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> Basic Config.cpp files., Place here basic config files for newbies :P
SGJackson
post Jul 30 2010, 03:36
Post #1


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Hi all!

I've made this post 'cause I took some config files from a tut and neither of any that I took worked..

So now, I'm asking YOU (dood that knows about config files) to place here the basic config files needed for an addon to work...

I was actually looking for the config to get a car into ArmA I... I have this one (witch doesn't work):

CODE
class CfgModels
{
    class default {};
    class Vehicle: default {};
    class Car: Vehicle {};
    class Jeep: Car {};
    class firstCar: Jeep {};
};


class CfgPatches
{
     class firstCar
     {
         units[] = {firstCar};
         weapons[] = {};
         requiredVersion = 1.0;
     };

};

class CfgVehicles
{

     class All {};
     class AllVehicles: All {};
     class Land: AllVehicles {};
     class LandVehicle: Land {};
     class Car: LandVehicle {};
     class Jeep: Car {};

     class firstcar: Jeep
     {                              
        displayName="HUMVEE REWORKED";     // Displayname in editor
        model= \firstcar\firstcar;    // our p3d model path
                  
        side=3;            // Its on the civilian side
        crew="Civilian2";    // The default driver are civilians
        maxSpeed=300;        // Max speed
        transportSoldier=0;     // Right now just driver, no cargo                                                                                  
      };
}


I may remark that this tutorial is made for OFP... dunno if there's any difference... but my firstcar.p3d doesn't appear under Civilian>Cars>HUMVEE REWORKED (or under any other drop-down menu)

Thanks to all!

This post has been edited by SGJackson: Jul 30 2010, 03:37
 
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D@V£
post Jul 30 2010, 12:59
Post #2


Gee, I wish we had one of them doomsday machines.
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Inheritance issues, you're trying to inherit from a class (jeep) that doesn't exist anymore. Use the class "HMMWV" instead. So:
CODE
class CfgVehicles
{
     class HMMWV;

     class firstcar: HMMWV
     {                              
        displayName="HUMVEE REWORKED";     // Displayname in editor
        model= \firstcar\firstcar;    // our p3d model path
                  
        side=3;            // Its on the civilian side
        crew="Civilian2";    // The default driver are civilians
        maxSpeed=300;        // Max speed
        transportSoldier=0;     // Right now just driver, no cargo                                                                                  
      };
};


Also cleaned up the inheritance structure a bit. No need for extra stuff! Defining inheritance like that is a bit arduous, and tends to create "invisible" inheritence errors, because you're creating the non-existent class. (Normally you'd get an error telling you the class doesn't exist)


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SGJackson
post Jul 30 2010, 16:45
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The HUMVEE REWORKED still doesn't appears in the editor :S:S

I looked under Civilian>Cars>HUMVEE REWORKED and there's no HUMVEE REWORKED over there sad.gif
 
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D@V£
post Jul 30 2010, 17:46
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That's odd... can you check the following:
1. Config is named "config.cpp" (not config.cpp.txt)
2. AddOn is in correct location
3. No errors on startup
4. AddOn is packing correctly
5. Does it show up in the armoury?


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QUOTE(Brace Belden)
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SGJackson
post Jul 30 2010, 18:04
Post #5


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1- Yes, it's named correctly
2- If you mean in the AddOns folder under the default path: C:\Program files\Atari\ArmA\AddOns then yes, it's in the correct location.
3- No, there's no errors on startup.
4- I don't know what you mean by "packing correctly", but I use the 'PBOTool by Voyager' (I've downloaded it some time ago) and I select "Pack", select the folder (containing config.cpp & firstcar.p3d) and it's intantly packed into a .PBO file.
5- No, just checked, it doesn't.
 
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D@V£
post Jul 30 2010, 18:42
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Have you tried packing it with BinPBO?


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QUOTE(Major Mike Shearer)
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QUOTE(Brace Belden)
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SGJackson
post Jul 30 2010, 20:15
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Don't have it... could you leave me the DL link?
 
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D@V£
post Jul 30 2010, 21:51
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Should be included in the BI tools suite? If you've downloaded that and you should already have it... unsure.gif

If you've just got oxygen and buldozer, you can download the package containing the full toolset here


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QUOTE(Major Mike Shearer)
We can categorically state that we have not released man-eating badgers into the area.
QUOTE(Brace Belden)
A machine gun is like a woman, I donít understand it, Iím afraid of it, and one day Iíll accidentally be killed by one.
 
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SGJackson
post Jul 30 2010, 23:23
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Well, BinPbo doesn't work... i tried binarized & unbinarized... it just doesn't show up :S

When i pack it with the "binarize" option ON, in the addons folder appears a .txt file and a .pbo file, both named firstcar. In the .txt there're 4 lines displaing the same error:

QUOTE
C:\Archivos de programa\Bohemia Interactive\Tools\BinMake\Pal2PacE\Pal2PacE.exe returned error 1
C:\Archivos de programa\Bohemia Interactive\Tools\BinMake\Pal2PacE\Pal2PacE.exe returned error 1
C:\Archivos de programa\Bohemia Interactive\Tools\BinMake\Pal2PacE\Pal2PacE.exe returned error 1
C:\Archivos de programa\Bohemia Interactive\Tools\BinMake\Pal2PacE\Pal2PacE.exe returned error 1
C:\Archivos de programa\Bohemia Interactive\Tools\BinMake\Pal2PacE\Pal2PacE.exe returned error 1


and it doesn't show in-game.

