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Gunter Severloh

My Config disable a player's ability to load saves in sp

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Hey Guys, having a small issue with my loading screen addon.

My config here seems to disable a player's ability to load saves in sp, heres the config, can you tell me whats

wrong with it that would prevent saves from being loaded:

This is my loading screen for A2WarMod for when the game loads up, as well as when missions are loading:

WarMod_Loading.pbo

class CfgPatches {
   class HA_loading {
       //created by Gunter Severloh
       units[] = {};
       weapons[] = {};
       requiredVersion = 1.0;
       requiredAddons[] = {"CAUI"};
   };
};

class CfgAddons {
   class PreloadAddons {
       class WarMod_loading {
           list[] = {"WarMod_loading"};
       };
   };
};
class RscText; // External class reference
class RscPicture; // External class reference

class RscDisplayLoading {
   class Variants {
       class LoadingOne {
           class controls {
               class LoadingPic : RscPicture {
                   text = "\WarMod_loading\warMod1.paa";
               };
           };
       };

       class Loading_West2 : LoadingOne {
           class controls : controls {
               class LoadingPic : LoadingPic {
                   text = "\WarMod_loading\warMod1.paa";
               };
           };
       };

       class Loading_East1 : LoadingOne {
           class controls : controls {
               class LoadingPic : LoadingPic {
                   text = "\WarMod_loading\warMod1.paa";
               };
           };
       };


   };
};

class RscStandardDisplay; // External class reference
class RscDisplayLoadMission : RscStandardDisplay {
   class controlsBackground {
       class LoadingPic : RscPicture {
           text = "\WarMod_loading\warMod1.paa";
       };
   };
};

class RscDisplayStart : RscStandardDisplay {
   class controls {
       class LoadingPic : RscPicture {
           text = "\WarMod_loading\warMod1.paa";
       };
   };
};

class RscDisplayMPPlayers; // External class reference
   class RscDisplayClientWait : RscDisplayMPPlayers {
       class LoadingPic : RscPicture {
           text = "\WarMod_loading\warMod1.paa";
       };
   };

class RscDisplayClient : RscStandardDisplay {
   class controlsBackground {
       class LoadingPic : RscPicture {
           text = "\WarMod_loading\warMod1.paa";
       };
   };
};

and it says

requiredAddons[] = {"CAUI"};

I know this is the games UI or userinterface.

I didnt create the config, I took an existing one and edited it, and it worked, the config was from HA loading screens,

I just replaced the HaLoading with my paa.

I used the config from this addon as someone suggested, and it works but its preventing players from loading their saved

games in Arma2 for my mod, it will actually give you an error when you do go to load a save and it says

something and in reference to warmod_loading.

Any ideas?

Edited by Gnter Severloh

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remove the CfgAddons part

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I removed this:

class CfgAddons {
   class PreloadAddons {
       class WarMod_loading {
           list[] = {"WarMod_loading"};
       };
   };
};

tested it and I can now load all my saves with np, it worked.

Thank you very much PVPScene.

Question,

How can I use this same config for a loading screen in a way that it overrides other loading screens from lets say another mod?

As i tried it and another mod seems to overide my loading screen.

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class CfgPatches {
   class YourTag_ClassName {
       units[] = {};
       weapons[] = {};
       requiredVersion = 0.1;
       requiredAddons[] = {"HA_loading"};// the one to overwrite
   };
};

do note people will get an on screen warning/"error" when they do not have the one loaded

overall not recommended to do - except it is guaranteed both are to be present

in general people will have to decided to load A or B and _not_ load the other pbo along

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The other loading screen that comes up is from blastcore, thing is I can change that loading screen with mine,

but I have to actually update the config inside the blastcore file to make it read my paa for the loading screen.

What i wanted to do is not have to do that, and just have my own addon that would overide that loading screen

which is a part of blastcore mod, so i dont think anyone wants to disable that mod if they want to play with it.

