The commenters who mocked this guys delivery are ungrateful little children. This guy spent hours putting together a useful video -- I'm not seeing anything else out there -- and you go out of your way to mock him. He's a volunteer just trying to help the community.
Be aware that the at the time of this comment the dayz.gproj is not going to work without adding 2x more Paths in the file: ScriptModulePathClass { Name "gameLib" Paths { "scripts/2_GameLib" "JM/CF/defines" // Was missing "JM/CF/scripts/2_GameLib" // Was missing } EntryPoint "" }
Great tutorial! One thing to note, in the latest version of your repository, the M@ster proj file is missing two entries which are shown in the video FileSystemPathClass { Name "Game Root" Directory "P:" } There is only this, so you don't get the mod directory appearing in workbench like you do in your video. So you need to add two entries, one for Community Framework and one for the name of your mod. Not sure if this was intentional or not but just incase anyone else stumbles across this.
Hello! Great tutorial @LUSK . I hope this tutorial gets very useful once I achieve to end all the steps :P . After making @JippyUK edit on .gproj It solved some error about CF I was getting when opening Dayz Worbench. Now, when opening the workbench this error shows "Can't compile "Engine" script module! JM/CF/scripts/1_Core/CommunityFramework/CF_Byte.c(11): Multiple declaration of class ' CF_Byte'. I'm not familiar to EnScript language but line 11 points to "class CF_Byte : CF_Uint" and It looks correct as other files. What could be wrong? Because I searched for 'class CF_Byte' on Z:\JM\CF\Scripts' and there is no more class definitions.
@@lagallinaturuleta1302don't edit the gproj file like suggested in the comments just keep the one that came in the download. If you add: FileSystemPathClass { Name "Game Root" Directory "P:" } OR ScriptModulePathClass { Name "gameLib" Paths { "scripts/2_GameLib" "JM/CF/defines" // Was missing "JM/CF/scripts/2_GameLib" // Was missing } EntryPoint "" } you will be duplicating the declaration of the CF_Byte class and then it won't work. whatever error you were getting about CF before editing your gproj is not related to these edits.
Hi guys, after following the tutorial I get these error messages after the first start of "dayz.gproj: Can´t compile "Engine" script module! JM/CF/scipts/1_Core/CommunityFramework/CF_Byte.c(11): Multiple declaration of class 'CF_Byte' ...and these are then displayed in the console... SCRIPT (E): @"Demo/Scripts/Workbench/Editor/Plugins/DayZEditor/MasterPlugin.c,50": Multiple declaration of class 'LaunchOfflineModTool' SCRIPT (E): @"Demo/Scripts/Workbench/Editor/Plugins/DayZEditor/MasterPlugin.c,67": Multiple declaration of class 'OpenLogFiles' SCRIPT (E): @"Demo/Scripts/Workbench/Editor/Plugins/DayZEditor/MasterPlugin.c,77": Multiple declaration of class 'BuildMod' SCRIPT (E): @"Demo/Scripts/Workbench/Editor/Plugins/DayZEditor/MasterPlugin.c,145": Multiple declaration of class 'DayZProjectManager' SCRIPT (E): @"Demo/Scripts/Workbench/Editor/Plugins/DayZEditor/PluginErrorMessage.c,1": Multiple declaration of class 'PluginErrorMessage'
Is this tutorial still current? I've followed each step very closely. When running opening the project, Workbench gives me the following error: Can't compile "Engine" script module! scripts/1_Core/CommunityFramework/TypeConverter/CF_TypeConverterT.c(82): Unknown type 'Math' I've looked everywhere, but nobody seems to be having this error.
im getting an error executing the Demo project when i open launch the game: "Cant compile engine script module! scripts/1_Core: Path not found" Howcan i can i fix this? thanks in advance!
If you did not already solve this, it's because you also need to downlod and install a bunch of the other free software from Mikero. I found another guy who explained you also need DeOgg, DePbo, depbo-tools, DeRap, Eliteness, ExtractPbo, MakePbo, pboProject and Rapify. I downloaded all of these and installed them all (except for the depbo-tools, you don't need to install that 1) and then when I opened dayz2p again, it allowed me to press P and start extracting the game data like it is shown in this video. I hope that helps you and others who are having the same problem with dayz2p not being set in the registry.
It's funny beacause on Mikeros readme shows that you don't have to run the installers with admin right, but if you don't do it. It launches an windows registry error.