Now, when i turn the 'binarize' option OFF, the same 2 files appear, but the .txt is empty.... and it still doesn't show in-game :S

This post has been edited by SGJackson: Jul 30 2010, 23:26
 
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D@V£
post Jul 30 2010, 23:52
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Gee, I wish we had one of them doomsday machines.
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Where is the folder your trying to convert to a pbo? It should be in the root of the P:\ drive.

Try this config:
CODE
class CfgPatches
{
     class firstCar
     {
         units[] = {firstCar};
         weapons[] = {};
         requiredVersion = 1.0;
     };

};

class CfgVehicles
{

     class HMMWV;

     class firstcar: HMMWV
     {                              
        displayName="HUMVEE REWORKED";     // Displayname in editor
        model= \firstcar\firstcar;    // our p3d model path
        transportSoldier=0;     // Right now just driver, no cargo
      };
};


Should work. If it doesn't, then the issue isn't a config one I'm afraid...
Reason for edit: missed semicolon


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QUOTE(Major Mike Shearer)
We can categorically state that we have not released man-eating badgers into the area.
QUOTE(Brace Belden)
A machine gun is like a woman, I donít understand it, Iím afraid of it, and one day Iíll accidentally be killed by one.
 
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SGJackson
post Jul 31 2010, 00:58
Post #11


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YEESSSSSS!!!!!!!!!!!!!!!!!!!!!
DAVE YOU ROCK FELLA!!!!

It works like a charm! biggrin.gif:D:D:D:D:D

I just got to resize it and i need some help with the geometry LOD... I once placed a geometry LOD perfectly (the 1st time i tried it) now, i repeat the process and i redo it just like it says it has to be done... still, i have the same problem, EVERYTHING tunrs yellow... not only the one that i want to be the LOD.. but the original model TOO! I cannot place the geometry LOD anymore sad.gif

And, how do i make it a car?? 'cause when i get near it the option to drive it doesn't appear...

Thanks a LOT D@V£!
 
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D@V£
post Jul 31 2010, 01:15
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Config work for it being a car should already be in place, you've just go to add entry/exit points. Should say how in those tutorials your using.

You should be able to use the "moveindriver" command to get in the driver's seat.


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QUOTE(Major Mike Shearer)
We can categorically state that we have not released man-eating badgers into the area.
QUOTE(Brace Belden)
A machine gun is like a woman, I donít understand it, Iím afraid of it, and one day Iíll accidentally be killed by one.
 
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SGJackson
post Jul 31 2010, 01:57
Post #13


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Hum...

Everytime i try to move the car (W,A,S,D) the game crashes...
 
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D@V£
post Jul 31 2010, 02:20
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Gee, I wish we had one of them doomsday machines.
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QUOTE(SGJackson @ Jul 31 2010, 01:57) *
Hum...

Everytime i try to move the car (W,A,S,D) the game crashes...


Most likely a model error. Check your geometry and Landcontact LODS.


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QUOTE(Major Mike Shearer)
We can categorically state that we have not released man-eating badgers into the area.
QUOTE(Brace Belden)
A machine gun is like a woman, I donít understand it, Iím afraid of it, and one day Iíll accidentally be killed by one.
 
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SGJackson
post Jul 31 2010, 03:20
Post #15


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You read the thing that i told ya about geometry in my post? re-read it 'cause i explained my problem there... and i tested that before i placed any LODS to it (including landcontact) and now, i can't get in the car in-game, i can only with the moveindriver command... and i can hear the sound of the engine... but the car doesn't move or steer with my moves... and i STILL couldn't find a way to place the geometry LOD correctly...
Also, a BIIG error, is that when i unload the car, i appear somewhere OUT of any visible part of the map.. i appear outside of the viewport's reach and i can only see a light blue screen.. the sounds get like x5413515 louder and i can't move.. i can only hear the sound of water & nature... VEERY LOUD!

This is gettin TOO weird :S
 
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D@V£
post Jul 31 2010, 11:25
Post #16


Gee, I wish we had one of them doomsday machines.
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Ok, I don't think you've set up the LODs correctly. Each LOD is essentially a different model. The yellow "ghost" model is just the lowest resolution LOD, so you can see the basic outline of the model when creating other LODs. To change between LODs you have to doubleclick them on the LOD panel.

If you've got stuff that's on the wrong LOD, you can cut/paste it as with any other program. Named selections will be preserved.

The "big" error is down to the positions of your driver entry points on the memory LOD. You should create a point called "pos driver" for the entry point, and "pos driver dir" close to it to show which direction the animation should play.


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QUOTE(Major Mike Shearer)
We can categorically state that we have not released man-eating badgers into the area.
QUOTE(Brace Belden)
A machine gun is like a woman, I donít understand it, Iím afraid of it, and one day Iíll accidentally be killed by one.
 
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