Maybe I could create a new config/Addon that has no Ha_loading in it would that work, and of course how would i do that,

as Im rather new to scripting, but I can learn quick with good working examples.

thanks again for your help.

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Situation/Problem

I have a logo, and loading screen, the logo shows up on the top right of the main menu of the game, and the loading screen

comes on before the main menu appeers, as well as after when you load like a mission or something.

Thing is I have my own config, not created by me but edited, as you can read posts above.

The situation is that I edited Optical snare's File from Blastocre as I cannot get my loading screen to override his,

I have no idea, so what i did is edited his as I said, see below:

Blastcore file with its own blastcore loading screen

I have a paa that runs as a logo that shows up at the top right of the main menu, and then a loading screen too,

how do I have it where I can have all that but it overrides blastcore's loading screen?

////////////////////////////////////////////////////////////////////
//Produced from mikero's Dos Tools using dll 3.34
//http://dev-heaven.net/projects/list_files/mikero-pbodll
////////////////////////////////////////////////////////////////////

#define _ARMA_

enum {
= 0
};

//Class WarFXPE : config.bin{
class CfgPatches
{
class WarFXPE
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"CAData","CAData_ParticleEffects","CAWeapons","Ex tended_EventHandlers"};
};
};
class RscStandardDisplay;
class RscText;
class RscProgress;
class RscLoadingText;
class RscProgressNotFreeze;
class RscPicture;
class CA_Mainback;
class CA_Black_Back;
class RscPictureKeepAspect;
class RscDisplayStart: RscStandardDisplay
{
class controlsBackground
{
class CA_Black_Back3: CA_Black_Back{};
};
class controls
{
class LoadingPic: RscPictureKeepAspect
{
text = "warfxpe\loading\CoWarMod.paa";
};
};
};
class RscDisplayLoading
{
class Variants
{
class LoadingOne
{
class controls
{
class LoadingPic: RscPictureKeepAspect
{
text = "warfxpe\loading\CoWarMod.paa";
};
};
};
};
};
class RscDisplayMain: RscStandardDisplay
{
class controlsBackground
{
class Mainback: RscPicture{};
class CA_ARMA2: RscPicture
{
text = "\WarFXPE\loading\CoWarMod.paa";
};
};
};
class Extended_PreInit_EventHandlers
{
WARFXPE_Effects_PreInit = "[] execVM ""WarFXPE\ParticleEffects\SCRIPTS\init.sqf"";" ;
};
class Extended_Fired_EventHandlers
{
class All
{
class WarFXPE
{
clientFired = "_this call WarFXPE_EH_Fired;";
};
};
class StaticWeapon
{
class WarFXPE
{
clientFired = "_this call WarFXPE_EH_Fired;";
};
};
};
class Extended_Killed_EventHandlers
{
class All
{
class WarFXPE
{
clientKilled = "_this call BIS_Effects_EH_Killed;";
};
};
};
class CfgCloudletShapes
{
cloudletUniversal = "\ca\Data\ParticleEffects\Universal\Universal" ;
Explosion_01 = "WarfxPE\ParticleEffects\Universal\Explosion_01.p3 d";
Explosion_02 = "WarfxPE\ParticleEffects\Universal\Explosion_02.p3 d";
Explosion_03 = "WarfxPE\ParticleEffects\Universal\Explosion_03.p3 d";
Explosion_04 = "WarfxPE\ParticleEffects\Universal\Explosion_04.p3 d";
Explosion_05 = "WarfxPE\ParticleEffects\Universal\Explosion_05.p3 d";
Explosion_07 = "WarfxPE\ParticleEffects\Universal\Explosion_07.p3 d";
Explosion_08 = "WarfxPE\ParticleEffects\Universal\Explosion_08.p3 d";
Explosion_09 = "WarfxPE\ParticleEffects\Universal\Explosion_09.p3 d";
Explosion_10 = "WarfxPE\ParticleEffects\Universal\Explosion_10.p3 d";
Explosion_11 = "WarfxPE\ParticleEffects\Universal\Explosion_11.p3 d";
Explosion_12 = "WarfxPE\ParticleEffects\Universal\Explosion_12.p3 d";
TankMuzzle = "WarfxPE\ParticleEffects\Universal\TankMuzzle.p3d" ;
LargeFire_01 = "WarfxPE\ParticleEffects\Universal\LargeFire_01.p3 d";
Smoke = "WarfxPE\ParticleEffects\Universal\Smoke.p3d";
Smoke_01 = "WarfxPE\ParticleEffects\Universal\Smoke_01.p3 d";
Smoke_02 = "WarfxPE\ParticleEffects\Universal\Smoke_02.p3 d";
Smoke_03 = "WarfxPE\ParticleEffects\Universal\Smoke_03.p3 d";
RocketSparks = "WarfxPE\ParticleEffects\Universal\rocketSparks.p3 d";
Dirt = "WarfxPE\ParticleEffects\Universal\Dirt.p3d";
Dirt_big = "WarfxPE\ParticleEffects\Universal\Dirt_big.p3 d";
Shockwave = "WarfxPE\ParticleEffects\shockwave\shockwave.p 3d";
};
class CfgCoreData
{
textureTrack = "WarfxPE\ParticleEffects\Tracks\texturetrack_ca.pa a";
textureTrackFour = "WarfxPE\ParticleEffects\Tracks\texturetrackfour_c a.paa";
};
class PreloadTextures
{
class CfgCloudletShapes
{
Explosion_01 = "@*";
Explosion_02 = "@*";
Explosion_03 = "@*";
Explosion_04 = "@*";
Explosion_05 = "@*";
Explosion_07 = "@*";
Explosion_08 = "@*";
Explosion_09 = "@*";
Explosion_10 = "@*";
Explosion_11 = "@*";
Explosion_12 = "@*";
LargeFire_01 = "@*";
Smoke = "@*";
Smoke_01 = "@*";
Smoke_02 = "@*";
Smoke_03 = "@*";
rocketSparks = "@*";
Dirt = "@*";
Dirt_Big = "@*";
Shockwave = "@*";
};
};
class CfgWorlds
{
initWorld = "utes";
demoWorld = "Chernarus";
class DefaultWorld
{
class Weather
{
class Overcast
{
class Weather1;
class Weather2;
class Weather3;
class Weather4;
class Weather5;
};
};
};
class CAWorld: DefaultWorld
{
class Weather: Weather
{
class Overcast: Overcast
{
class Weather1: Weather1{};
class Weather7: Weather1{};
class Weather2: Weather2{};
class Weather3: Weather3{};
class Weather4: Weather4{};
class Weather5: Weather5{};
class Weather6: Weather5{};
};
class Rain
{
texture = "WarFXPE\ParticleEffects\Rain\rain_ca";
raindrop = "\ca\data\raindrop.p3d";
speed = 1;
levels[] = {8,2};
};
};
};
};
//};