Hello, i've followed your instructions, but when opening Workbench i got message: "Can't compile 'Game' script module! JM/CF/Scripts/3_Game/CommunityFramework/ExpressionVM/CF_ExpressionFunction.c(33): Undefined function 'CF_ExpressionFunctionValue.CF_EventSubscriber'
Hi - enjoying the vid, but get an error - done everything as specified in your vid, but get an error when doing the 'pboproject' part for 'scripts.pbo' - in the log i get the following shown at the bottom of the 'scripts.packing.log': Workbench\Editor\Plugins\DayZEditor\modprefix.c :scanning Workbench\Editor\Plugins\DayZEditor\PluginErrorMessage.c :scanning Workbench\project.cfg :validating...ModName=@Demo AdditionalMPMods=@CF;@BuilderItems In File P:\Demo\Scripts\Workbench\project.cfg: circa Line 2 Expected Semicolon OR bad array syntax In File P:\Demo\Scripts\Workbench\project.cfg: circa Line 2 Expected Semicolon OR bad array syntax Rapify error "Scripts.pbo not produced due to error(s)" any thoughts as to the issue. i have followed your instructions as per your video.
Also not working. :-( After following all these steps, when starting Workbench i end up with an error message pointing to CF "cannot compile game script module ... undefined function ... whatsoever" And then Workbench refuses to work. Is it really that hard to set it up?
Look at a Comment from "Dorizz" up here, he posted the Solution for it; ScriptModulePathClass { Name "gameLib" Paths { "scripts/2_GameLib" "JM/CF/defines" // Was missing "JM/CF/scripts/2_GameLib" // Was missing } EntryPoint "" }
I want to try reskinning a workbench to look like a cnc mill. But I also want to create blueprints. I want to be able to put chunk a of steel in, a blueprint and a cutting tool in the machine and have it spit out the item the blueprint is of.
So I'm confused, Where is the section on creating the workbench? Which is in your title, the only reason I viewed this video. I joined so I can learn how to setup the workbench and don't see anything about it? Am I mistaken?
@@lusk-lyngesr.5764 That's not it. The video was informative so I appreciate it. But it doesn't show how to setup the workbench that I could see. For example when I download CF tools, my workbench is set to N. And when I click workbench it says game not installed error
Hi...Tutorial is amazing... I'm facing a problem...everything works until I start the Launch Client+Server script. It launches the server but says that the client has a PBO which is not part of server, point to the gui.pbo. I looked into the start lines of both server and client and they point to the same mods locations and list (C:\Mods and CF, BuilderItems and my mod). Anyone know how to solve that?
I had same issue, added 'verifySignatures = 0; // if testing mods which aren't properly signed yet' , to serverDZ.cfg file in DayZServer_x64 root directory. Verified server & client logs the 'K' key press.
Hello! Very useful tutorial. One question does anyone knows if the mod folder has to match the mods folder downloaded by steam or it has to be another one where I copy the mod folder from steam workshop.
The commenters who mocked this guys delivery are ungrateful little children. This guy spent hours putting together a useful video -- I'm not seeing anything else out there -- and you go out of your way to mock him. He's a volunteer just trying to help the community.
Be aware that the at the time of this comment the dayz.gproj is not going to work without adding 2x more Paths in the file:
ScriptModulePathClass {
Name "gameLib"
Paths {
"scripts/2_GameLib"
"JM/CF/defines" // Was missing
"JM/CF/scripts/2_GameLib" // Was missing
}
EntryPoint ""
}
Thanks
Thanks a lot!
Thanks
BUMP this up, this fix still applies as of 06/10/2022
Great tutorial! One thing to note, in the latest version of your repository, the M@ster proj file is missing two entries which are shown in the video
FileSystemPathClass {
Name "Game Root"
Directory "P:"
}
There is only this, so you don't get the mod directory appearing in workbench like you do in your video.
So you need to add two entries, one for Community Framework and one for the name of your mod.
Not sure if this was intentional or not but just incase anyone else stumbles across this.
Hello! Great tutorial @LUSK . I hope this tutorial gets very useful once I achieve to end all the steps :P . After making @JippyUK edit on .gproj It solved some error about CF I was getting when opening Dayz Worbench. Now, when opening the workbench this error shows "Can't compile "Engine" script module! JM/CF/scripts/1_Core/CommunityFramework/CF_Byte.c(11): Multiple declaration of class ' CF_Byte'. I'm not familiar to EnScript language but line 11 points to "class CF_Byte : CF_Uint" and It looks correct as other files. What could be wrong? Because I searched for 'class CF_Byte' on Z:\JM\CF\Scripts' and there is no more class definitions.
