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Author Topic: Uncooperative Addon  (Read 747 times)

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DoGfromBeYoND

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Uncooperative Addon
« on: 28 Nov 2003, 21:52:10 »
I downloaded this addon, OFP_cycle_SIM.pbo (Motorcycle Simulator), a couple weeks ago.  Between then and now, I also upgraded to Resistance.  

Since the upgrade, OFP has been giving me an error notification upon starting, No entry 'config.bin/CfgVehicles/OFP_cycle_SIM.isBicycle'.

It's a lot nicer not having to deal with an error message every time you open OFP, as I'm sure many of you could imagine.  So I went into the mission I'm currently working on and switched all of the Motorcycle Simulators in the mission for other vehicles.  Then I removed the addon from the designated directory.

Upon reentering OFP, the error notification did not occur, but the mission also refused to load, saying it was missing a specific addon (the one in question).

So I put it back in the directory, and the game did as before.  It opened and gave me the error message, but the mission opened up fine in the editor.  While in there, I saved my mission, then exited the game.  I took a look at the mission.sqm for that mission, and OFP_cycle_SIM.pbo was not listed at the top of the .sqm file.

To me that means that the mission is not using the addon.  Maybe I'm mistaken.  But I don't know for sure.  That's partly why I've posted this topic.

To summarize, the mission will not work unless OFP_cycle_SIM.pbo is in the directory, even though it does not use that addon in it.  If the addon is not in the directory, there will be no error message when OFP starts, but the mission will not work.

Since I would also not like to have people obtain yet another addon to play this mission (there will be MANY as it is), especially when it isn't used, I would greatly appreciate a solution to this issue.

Any ideas?   ??? ???

The addon can be found at the following link, if it is desired/required.

http://ofp.gamezone.cz/index.php?sekce=unofaddons/misc&archiv=true&page=5

                                                                         Dog

P.S. Did I post this topic in the right section?

deaddog

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Re:Uncooperative Addon
« Reply #1 on: 28 Nov 2003, 21:59:22 »
Any time you remove an addon from a mission, you have to manually edit the mission.sqm file and remove the references to it.  Check here:

addons, autoaddons sections (near the top of the file)

and

Intro, Outro sections near the bottom of the file.

DoGfromBeYoND

  • Guest
Re:Uncooperative Addon
« Reply #2 on: 29 Nov 2003, 05:37:12 »
Hey thanks man, I never would have thought to look any further than the top of the .SQM.  It worked, and now I can finally get rid of that pesky add-on.  Now I can focus my efforts on the making of the mission once again.  We're making good progress.  Thanks again, deaddog.  I owe you one.

 ;D 8) ;D                                                                Dog

Offline The-Architect

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Re:Uncooperative Addon
« Reply #3 on: 30 Nov 2003, 10:16:58 »
That doesn't always work. I've had missions where I've completely removed all traces of an addon but Flashpoint still whinges about it. Another method I use to combat it is to remove the offender, copy and paste the whole mission into another, empty, map. Then save it under a different name.

Also if you remove an addon from the .SQM. Sometimes it is still in the mission but invisible. put another unit of the same side right next to it's last location. If the unit groups to thin air then the ghost is still there. Delete it and the group line should disappear. then delete the unit you placed.

Flashpoint works in mysterious ways. :P
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

deaddog

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Re:Uncooperative Addon
« Reply #4 on: 30 Nov 2003, 17:49:47 »
T-A is right.  I've had some addon units still cause problems even after deleting them from the addons section of the mission.sqm file.  I don't know if they were "invisible" or not but I didn't think of checking.  That's something I will try next time I have that problem.  The only way I could get rid of the "missing addon" error is to remove the addon entirely.

DoGfromBeYoND

  • Guest
Re:Uncooperative Addon
« Reply #5 on: 01 Dec 2003, 03:36:07 »
deaddog's instructions (the first reply) worked.  At first it fought back, but I beat it in the end.  I had used the addon only in the outro, and found it in the outro section of the .SQM accordingly.  Thanks deaddog.

As for the copying and pasting, the thought did cross my mind.  But just the thought.  This mission would be a COMPLETE DISASTER if I did that.  Beyond imagination.  Beyond repair.  Beyond ruin.  Beyond...well...a lot of things.  

I do appreciate your response, however.  Any and all help is always nice.  I'll keep that 'invisible' idea in mind.  8)

Flashpoint DOES work in mysterious ways.

Offline macguba

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Re:Uncooperative Addon
« Reply #6 on: 01 Dec 2003, 12:59:02 »
Copying and pasting works fine, I've had to do it myself a couple of times.   Flashpoint is indeed a fickle mistress.

The secret is to create a reference point - a unit exactly on a grid cross or something.     Drag a box round everything, press Ctrl C then head off to the new map, Ctrl V and then while everything is still selected move it to the right place.     It can take a moment or two and a couple of check Previews to make sure it really is in precisely the same place.     Then all you have to do is save under a new name ..... and remember to transfer all the other files like briefing.html into the new mission folder.    

The beauty of it is that the original mission is unaffected by all this - you've just made a copy, so if it goes wrong you haven't lost anything.
Plenty of reviewed ArmA missions for you to play

DoGfromBeYoND

  • Guest
Re:Uncooperative Addon
« Reply #7 on: 02 Dec 2003, 06:13:11 »
Excellent point on the part about 'reference points', macguba.  I wonder if copying and pasting would eliminate an 'invisible unit' (as mentioned previously)?

 :-\

Offline macguba

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Re:Uncooperative Addon
« Reply #8 on: 02 Dec 2003, 13:58:00 »
I think it does .... I've only "seen" an invisible unit once, and that was too long ago for me to remember.    However, since copying and pasting into a fresh file does work, I suspect the copy does not pick up the invisible object.
Plenty of reviewed ArmA missions for you to play