this is his config, how can i have my own that overrides his as blastcore is in COWarMod.

i do have my own config (see below), i used another for an example, I got to work in A2WarMod for Arma2,

but putting the addon in with CoWarMod for Arma2CO,Blastcore's loading screen ends up overideing my loadings screens.

Heres the config I have but it dont have the logo on the the top right like you see in his config, how can i make my

config below have that, and loading screen and override his loading screen and logos for COWarMod?

class CfgPatches {
class WarMod_loading {
	//created by Gunter Severloh
	units[] = {};
	weapons[] = {};
	requiredVersion = 1.0;
	requiredAddons[] = {"CAUI"};
};
};

class RscText; // External class reference
class RscPicture; // External class reference

class RscDisplayLoading {
class Variants {
	class LoadingOne {
		class controls {
			class LoadingPic : RscPicture {
				text = "\WarMod_loading\cowarmod.paa";
			};
		};
	};

	class Loading_West2 : LoadingOne {
		class controls : controls {
			class LoadingPic : LoadingPic {
				text = "\WarMod_loading\CoWarMod.paa";
			};
		};
	};

	class Loading_East1 : LoadingOne {
		class controls : controls {
			class LoadingPic : LoadingPic {
				text = "\WarMod_loading\CoWarMod.paa";
			};
		};
	};


