E

eeriestwalnut55

Member

Last active 3 months ago

  1. 3 months ago
    Sun Jan 7 01:53:33 2018
    E eeriestwalnut55 started the conversation ORBATRON PBO Packing Error.

    I figured it would be better to start a new topic instead of reviving one that is over a year old. I am currently trying to make a new RHS faction that is essentially all the RHS desert units packed into one faction so I do not need to have multiple AI Commanders. I am moving the units from the old faction to my newly created one. All seems to work fine until I try and pack the PBO file using Arma 3 tools. I get the following error:

    --------------------
           Binarize -      found: 'D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Binarize\binarize.exe'.
         CfgConvert -      found: 'D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\CfgConvert\CfgConvert.exe'.
         DsSignFile -      found: 'D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\DSSignFile\DSSignFile.exe'.
           FileBank -      found: 'D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\FileBank\FileBank.exe'.
    --------------------
    Builder starting...
    Clearing temp folder. [temp=]=C:\Users\Sam\AppData\Local\Temp\@rhsusf
    Done.
    
    Syncing folders... [source]=C:\Users\Sam\Desktop\Arma\@rhsusf, [sync]=C:\Users\Sam\AppData\Local\Temp\@rhsusf
    Done.
    
    Converting configs ...
     - Converting cfg "C:\Users\Sam\Desktop\Arma\@rhsusf\addons\test\config.cpp"
    CfgConvert returned error. Canceling... [result]=1
    Process ended with non-zero code. Exit code: 1
    !> File C:\Users\Sam\Desktop\Arma\@rhsusf\addons\test\autogen.hpp, line 2665: /CfgVehicles/rhsusf_M1220_usarmy_d.EventHandlers: Undefined base class 'EventHandlers'
    !> Config : some input after EndOfFile.
    !> Error reading config file 'C:\Users\Sam\Desktop\Arma\@rhsusf\addons\test\config.cpp'
    !> Class CBA_Extended_EventHandlers_base destroyed with lock count 72
    !> Class  destroyed with lock count 1
    !> 
    Build failed
    
    
    
    Ready

    Does anyone have any suggestions on how I can fix this or any idea what I might be doing wrong? I have already tried recreating the faction just to verify that it was not a fluke with the orbat creator. Both attempts yielded the same error.

    Thanks in advance.

  2. Wed Jan 3 18:17:04 2018
    E eeriestwalnut55 posted in ORBAT Trouble.

    Was there ever a solution to be found for this issue? I have the exact same issue when transferring RHS units into my own custom faction. When I try to pack the mod using Arma 3 Tools, I get an error as follows.

    Build failed. Result code= 1
    CfgCovert task failed.
    Filed C:\Users\*me*\Desktop\arma\@rhsusf\addons\test\autogen.hpp, line 3156: / CfgVehicles/rhsusf_m1220_usarmy_d.EventHandlers: Undefined base class 'EventHandlers' Config : some input after EndOfFile.
    Error reading config file 'C:\Users\*me*\Desktop\Arma\@rhsusf\addons\test\config.cpp'
    Class CBA_Extended_EventHandlers_base destroyed with lock count 72.
    Class destroyed with lock count 1.

    I have looked through my autogen.hpp and all the vehicles i tranferred appear to be the same so I am not sure what is causing this bug.

    --------------------
           Binarize -      found: 'D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Binarize\binarize.exe'.
         CfgConvert -      found: 'D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\CfgConvert\CfgConvert.exe'.
         DsSignFile -      found: 'D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\DSSignFile\DSSignFile.exe'.
           FileBank -      found: 'D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\FileBank\FileBank.exe'.
    --------------------
    Builder starting...
    Clearing temp folder. [temp=]=C:\Users\*me*\AppData\Local\Temp\test
    Done.
    
    Syncing folders... [source]=C:\Users\*me*\Desktop\Arma\@rhsusf\addons\test, [sync]=C:\Users\*me*\AppData\Local\Temp\test
    Done.
    
    Converting configs ...
     - Converting cfg "C:\Users\*me*\Desktop\Arma\@rhsusf\addons\test\config.cpp"
    CfgConvert returned error. Canceling... [result]=1
    Process ended with non-zero code. Exit code: 1
    !> File C:\Users\*me*\Desktop\Arma\@rhsusf\addons\test\autogen.hpp, line 3156: /CfgVehicles/rhsusf_M1220_usarmy_d.EventHandlers: Undefined base class 'EventHandlers'
    !> Config : some input after EndOfFile.
    !> Error reading config file 'C:\Users\*me*\Desktop\Arma\@rhsusf\addons\test\config.cpp'
    !> Class CBA_Extended_EventHandlers_base destroyed with lock count 72
    !> Class  destroyed with lock count 1
    !> 
    Build failed
  3. 2 years ago
    Tue Dec 22 02:16:41 2015
    E eeriestwalnut55 posted in New Mission Attempt.

    Well, I cannot confirm anything as of yet, but if I set the profiling option to profile everything EXCEPT synced units do you think it would see them?

    As far as the cycles of the AI commander, the pace does not have to be fast, I just want to make sure that the AI commander will actually defend it so that players can continue to move forward. I will reread the wiki on occupation vs invasion to make sure I am going about this right.

  4. Mon Dec 21 23:37:08 2015
    E eeriestwalnut55 started the conversation New Mission Attempt.

    New mission attempt.

    I am currently working on my own new ALiVE mission, I have dabbled in the editor plenty and have finally decided to make my own mission. I do have a few questions.

    First off, I need to know how exactly the AI Commander works. I want to use the AI Commander in an occupy mode for the BLUFOR. I want OPFOR attacking the BLUFOR fairly constantly. However since this mission will be primarily designed for BLUFOR, I want the AI commander to back any progress made by a player lead attack. My question is will the occupy mode in the AI commander automatically reinforce any newly gained territory that a player has captured? Will the AI commander also send AI units to back up players who are attacking an enemy location? What I am trying to avoid is having the AI commander constantly attacking and trying to gain ground when players are off line or not working that particular area of the map, this is why I am not wanting to use the invasion mode.

    Secondly I would like to create an AI recruitment script that allows a player to recruit up to 8 (squad size) AI to follow him, he can lead them into battle, however when he captures the area he wants, he can remove himself from that group and the AI Commander would take the units over. Does the AI commander have the ability to take over spawned in AI units or would it not see them since it did not spawn them?

  5. Mon Dec 21 23:28:46 2015
    E eeriestwalnut55 joined the forum.