010, 20:13:45 »

 yeah it works ,
 there are lots of reports  but only the expected ones because the mine.p3d is not binarised at errors , i suspect it will need a geometry lod when uo do binarise too .
 there are no bad paths though .
 
 
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Offline Trexian

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Re: Config for new claymore mines
« Reply #21 on: 25 Feb 2010, 20:23:17 »
Excellent. :)

And, we should compare notes someday on A Concerning Evolution of some projects. ;)

Edit:
Hey Deano-

I noticed doing the mission, an rpt error of:
Quote
Addon jtd_mines (entry JTD_Claymore) not found in the list of active addons.
Addon jtd_mines (entry JTD_Claymore) not found in the list of active addons.


When... it clearly is. :)  I mean, it works and all!  Any idea what's causing that?
« Last Edit: 27 Feb 2010, 20:05:22 by Trexian »
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Offline Planck

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Re: Config for new claymore mines
« Reply #22 on: 28 Feb 2010, 10:13:35 »
Probabaly needs a cfgPatches definition.


Planck
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Offline DeanosBeano

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Re: Config for new claymore mines
« Reply #23 on: 28 Feb 2010, 14:40:01 »

 hmm,
 many reasons for that but the main one is that you may have spawned a mine from a script and not placed one in the editor , thus when mission loads JTD_mies wont be in the list of active addons i guess.

 i didnt see it in my rpt i dont think but its been a while since i checked your mission.
apparently there is a new preload  activeaddons or something   but using this can override the active addons in the mission.sqm so its all a bit messy. 
 i am sure Kju has done something on this somewhere  maybe PM him or something.

 alternatively like Planck says you may have messed a Cfgpatches up somewhere.

   i presume JTD_Claymore  is a class of mine inside jtd_mines ?

 the only other reason for that is if   JTD_Claymore was a seperate addon and had   jtd_mines as a required addon .

 remember when Required addons is placed like so

 requiredAddons[] = {"CAData",

 its looking inside the cfg specificly for 

class CfgPatches
  {
 
    class CAData

 some people can make the mistake of  naming the pbo different and then placing required addon = name of pbo.



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Offline Trexian

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Re: Config for new claymore mines
« Reply #24 on: 01 Mar 2010, 04:41:19 »
Ah - I think the spawning thing is the right answer.

I have a cfgPatches section that references/establishes the JTD_Mines addon.  But, in the mission init, I spawn some mines, without having them editor placed.  Well, there are some editor placed, but with a modified probability of presence, so maybe that changes the dynamic.

Thanks guys! :)

BTW, will be posting the beta release soonishly. ;)
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