};
};

class RscStandardDisplay; // External class reference
class RscDisplayLoadMission : RscStandardDisplay {
class controlsBackground {
	class LoadingPic : RscPicture {
		text = "\WarMod_loading\CoWarMod.paa";
	};
};
};

class RscDisplayStart : RscStandardDisplay {
class controls {
	class LoadingPic : RscPicture {
		text = "\WarMod_loading\CoWarMod.paa";
	};
};
};

class RscDisplayMPPlayers; // External class reference
class RscDisplayClientWait : RscDisplayMPPlayers {
	class LoadingPic : RscPicture {
		text = "\WarMod_loading\CoWarMod.paa";
	};
};

class RscDisplayClient : RscStandardDisplay {
class controlsBackground {
	class LoadingPic : RscPicture {
		text = "\WarMod_loading\CoWarMod.paa";
	};
};
};

Any ideas?

What do i do?

Edited by Gnter Severloh

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1. requiredAddons[] = {"WarFXPE"};

2. ask OS nicely to split his loading screen to a separate addon

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Thanks, I had pmed OS, hopefully I can get this straightened out and learn how to do this better, I'm finding this scripting intriging.

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Why not just edit my config removing the loading screen part and repack it?

#define TEast		0
#define TWest		1
#define TGuerrila		2
#define TCivilian		3
#define TSideUnknown		4
#define TEnemy		5
#define TFriendly		6
#define TLogic		7

#define ReadAndWrite		0
#define ReadAndCreate		1
#define ReadOnly		2
#define ReadOnlyVerified		3

#define private		0
#define protected		1
#define public		2

#define true	1
#define false	0

class CfgPatches {
class WarFXPE {
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"CAData", "CAData_ParticleEffects", "CAWeapons", "Extended_EventHandlers"};
};
};

class Extended_PreInit_EventHandlers {
WARFXPE_Effects_PreInit = "[] execVM ""WarFXPE\ParticleEffects\SCRIPTS\init.sqf"";";
};

class Extended_Fired_EventHandlers {
class All {
	class WarFXPE {
		clientFired = "_this call WarFXPE_EH_Fired;";
	};
};

class StaticWeapon {
	class WarFXPE {
		clientFired = "_this call WarFXPE_EH_Fired;";
	};
};
};

class Extended_Killed_EventHandlers {
class All {
	class WarFXPE {
		clientKilled = "_this call BIS_Effects_EH_Killed;";
	};
};
};

class CfgCloudletShapes {
cloudletUniversal = "\ca\Data\ParticleEffects\Universal\Universal";
Explosion_01 = "WarfxPE\ParticleEffects\Universal\Explosion_01.p3d";
Explosion_02 = "WarfxPE\ParticleEffects\Universal\Explosion_02.p3d";
Explosion_03 = "WarfxPE\ParticleEffects\Universal\Explosion_03.p3d";
Explosion_04 = "WarfxPE\ParticleEffects\Universal\Explosion_04.p3d";
Explosion_05 = "WarfxPE\ParticleEffects\Universal\Explosion_05.p3d";
Explosion_07 = "WarfxPE\ParticleEffects\Universal\Explosion_07.p3d";
Explosion_08 = "WarfxPE\ParticleEffects\Universal\Explosion_08.p3d";
Explosion_09 = "WarfxPE\ParticleEffects\Universal\Explosion_09.p3d";
Explosion_10 = "WarfxPE\ParticleEffects\Universal\Explosion_10.p3d";
Explosion_11 = "WarfxPE\ParticleEffects\Universal\Explosion_11.p3d";
Explosion_12 = "WarfxPE\ParticleEffects\Universal\Explosion_12.p3d";
TankMuzzle = "WarfxPE\ParticleEffects\Universal\TankMuzzle.p3d";
LargeFire_01 = "WarfxPE\ParticleEffects\Universal\LargeFire_01.p3d";
Smoke = "WarfxPE\ParticleEffects\Universal\Smoke.p3d";
Smoke_01 = "WarfxPE\ParticleEffects\Universal\Smoke_01.p3d";
Smoke_02 = "WarfxPE\ParticleEffects\Universal\Smoke_02.p3d";
Smoke_03 = "WarfxPE\ParticleEffects\Universal\Smoke_03.p3d";
RocketSparks = "WarfxPE\ParticleEffects\Universal\rocketSparks.p3d";
Dirt = "WarfxPE\ParticleEffects\Universal\Dirt.p3d";
Dirt_big = "WarfxPE\ParticleEffects\Universal\Dirt_big.p3d";
Shockwave = "WarfxPE\ParticleEffects\shockwave\shockwave.p3d";
};