@@lagallinaturuleta1302don't edit the gproj file like suggested in the comments just keep the one that came in the download. If you add:
FileSystemPathClass {
Name "Game Root"
Directory "P:"
}
OR
ScriptModulePathClass {
Name "gameLib"
Paths {
"scripts/2_GameLib"
"JM/CF/defines" // Was missing
"JM/CF/scripts/2_GameLib" // Was missing
}
EntryPoint ""
}
you will be duplicating the declaration of the CF_Byte class and then it won't work. whatever error you were getting about CF before editing your gproj is not related to these edits.
great video, probably the best i have seen for dayz mods. But i have never heard someone use so often "ehhh" ^^
Hi guys, after following the tutorial I get these error messages after the first start of "dayz.gproj:
Can´t compile "Engine" script module!
JM/CF/scipts/1_Core/CommunityFramework/CF_Byte.c(11): Multiple declaration of class 'CF_Byte'
...and these are then displayed in the console...
SCRIPT (E): @"Demo/Scripts/Workbench/Editor/Plugins/DayZEditor/MasterPlugin.c,50": Multiple declaration of class 'LaunchOfflineModTool'
SCRIPT (E): @"Demo/Scripts/Workbench/Editor/Plugins/DayZEditor/MasterPlugin.c,67": Multiple declaration of class 'OpenLogFiles'
SCRIPT (E): @"Demo/Scripts/Workbench/Editor/Plugins/DayZEditor/MasterPlugin.c,77": Multiple declaration of class 'BuildMod'
SCRIPT (E): @"Demo/Scripts/Workbench/Editor/Plugins/DayZEditor/MasterPlugin.c,145": Multiple declaration of class 'DayZProjectManager'
SCRIPT (E): @"Demo/Scripts/Workbench/Editor/Plugins/DayZEditor/PluginErrorMessage.c,1": Multiple declaration of class 'PluginErrorMessage'
Excellent Video. Thanks for making it helped me so much!
Is this tutorial still current? I've followed each step very closely. When running opening the project, Workbench gives me the following error:
Can't compile "Engine" script module!
scripts/1_Core/CommunityFramework/TypeConverter/CF_TypeConverterT.c(82): Unknown type 'Math'
I've looked everywhere, but nobody seems to be having this error.
Man...I also have, with only 33 lines
Still isnt resolved?
@@Popugaj4ik yap ^( maybe it's because of the unpacking curve.
im getting an error executing the Demo project when i open launch the game: "Cant compile engine script module! scripts/1_Core: Path not found" Howcan i can i fix this? thanks in advance!
Can't compile 'game' script modile! scripts/3_game/CommunityFramework/CommunityFramework.c(20): BAD type 'CF_XML'
Anyone else had this problem?
same here
same
Same. Followed exactly and same named drives....
Removed this from gproj and no longer get the error. Will continue to debug
FileSystemPathClass {
Name "Community Framework"
Directory "P:\JM\CF"
}
@@GBTDayZ hey m8 did you manage to get it to work ?
You are doing gods work. Thank you!
I have issue say game not installed when i start workbrench ? Can you help me ?!!
Don't exists this Mikero's tool box to download, when I try start the Mikeros Dayz2p have a windows registry error
Connect me on Discord and I will try to help you : hlynge#2885
If you did not already solve this, it's because you also need to downlod and install a bunch of the other free software from Mikero. I found another guy who explained you also need DeOgg, DePbo, depbo-tools, DeRap, Eliteness, ExtractPbo, MakePbo, pboProject and Rapify. I downloaded all of these and installed them all (except for the depbo-tools, you don't need to install that 1) and then when I opened dayz2p again, it allowed me to press P and start extracting the game data like it is shown in this video. I hope that helps you and others who are having the same problem with dayz2p not being set in the registry.
It's funny beacause on Mikeros readme shows that you don't have to run the installers with admin right, but if you don't do it. It launches an windows registry error.
Hello, i've followed your instructions, but when opening Workbench i got message:
"Can't compile 'Game' script module!
JM/CF/Scripts/3_Game/CommunityFramework/ExpressionVM/CF_ExpressionFunction.c(33): Undefined function 'CF_ExpressionFunctionValue.CF_EventSubscriber'
hey, are you resolve this issue?
