OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting Resources Beta Testing & Submission => Topic started by: Mikero on 11 Oct 2005, 03:46:21
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Unless anyone finds something awful, this is the final release. I'll put it into submissions in a few days time if no further response.
this version is a beauty as it *also* binarises files for you folks (makes loading them into the engine MUCH faster)
the zip is now a 'complete' package including a decent readme and installation instructions. FULL SOURCE included.
(Hope you buggers don't break it)
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Sounds very helpful, Mikero. :)
I will give it a shot when on the morrow, since I'm off to bed shortly. ;)
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this sounds very usefull indeed it would save the need of Beta testers by a bit, does this only work through the mission.sqm or will it read trhough all the scripts and chech that syntax cause that would be so usefull
im giving it a test right now
right tested it on a few things i dont know if it actually works cause i dont have a mission with a load of bugs in the mission.sqm but it does say Success so i persume it works
it is annoying how it struggles loading the very long mission.sqm is there a way to speed this up ? if so great
this is a good tool great for using beofre releasing a beta
good work
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Thanx 4 that 456. Looks like for you at least I've got over that dependency issue of ocx files!
it only checks mission.sqm's and config.cpp/bins. In oversight I forgot to include description.ext, but sqf/sqs files, no in wont check those.
If you need to see it get upset, feed it any of the ukf addons.
>speed
ironic isn't it. It can process a mission.sqm inside a pbo at blinding speed, but not a raw mission.sqm. One is C++ and the other is Visual basic, i'll fix that up, thanx for testing.
shows the benefits of putting these tools in here first.
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Couldn't resist trying a program with a name like this. ;D
windows\system
Or WinNT\system if running Win2000. I know that's pedantic...
If you need to see it get upset,
Fed it UKF_infantry and get a Run=time error '6': overflow error. Most other UKF addons I tried worked ok but with the expected messages. Also get it with BlackBlood's SAS addon.
This is fascinating stuff. I have no use for it but good job anyway!
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Wow, an awesome program Mikero!
Amazing how many of my addons are buggy. Approximately 1/4! And the ones that your program fingered, I checked, and yes indeed, they did have problems.
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Something that comes up a couple of times, is this
units[] = {CoC_CruiseLauncherN; CoC_CruiseLauncherEN; CoC_CruiseLauncherGN};
from Chain of command cruise missile2 addon, for example, gives this
Line 24: Expected value , or {} in array
However, I have a feeling that its valid syntax
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loading EditorUpgrade102 gives an error 'Runtime error 6 Overflow' (whatever that means)
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Loading 'WWIIPanther' addon gives me 'DePbo File Truncated'. And a lil message box saying 'Bugger'. ;D
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Something that comes up a couple of times, is this
units[] = {CoC_CruiseLauncherN; CoC_CruiseLauncherEN; CoC_CruiseLauncherGN};
from Chain of command cruise missile2 addon, for example, gives this
Line 24: Expected value , or {} in array
However, I have a feeling that its valid syntax
That is a valid syntax, although it is usually used with ""
units[] = {"CoC_CruiseLauncherN"; "CoC_CruiseLauncherEN"; "CoC_CruiseLauncherGN"};
Both work and are correct syntaxes :)
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Alles in ordnung! :)
Yes, I tested it and recieved no missing .dll or whatnot errors. It also worked well on several mission.sqm files. I have yet to test it on addons, but I assume that it will work just as fine. :)
If you could eventually incorperate at least .sqs and .ext files I would/will worship you. I have had my missions crash endlessly because I forgot a ; or something in my description.exts. ;D
(http://www.flashpoint1985.com/ikonboard311/non-cgi/emoticons/notworthy.gif)
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@all
THANK YOU for testing this, I am glad you too find it useful, i can't live without it.
>descrption.ext
fixed on next release as are campaign pbo's as are individual config.bins (eg)
>xyz.sqs
nope. Don't know enuff about them
>crashes with blah on editor and ukf
fixed. The visual basic textbox handles only 65k of text so i umm err 'changed' that :D. This is fixed and ukf anything is an excellent choice to road test this animal
@Tyger can I have a half-worship if I now handle description.ext??
units[] = {CoC_CruiseLauncherN; CoC_CruiseLauncherEN; CoC_CruiseLauncherGN};
sorry folks the above is IN ERROR there is no semicolon on the last (CruiseLauncherGN) then engine hates that and I *have* tested it with a purpose built addon for that specific isse.