class CfgCoreData {
textureTrack = "WarfxPE\ParticleEffects\Tracks\texturetrack_ca.paa";
textureTrackFour = "WarfxPE\ParticleEffects\Tracks\texturetrackfour_ca.paa";
};

class PreloadTextures {
class CfgCloudletShapes {
	Explosion_01 = "@*";
	Explosion_02 = "@*";
	Explosion_03 = "@*";
	Explosion_04 = "@*";
	Explosion_05 = "@*";
	Explosion_07 = "@*";
	Explosion_08 = "@*";
	Explosion_09 = "@*";
	Explosion_10 = "@*";
	Explosion_11 = "@*";
	Explosion_12 = "@*";
	LargeFire_01 = "@*";
	Smoke = "@*";
	Smoke_01 = "@*";
	Smoke_02 = "@*";
	Smoke_03 = "@*";
	rocketSparks = "@*";
	Dirt = "@*";
	Dirt_Big = "@*";
	Shockwave = "@*";
};
};

class CfgWorlds {
initWorld = "utes";
demoWorld = "Chernarus";

class DefaultWorld {
	class Weather {
		class Overcast {
			class Weather1;	// External class reference
			class Weather2;	// External class reference
			class Weather3;	// External class reference
			class Weather4;	// External class reference
			class Weather5;	// External class reference
		};
	};
};

class CAWorld : DefaultWorld {
	class Weather : Weather {
		class Overcast : Overcast {
			class Weather1 : Weather1 {};

			class Weather7 : Weather1 {};

			class Weather2 : Weather2 {};

			class Weather3 : Weather3 {};

			class Weather4 : Weather4 {};

			class Weather5 : Weather5 {};

			class Weather6 : Weather5 {};
		};

		class Rain {
			texture = "WarFXPE\ParticleEffects\Rain\rain_ca";
			raindrop = "\ca\data\raindrop.p3d";
			speed = 1;
			levels[] = {8, 2};
		};
	};
};
};

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Thanks for your reply OS, thing is if I do that with the current version of Blastcore and I release COWarMod and then you

come out with a updated version and folks get that, then the loading screen is lost for the mod well at least on their end,

and on my end to, then I would have to redo it again.

Unless Im missing what your saying.

I want to have my own addon for a loading screen that does not get overridden by something else, I'm new to the scripting and

or configs and such, I have edited them before but in terms of makign them or really knowing what im doing im have no idea.

The config I have is from HaLoading, these guys:

http://www.armaholic.com/page.php?id=8328&highlight=HA+LOADING+SCREEN

I just looked for a what pics were showing up and associated them with the paa files, thats how I learned about the loading screens,

anyways, I'd like to use your setup for a loading screen as you have a loading screen and the logo at

the top right of the main menu which is what I want.

But have no idea on how to do this, i really dont want to edit your files and then add them to my mod and release them like that,

even though you had gave me permission a few months ago to be allowed to add your mod to my mod, as mine is a compilation mod,

is there a better way to do this?

