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Author Topic: Missing bis_weaponspack?  (Read 741 times)

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Offline THobson

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Missing bis_weaponspack?
« on: 28 Aug 2004, 14:29:38 »
I have just tried to run a mission that I have run many times, but now, just before the briefing screen I get the message:

Quote
Cannot load mission, missing addons: bis_weaponpack

But I don't have any addons other than those that come with the game.  Could something have got corrupted somehow?  I would be grateful for any helps to fix this.

These are the first few lines of mission.sqm:

class Mission
{
   addOns[]=
   {
      "Bizon",
      "bis_resistance"
   };
   addOnsAuto[]=
   {
      "Bizon",
      "bis_resistance"
   };
   randomSeed=5198851;


Grateful for any help.  Thanks
« Last Edit: 28 Aug 2004, 14:33:08 by THobson »

Offline THobson

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Re:Missing bis_weaponspack?
« Reply #1 on: 28 Aug 2004, 14:51:32 »
Now this is really wierd.  I just did a Preview and that worked OK, then I remade the pbo file and it was ok also.

Has anyone else had a similar experience?

Offline macguba

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Re:Missing bis_weaponspack?
« Reply #2 on: 28 Aug 2004, 14:51:39 »
You have included in the Gear selection a weapon that is not on the map.    

Either add a soldier with the weapon in question (its Resistance stuff so its a G36 or something) or just add bis_weaponpack manually to the mission.sqm.   The addon bis_weaponpack is buried within one of the files, O.pbo or something, so you don't see it directly in your addons folder.

This answer is not guaranteed, but its something like that.


Edit:  its a very common problem.    If you just click ok on the error message the mission continues without difficulty.
« Last Edit: 28 Aug 2004, 14:52:21 by macguba »
Plenty of reviewed ArmA missions for you to play

Offline THobson

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Re:Missing bis_weaponspack?
« Reply #3 on: 28 Aug 2004, 15:41:21 »
Thanks.  I didn't change and gear selections from when it was working before and it then seemed to fix itself!!  The first few lines of the mission.sqm now look like:

class Mission
{
   addOns[]=
   {
      "Bizon",
      "bis_resistance",
      "bis_weaponpack"
   };
   addOnsAuto[]=
   {
      "Bizon",
      "bis_resistance"


So I now know what you mean when you say add the bis_weaponpack manually.

Thanks again
« Last Edit: 28 Aug 2004, 15:42:09 by THobson »

Offline macguba

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Re:Missing bis_weaponspack?
« Reply #4 on: 28 Aug 2004, 16:40:21 »
I've always suspected that this problem had an intermittant aspect to it....  ::)
Plenty of reviewed ArmA missions for you to play

Offline Platoon Patton

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Re:Missing bis_weaponspack?
« Reply #5 on: 28 Aug 2004, 17:11:37 »
It sometimes pops-up when U pick a handweapon,I suppose the revolvers are part of BIS_weaponpack..

Ehm off-topic;what is randomSeed=5198851   ???
http://www.platoon-clan.com/ We always wellcome dedicated OFP players :)

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Offline macguba

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Re:Missing bis_weaponspack?
« Reply #6 on: 28 Aug 2004, 17:23:59 »
I don't know, but I suspect it is the starting point for generating a random number.     Computers are too stupid even to think up a random number:  you have to give them an algorithm of some kind.
Plenty of reviewed ArmA missions for you to play

Offline Mud_Spike

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Re:Missing bis_weaponspack?
« Reply #7 on: 28 Aug 2004, 17:41:56 »
Some coding theory:

Pseudo-random number generators need a starting point/number - a seed,
from which all subsequent numbers are derrived.

This seed is usually the current time in seconds (since 1970 for posix systems). Hence, each time you start the program/whatever you'll get a new seed, with a new set of pseudo-random numbers.
I.e.; seed 892345 gives numbers 9235,10,8902698264,2395,395...
seed 892346 gives numbers 123894,2350235,1035,3050211... etc
(These are just examples)

However, you may use the same seed every time, which will give you the same random numbers each time you run the program (as long as you provide the exact same arguments, in the exact same sequence, to random())
This allows you to get "replayable" random numbers.

Back to OPF:

I have no clue how OPF uses this randomSeed, seeing how it is probably
only being changed when you save the mission, yet we get different random numbers for each time we play a mission, without modifying missiom.sqm. (Waypoint/trigger radiuses, random timeouts, etc, etc)

« Last Edit: 28 Aug 2004, 17:43:09 by Mud_Spike »

Offline macguba

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Re:Missing bis_weaponspack?
« Reply #8 on: 28 Aug 2004, 18:40:16 »
Every time it needs a new random number it probably does something like take the random seed and add the current time.
Plenty of reviewed ArmA missions for you to play

Offline THobson

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Re:Missing bis_weaponspack?
« Reply #9 on: 28 Aug 2004, 18:43:50 »
Thanks guys - If you want to talk about ranndom numbers - get your own thread. ;)