Arma 3
How to create an addon?
I read plenty of tuto or discussions about add-on maker, but the answers were "modding oriented", and not simple!

I created an add-on with several scripts (sqf), description.ext, init.sqf. Everything goes well when launched in editor or local play.
I would like to share (Steam) . First , i changed description.ext for config.cpp, (i don't know exactly why). No problem to convert in pbo with addon builder.
But if i add (i don't know exactly what for again!) a cfgpatches (basically :
class CfgPatches
{
class MGI_TG
{
units[]={};
weapons[]={};
requiredVersion=0.1;
requiredAddons[]={};
author[]={"Pierre MGI"};
};
};
i got an error when trying to create pbo via addon builder (very last version of tools).

So far,
I think i understood bisign & bikey via Arma3 tools.
I tried to publish (private or friend first) with A3 publisher (updated today!) It sounds well, successful... but nothing special occurs after i subscribed to my own add-on... no file downloaded.
Please could you explain me in few words:
- description.ext or config.cpp? and also init.sqf mandatory?
- must i manually create a folder @... (done but without more success)?
- what files in what folders?
- why publisher asks for the pbo only and doesn't take into account (if not) readme.txt, bisign, bikey... ?
Thank you for help
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What kind of addon is this supposed to be, in the sense of "what does it add to and/or change of the game"?
Thanks for reply. I've done tactical glasses scripts wich acts when player has a G_tactical_black.. googles in his inventory. No modding, just functions (cutrsc) for displaying some improvements (units status, tactical icons, group sitrep, custon GPS...) a swiss knife!
Everything is Ok when playing while i launched an init file ans a description.ext.
Making an add-on, i succeded (last hour) to add a cfgPatches in description.ext renamed config.cpp. I also created pbo, keys (bisign and bikey), put all this in @directory... and subfolders addons & key... Newest Arma3 tools Publisher is also Ok (no error)... I tried in friend scope at this stage... But, nothing when i try to dowload (after subscribing at my addon) No file dowloaded ?? and, if i hard copy the addon folder @... with other addons in arma, I can enable/disable addon via configure/expansions menu but whitout any result. (no error at least!)

So, my explanations in poor English, are rather bit long but i have 2 questions :
-what appens with uploaded? file(s) on workshop ? Why cannot i download what i created?
and
- copying a @folder with addons for pbo/bissign files, and key folder for bikey, doesn't seem to be sufficient for triggering my addon. So what could i do more?
Many thanks
I thought that description.ext was only used in missions, which aren't what are generally considered mods...

Also, the @folder thing is supposed to have an "addons" subfolder inside them, with the PBO and BISSIGN files inside that. For example:
@CHO_F35B\addons\CHO_F35b.pbo
Yes. I know that.
So. As i progress in testing pbo builders, i tried Mikero's pboproject. Pbo is done but with plenty of warning concerning all pictures in config.cpp BECAUSE PboProject works in P: drive and doesn't take into account c: pathes (for existing arma icons ans so on).
And, on the other hand, if i try via Arma3 tools PboBuider, i obtain an error "build failed code=1" without explaination.So, for finding this error, I have the choice between plague and cholera!

But Pbo seems to be created and even can be uploaded via Publisher!

PS : If i avoid to binarize, pbo build goes well. The problem is what could be this "error" if i can run my scripts in editor without any problem?

And , most of all,i can download my "addon" (1.3 Mb) now, with steam launcher. PBO File is in its addons folder, seems good like the other ones, but nothing appens in game (while editing and previewing a mission for instance).
to resume :
- in my mission preview editor, SQF files run automaticaly (conditions are met via init.sqf),
- in other mission, addon installed, nothing appens.
What is the file, command, trigger, line, which could make this "mod" goes round???
Just a precision :
Now, addon builder returns error when adding my key (signature option). Binarization is OK!
So, probably no error in cpp and sqf but creating keys, always error result = 1??
DSSignFile seems to be working...
Finally, i can answer most of my question. Hope this could help some other one :
- first : i renamed description.ext in config.cpp (i didn't try to keep description.ext),
- i added two classes ; cfgpatches to say "it's an addon", and cfgfunctions to "launch" a first sqf.
- i binarized with addon builder to do a pbo. addon builder is pretty but doesn't explain what error it finds. So I debugged with pboProject, not easy to install but which says approximately what line is odd. And your project can run in editor but fail to binarize...
- main work was to change all pathes of images and icons, all pathes of called script. I didn't find any function to do the job, and scripts, images and so one must be clearly identify from main addon folder (@pouetpouet i.e.)
- if you can binarize, it's a great chance to success with pbo
- i used publisher to try an upload. It ounds great with a pbo embedded in addons folder and you can download via launcher to test
- i'm trying right now to sign, to add a notice and so on .
I'm new to creating mods. after exporting an object from the object builder and then trying to build an addon it fails and gives me Build failed. Result code=1
@dacsol3
Hello. Are you sure you closed the object builder? When you "pbo" a folder, you need to close all apps except the addon builder (tools). If something else, you need to read the rpt file (inside the ...\steam\steamApps\common\Arma3 tools\logs).
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Data di pubblicazione: 1 set 2014, ore 19:38
Messaggi: 8