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#1 Posted at 2014-10-15 17:02        
     
Signing the addons and mods for Arma 3 you release to the public to use is really simple.
By providing the addons and mods signed serveradmins can easily add (allow) your owk on their servers and people do not have to go out and search for signed versions of the works.
If you do not sign your work serveradmins have to sign your work themselves and this results in numerous different versions floating around on the internet makeing it difficult for people to find the correct version to use online.

So, use the following easy guide to sign your work!
  1. Download the Arma 3 Tools package on Steam
  2. Launch Arma 3 Tools for the first time. (If you don't already have it)
  3. Create and mount your P: drive. Its easy the Tools pretty much do it for you!
  4. Open Arma 3 tools.
  5. Open "Addon Builder".
  6. The first box in the Addon Builder is the File Path to the folder being processed into .pbo. Look for and select the file.
  7. Second box is the Path where the output .pbo will be placed. I made a folder specifically for this on my desktop called "Addon Building"
  8. There are Three check boxes "Clear Temp Folder" is the onlyone that should be checked. Leave "Create Signatures" and "Binarize" unchecked!
  9. 9
  10. Click Pack, after it packs the file it should pop up another box that says "Build Successful". Boom you have your Mod.pbo.

That takes about 5-25 minutes (depending on download speed) if you haven't done it yet.

The following steps are for making your "Private Key" to create these signatures:
  1. Open up ARMA 3 Tools
  2. Open up DSSignFile
  3. Click DSCreateKey
  4. Input the name for your key (make sure to choose a unique name)
  5. Click CreateKey
  6. You now have your Private Key to Sign mods with. Never share or distribute this private key! They are kept in your DSSignFile Folder inside the ARMA 3 tools directory.
  7. The key you share is named," your_chosen_name.bikey" (the private key you never share or distribute is called "your_chosen_name.biprivatekey" ).Again, never share or distribute the Private one!

The following steps are for signing the mod you just created above:
  1. Open Arma 3 Tools
  2. Open DSSignFile, this opens a second pop up. select DSSignfile again.
  3. The first box in DSSignFile is the path to the .pbo you wish to sign. Browse to your newly created .pbo and select it.
  4. The second box it the path to your Key. The key is kept in the DSSignFile folder with in the ARMA 3 Tools Directory. Created earlier.
  5. With those two files selected in the appropriate boxes, click "Sign File" button.
  6. The newly created .pbo from above is now properly signed. Its That easy.


Note:
The original guide was written by Lordprimate on the BI forums and posted here with his permission.

This post was edited by Foxhound (2014-12-22 09:40, 1091 days ago)

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Posts: 1589
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Country: pf
Location: Tahiti
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In-game name: Kobayashi Maru

 
#2 Posted at 2015-06-10 07:55        
     
Sure! Easy but there are some new functionalities coming with the launcher, BattleEye and the way the addons are managed on Steam.
First, Launcher has taken the control of the game, checking plenty of updates prior to launch game. Why not?
But there is no more possibility to test easily an addon project. You need to upload a private version of it. It's heavy!
More! if Arma is launched via the launcher, you can't choose extensions in the config menu (no access to enable/disable extensions)

Second, the Publisher is always this non-coherent, messy tools, trying to fix folders and adding weird legacy.bin???
Is there anybody to explain clearly what/where/when folders or files should be present to have a coherent addon?
AIM IS SIMPLE: a pbo in "addons" subfolder of @myAddon , a bikey in "keys" subfolder, a bisign probably in "addons" subfolder (not sure it's the good place), and, if you please, cherry on cake, a pdf or doc or txt file for easy finding documentation in an "Idontknowwhatwhere" subfolder (or directly in @myaddons).

*WALL* *WALL* *WALL*
I never success to do this simple thing. If you do it yourself in Arma3 folder, be sure next time you launch via Steam launcher, the mess wiil be back.

Trying to publish leads to a "fix it" proposal for a missing or incorrect path addons folder (what root??). But addon works... Is it serious?
Recently, using launcher leads to a systematic error for a bisign key test failed on addons which had no problem since then... But addons work... once again seriously?

Subsidiary question: Still how many versions of Publisher to obtain a simple efficient tool ???

This post was edited by Pierre MGI (2015-06-10 10:01, 921 days ago)

PLEASE CONTACT ME ON BI FORUMS FOR ANY SCRIPT / MOD QUESTION. TKS

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#3 Posted at 2015-07-08 08:07        
     
I made my addon and it works but when i sign it and start my game up my items are invisible?

why is this?


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Posts: 1589
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Country: pf
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#4 Posted at 2015-07-08 17:40        
     
So launcher becomes even more mandatory. But there are some improvements.
2 ways to enable an addon:
- you are your own subscriber on Steam;
- you add your addon via Launcher (local files +) after adding your @mod in the Arma3 directory (with other mods). Check your addons and keys sub-folders.

Running with Launcher disables the in-game "extensions" menu.

I partially solved a point of my previous post: forcing "check signature" in advanced menu of the launcher leads to systematic error messages (for all addons).

PLEASE CONTACT ME ON BI FORUMS FOR ANY SCRIPT / MOD QUESTION. TKS