I mean Blastcore is ausome but your loading screen and logo basically overide mine when in my mod, is there a better

way around this without me having to edit or change your configs, or use your config as Im doing to get mine to work?

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So what can I do here?

All I want to do is have my own addon for a loading screen and a logo that doesn't get overridden by another,

I have a config already for a loading screen but not setup for a logo, I really have no idea on what im doing, Im willing to learn.

refer to the previous posts.

I learn quick through examples.

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If I understand the situation correctly you want to be your loading screen addon the winner against every other loading screen addon. This is not possible. Imagine someone else want to have the same thing and the engine has to load both of these "winner" addons. There is a pretty obvious conflict then. Only thing you can achieve is to overwrite certain known addons like the one from OS by putting his addon into the requiredAddons entry. Thus your addon will load after the specified one, but you cannot make sure your addon is loaded after every other addon. Furthermore your addon will produce error messages if you require addons that are not present.

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Thanks for your reply T_D,

My mod COWarMod will have a loading screen and a Logo basically like Blastcore, and Blastcore's loading and Logo are

the only mods in COWarMod that has a loading screen.

As of current I have edited his loading screen config to basically load without his loading screen as he had said in his post:

Why not just edit my config removing the loading screen part and repack it?

I did that, tested it and it works.

In his config for the loading screen he had it where there was a logo setup on the main menu of the game on the top right,

how do I add that to my config seen below? and I have a few lines alot of lines for one picture, is there away to reduce the

lines so that only 1 loading screen and a logo are used?

class CfgPatches {
class WarMod_loading {
	//created by Gunter Severloh
	units[] = {};
	weapons[] = {};
	requiredVersion = 1.0;
	requiredAddons[] = {"CAUI"};
};
};

class RscText; // External class reference
class RscPicture; // External class reference

class RscDisplayLoading {
class Variants {
	class LoadingOne {
		class controls {
			class LoadingPic : RscPicture {
				text = "\WarMod_loading\cowarmod.paa";
			};
		};
	};

	class Loading_West2 : LoadingOne {
		class controls : controls {
			class LoadingPic : LoadingPic {
				text = "\WarMod_loading\CoWarMod.paa";
			};
		};
	};

	class Loading_East1 : LoadingOne {
		class controls : controls {
			class LoadingPic : LoadingPic {
				text = "\WarMod_loading\CoWarMod.paa";
			};
		};
	};


};
};

class RscStandardDisplay; // External class reference
class RscDisplayLoadMission : RscStandardDisplay {
class controlsBackground {
	class LoadingPic : RscPicture {
		text = "\WarMod_loading\CoWarMod.paa";
	};
};
};

class RscDisplayStart : RscStandardDisplay {
class controls {
	class LoadingPic : RscPicture {
		text = "\WarMod_loading\CoWarMod.paa";
	};
};
};

class RscDisplayMPPlayers; // External class reference
class RscDisplayClientWait : RscDisplayMPPlayers {
	class LoadingPic : RscPicture {
		text = "\WarMod_loading\CoWarMod.paa";
	};
};

class RscDisplayClient : RscStandardDisplay {
class controlsBackground {
	class LoadingPic : RscPicture {
		text = "\WarMod_loading\CoWarMod.paa";
	};
};
};

OS had in his config I believe this code that added the logo to the top right of the menu ingame where

normally in the stock game you would get the Arma2 Logo:

Do I add this line of code somewhere in my config, or part of it:

};
};
};
class RscDisplayMain: RscStandardDisplay
{
class controlsBackground
{
class Mainback: RscPicture{};
class CA_ARMA2: RscPicture
{
text = "\WarFXPE\loading\CoWarMod.paa";
};

I think this is the code.

your thoughts.

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Was playing around with the config comparing notes, and had added the lines for the logo, created the

pbo put it into my addons folder for COWarmod.

but when i startup the game I get this error message:

from the RPT:

ErrorMessage: File warmod_loading\config.cpp, line 64: /RscDisplayLoading/Variants/: Missing '}'

I dont get it why does it say athhe bolded area, that Im missing } when i'm not?