@@holyinqusition9538 no, I've made my own script to compile scripts. Using vs code, workbench only for debugging and interfaces
Hi - enjoying the vid, but get an error - done everything as specified in your vid, but get an error when doing the 'pboproject' part for 'scripts.pbo' - in the log i get the following shown at the bottom of the 'scripts.packing.log':
Workbench\Editor\Plugins\DayZEditor\modprefix.c :scanning
Workbench\Editor\Plugins\DayZEditor\PluginErrorMessage.c :scanning
Workbench\project.cfg :validating...ModName=@Demo
AdditionalMPMods=@CF;@BuilderItems
In File P:\Demo\Scripts\Workbench\project.cfg: circa Line 2 Expected Semicolon OR bad array syntax
In File P:\Demo\Scripts\Workbench\project.cfg: circa Line 2 Expected Semicolon OR bad array syntax
Rapify error
"Scripts.pbo not produced due to error(s)"
any thoughts as to the issue. i have followed your instructions as per your video.
Hello everyone JIT must be enabled what means that windows 11
Also not working. :-(
After following all these steps, when starting Workbench i end up with an error message pointing to CF "cannot compile game script module ... undefined function ... whatsoever"
And then Workbench refuses to work.
Is it really that hard to set it up?
i have the same problem but I did not find a solution for it
Look at a Comment from "Dorizz" up here, he posted the Solution for it;
ScriptModulePathClass {
Name "gameLib"
Paths {
"scripts/2_GameLib"
"JM/CF/defines" // Was missing
"JM/CF/scripts/2_GameLib" // Was missing
}
EntryPoint ""
}
I want to try reskinning a workbench to look like a cnc mill. But I also want to create blueprints.
I want to be able to put chunk a of steel in, a blueprint and a cutting tool in the machine and have it spit out the item the blueprint is of.
please make another Workbench guide. please. please.please. I beg you. I pray for it.
I'm missing all of the options from the Plugins menu in the Script Editor (so I can't find "-> Launch Server-Client"). How can I add them?
Hi Asher... Can you please connect me on Discord, then I will try to help you: hlynge#2885
@@lusk-lyngesr.5764 Great, thanks!
@@ashermerrill If you resolved that issue, could you please post the solution for that ?)
So I'm confused, Where is the section on creating the workbench? Which is in your title, the only reason I viewed this video. I joined so I can learn how to setup the workbench and don't see anything about it? Am I mistaken?
I am sorry if this was not what you were looking for.
What do you need to setup in relation to the workbench ?
@@lusk-lyngesr.5764 That's not it. The video was informative so I appreciate it. But it doesn't show how to setup the workbench that I could see. For example when I download CF tools, my workbench is set to N. And when I click workbench it says game not installed error
Nice guide!
Can't compile 'game' script modile! scripts/3_game/CommunityFramework/CommunityFramework.c(20): BAD type 'CF_XML'
Hi Chris - I would suggest that you try again based on my updated repo.... there was a change in how e.g. JM/CF should be references.
Great video, im having an issue with build plugin, Im getting a "locating steam tools for Arma3... no binarize tool". Are arma 3 Tools needed??
if someone is getting this error, just has to execute mikero`s pboProject.exe. click on setup and set engine to DAYZSA
@@shiryou Thx for the fix but now I get "binarise tools for ofp/xbox engines are not installed" - any ideas?
can custom main menus be made in Dayz editor
Thank you !
Hi...Tutorial is amazing...
I'm facing a problem...everything works until I start the Launch Client+Server script. It launches the server but says that the client has a PBO which is not part of server, point to the gui.pbo.
I looked into the start lines of both server and client and they point to the same mods locations and list (C:\Mods and CF, BuilderItems and my mod). Anyone know how to solve that?
I had same issue, added 'verifySignatures = 0; // if testing mods which aren't properly signed yet' , to serverDZ.cfg file in DayZServer_x64 root directory. Verified server & client logs the 'K' key press.
@@lkelley1473 if 0 does not work use 3
myn wont open hlynge-master
i think the amount of "eeeh"s did actually damage my brain
Thank you ehhhhh very ehhhhhh much ehhhhhhhhhhhhhhhhhhhhhhhhhh
I am glad that you found the information useful....
ehhhhhhhhhhhhhhhhhhhhhhh thank you
ehhhhhhhhhhhhhhhhhhhhhhhhhh
I never in my live heard so much ähhhhhs in 23 minutes
Thank you ehhhh very ehhhh much ehhhh....
Where do you find the energy to be so negative
@@lusk-lyngesr.5764 who knows... thanks for the tutorial! :)
Ehhhhhhh
Hello! Very useful tutorial. One question does anyone knows if the mod folder has to match the mods folder downloaded by steam or it has to be another one where I copy the mod folder from steam workshop.
I have sent a friend request on Discord too, if that's ok as need a little help I think you might be able to help? ty