I won't elaborate too much here, there's a lot of moon shining in the east on friday afternoons with the above INCORRECT syntax, sometimes works sometimes wont (eg it has to be in an embedded class with a float as one of it's variables). Take it as read, it's an error.
next version coming real soon now (have issues with campaign checking), and have sped the code up *considerably*.
thanks again everyone.
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Very well....
1/2((http://www.flashpoint1985.com/ikonboard311/non-cgi/emoticons/notworthy.gif))
;D
I appreciate it greatly that you have done such good work. Keep it up.
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Lol.
>xyz.sqs
Watch this space (and be prepared to wait a while ;D)
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sorry folks the above is IN ERROR there is no semicolon on the last (CruiseLauncherGN) then engine hates that and I *have* tested it with a purpose built addon for that specific isse.
I won't elaborate too much here, there's a lot of moon shining in the east on friday afternoons with the above INCORRECT syntax, sometimes works sometimes wont (eg it has to be in an embedded class with a float as one of it's variables). Take it as read, it's an error.
Now you just confuse me... ???
Even BIS own AddOns have such an syntax in some cases, or am I missing the point here?
I'm still talking about units[]={dude}; and units[]={"dude"}; which both work in OFP... :P
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@Hater
were taling chalk and cheese I think. I am referring to the lack of a semicolon.
As for quotes themselves. Oddly enough, they are not needed in almost all circumstances.
The only time they are required is when you need to prevent the parser from interpreting some syntax within a command. Their need is rare.
But, as it happens, the engine happily accepts almost all syntax with or without quotes
= Abanana;
and
= "Abanana";
are identical (the engine converts both, to strings
=1.234;
and
="1.234";
are identical. The engine interprets BOTH as floats (most parsers would treat the second item as a string). Edit: actually umm errr I'm not 100% on that. Could be wrong
The most common use of quotes in 'normal' parsing is to include white space in a label. The most common form of this is in filenames. Thus
model="\data3d\a very strange.p3d";
Ie the attempt here is to make sure that the strangely spaced filename is interpreted correctly.
But, as it happens, the ofp engine doesn't need them, it considers everything up to the semicolon to be part of the file name.
In short, quotes don't hurt if used, but are rarely required. The only time I've personally seen them needed is in init= strings.
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model="\data3d\a very strange.p3d";
It was always my understanding that you cannot have spaces in the file name or the game throws out an error.
model="\data3d\a very strange.p3d"; ......wrong
model="\data3d\a_very_strange.p3d"; .....ok
model="\data3d\AVeryStrange.p3d"; ........ok
Planck
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class SoldierWB:Soldier
{
model="MC vojakW2";
hiddenSelections[]={"medic"};
moves="CfgMovesMC";
picture="ivojak";
vehicleClass="Men";
scope=2;
side=1;
accuracy=0.7;
displayName="$STR_DN_SOLDIER";
weapons[]={"M16","Throw","Put"};
magazines[]={"M16","M16","M16","M16","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade"};
cost=40000;
};
;)
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Hmmmmm......maybe p3d's in the data3d are exempt.
I'm almost positive that it doesn't work for user made addons........but I might be wrong. ::)
Planck
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Hmmmmm......maybe p3d's in the data3d are exempt.
>a strange file.p3d
odd one isn't it!
I assumed like you that quotes were necessary. They are not. nor are they needed for the resistance stuff \o\blah\blib. O.pbo being an addon like any other, all addons are exempt as well
Another wrinkle is :
model = \data3d\a file somewhere.p3d;
can be defaulted to
model = a file somewhere;
p3d is always assumed by default (for models) and data3d is the assumed directory
Personally, I think it's bad practice and a bad habit NOT to have spaced filenames in quotes, but the engine allows it. And, the intent of me mentioning it at all was to point out the often liberal and over-use of quoting things when they do nothing (except slow the parsing down a little)
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Well I knew that if you didn't specify the pbo in the path that data3d was assumed.
However, I have come across cases where the path would not work if there were spaces in the p3d file name and the only way I found to get it working was to change spaces to '_' or remove them altogether.
I do know that some of BIS's p3d's in the data3d.pbo have spaces in their names though.....I have no clue other than the thought that data3d is exempt in some way from that restriction.
Planck
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>I have come across cases where the path would not work if there were spaces in the p3d file
from memory, there is an issue with filenames in the mission.sqm or the description.ext (forget which), when selecting the mission.island (eg Big Fred.cain).
all in all, it's just plain bad practice not to quote spaced anything.
anyway, please test this thing for me Mr Planck.
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Version 1.20, the final, is on first page. It includes a BINARISE (cpp2bin) function and FULL SOURCE code.
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thanks !