Unless Im not understanding something.

Warmod_loading

class CfgPatches {
class WarMod_loading {
	//created by Gunter Severloh
	units[] = {};
	weapons[] = {};
	requiredVersion = 1.0;
	requiredAddons[] = {"CAUI"};
};
};

class RscText; // External class reference
class RscPicture; // External class reference

class RscDisplayLoading {
[b]class Variants {[/b]
	class LoadingOne {
		class controls {
			class LoadingPic : RscPicture {
				text = "\WarMod_loading\CoWarMod.paa";
			};
		};
	};

class RscStandardDisplay; // External class reference
class RscDisplayLoadMission : RscStandardDisplay {
class controlsBackground {
	class LoadingPic : RscPicture {
		text = "\WarMod_loading\CoWarMod.paa";
	};
};
};

class RscDisplayStart : RscStandardDisplay {
class controls {
	class LoadingPic : RscPicture {
		text = "\WarMod_loading\CoWarMod.paa";
	};
};
};

class RscDisplayMPPlayers; // External class reference
class RscDisplayClientWait : RscDisplayMPPlayers {
	class LoadingPic : RscPicture {
		text = "\WarMod_loading\CoWarMod.paa";
	};
};

class RscDisplayClient : RscStandardDisplay {
class controlsBackground {
	class LoadingPic : RscPicture {
		text = "\WarMod_loading\CoWarMod.paa";
	};
};
};

class RscDisplayMain: RscStandardDisplay {
class controlsBackground {
	class Mainback: RscPicture{};
		class CA_ARMA2: RscPicture {
			text = "\WarMod_loading\CoWarMod.paa";

		};

	};
};

Edited by Gnter Severloh

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You're actually missing two } :)

class RscDisplayLoading [color="DarkOrange"]{[/color]
class Variants [color="DarkOrange"]{[/color]
	class LoadingOne [color="RoyalBlue"]{[/color]
		class controls [color="DarkGreen"]{[/color]
			class LoadingPic : RscPicture [color="Red"]{[/color]
				text = "\WarMod_loading\CoWarMod.paa";
			[color="Red"]};[/color]
		[color="DarkGreen"]};[/color]
	[color="RoyalBlue"]};[/color]
[color="DarkOrange"]          };  // this one is missing from class Variants
};  // so is this one, from class RscDisplayLoading[/color]

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tried something different.

I used OS's loading screen config, took it from his warfxpe file wouldn't work a few times but this is what I got,

just got done testing it and everything works, heres the new config:

#define _ARMA_

enum {
 = 0
};

//Class WarMod_loading : config.bin{
class CfgPatches
{
class WarMod_loading
{
 units[] = {};
 weapons[] = {};
 requiredVersion = 0.1;
 requiredAddons[] = {"CAUI"};
};
};
class RscStandardDisplay;
class RscText;
class RscProgress;
class RscLoadingText;
class RscProgressNotFreeze;
class RscPicture;
class CA_Mainback;
class CA_Black_Back;
class RscPictureKeepAspect;
class RscDisplayStart: RscStandardDisplay
{
class controlsBackground
{
 class CA_Black_Back3: CA_Black_Back{};
};
class controls
{
 class LoadingPic: RscPictureKeepAspect
 {
  text = "\WarMod_loading\CoWarMod.paa";
 };
};
};
class RscDisplayLoading
{
class Variants
{
 class LoadingOne
 {
  class controls
  {
   class LoadingPic: RscPictureKeepAspect
   {
    text = "\WarMod_loading\CoWarMod.paa";
   };
  };
 };
};
};
class RscDisplayMain: RscStandardDisplay
{
class controlsBackground
{
 class Mainback: RscPicture{};
 class CA_ARMA2: RscPicture
 {
  text = "\WarMod_loading\CoWarMod.paa";
 };
};
};

Anything in that I dont need, or I can clean up? Other wise the config works, I get the loading screen, and logo, i want, np.

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