DerBiwi 10 Posted April 20, 2014 Hey Folks, since a few days, I have the following error message: http://cloud-4.steampowered.com/ugc/486696438234000693/F912CCEB6684C95BC33C03F00B5E269A265D7A97/ Now, I know, why this is happen everytime, I want to start a Mission: It's my Weaponpack!! But I dont Know, why it send me back to the editor, and where I have used this Soundsupressor class. Even in the Accessory-Config. Have anyone a Idea, how I could solve this problem? Greets, Biwi ---------- Post added at 15:14 ---------- Previous post was at 15:12 ---------- Here is the config.cpp, if needed: #define _ARMA_ //Class biw_acc : config.bin{ class CfgPatches { class biw_acc { requiredaddons[] = {"A3_Weapons_F"}; requiredversion = 0.1; units[] = {}; weapons[] = {"biw_optic_cqc","biw_mfs_g40"}; magazines[] = {""}; }; }; class cfgWeapons { class optic_Aco; class InventoryOpticsItem_Base_F; class MRCOscope; class ItemCore; class Mode_SemiAuto; class Mode_FullAuto; class ItemInfo; class InventoryMuzzleItem_Base_F; class biw_optic_cqc: optic_Aco { scope = 2; displayName = "CQBS"; picture = "\A3\weapons_F\Data\UI\gear_acco_aco_CA.paa"; model = "biw_weapons\acc\biw_optic_01"; descriptionShort = "Visier mit 1x Vergrößerung"; weaponInfoType = "RscWeaponZeroing"; class ItemInfo: InventoryOpticsItem_Base_F { mass = 2; modelOptics = "\A3\Weapons_F\empty"; optics = 1; class OpticsModes { class ACO { opticsID = 1; useModelOptics = 0; opticsZoomMin = 0.375; opticsZoomMax = 1.1; opticsZoomInit = 0.75; memoryPointCamera = "eye"; opticsFlare = 0; opticsDisablePeripherialVision = 0; distanceZoomMin = 100; distanceZoomMax = 100; cameraDir = ""; visionMode[] = {}; opticsPPEffects[] = {"OpticsCHAbera5","OpticsBlur5"}; }; }; }; }; class biw_mfs_g40: ItemCore { fireLightDiffuse[] = {0.937,0.631,0.259}; fireLightAmbient[] = {0,0,0}; firelightduration = 0.04; firelightintensity = 0.09; displayName = "Mündungsfeuerdämpfer (G40)"; picture = ""; model = "biw_weapons\acc\biw_mfs"; scope = 2; class ItemInfo: InventoryMuzzleItem_Base_F { mass = 5; class MagazineCoef { initSpeed = 1; }; muzzleEnd = "zaslehPoint"; alternativeFire = "Zasleh2"; modes[] = {"Single_G40","FullAuto_G40"}; class Single_G40: Mode_SemiAuto { aidispersioncoefx = 1.4; aidispersioncoefy = 1.7; airateoffire = 2; airateoffiredistance = 500; artillerycharge = 1; artillerydispersion = 1; autofire = 0; begin1[] = {"biw_weapons\biw_g40\data\sounds\g40_single_01",2.51189,1,1200}; begin2[] = {"biw_weapons\biw_g40\data\sounds\g40_single_02",2.51189,1,1200}; begin3[] = {"biw_weapons\biw_g40\data\sounds\g40_single_01",2.51189,1,1200}; burst = 1; canshootinwater = 0; closure1[] = {"\A3\sounds_f\weapons\closure\closure_rifle_2",3.16228,1,500}; closure2[] = {"\A3\sounds_f\weapons\closure\closure_rifle_3",3.16228,1,500}; dispersion = 0.0005; displayname = "Semi"; ffcount = 1; fffrequency = 11; ffmagnitude = 0.5; flash = "gunfire"; flashsize = 0.1; maxrange = 500; maxrangeprobab = 0.2; midrange = 250; midrangeprobab = 0.7; minrange = 2; minrangeprobab = 0.3; multiplier = 1; recoil = "recoil_single_mx"; recoilProne = "recoil_single_prone_mx"; reloadtime = 0.096; requiredoptictype = -1; showtoplayer = 1; sound[] = {"",10,1}; soundbegin[] = {"begin1",0.333,"begin2",0.333,"begin3",0.333}; soundbeginwater[] = {"sound",1}; soundburst = 0; soundclosure[] = {"closure1",0.5,"closure2",0.5}; soundcontinuous = 0; soundend[] = {}; soundloop[] = {}; texturetype = "semi"; useaction = 0; useactiontitle = ""; weaponsoundeffect = "DefaultRifle"; }; class FullAuto_G40: Mode_FullAuto { aidispersioncoefx = 2; aidispersioncoefy = 3; airateoffire = "1e-006"; airateoffiredistance = 500; artillerycharge = 1; artillerydispersion = 1; autofire = 1; begin1[] = {"biw_weapons\biw_g40\data\sounds\g40_single_01",2.51189,1,1200}; begin2[] = {"biw_weapons\biw_g40\data\sounds\g40_single_02",2.51189,1,1200}; begin3[] = {"biw_weapons\biw_g40\data\sounds\g40_single_01",2.51189,1,1200}; burst = ; canshootinwater = 0; closure1[] = {"\A3\sounds_f\weapons\closure\closure_rifle_2",3.16228,1,500}; closure2[] = {"\A3\sounds_f\weapons\closure\closure_rifle_3",3.16228,1,500}; dispersion = 0.0005; displayname = "Auto"; ffcount = 30; fffrequency = 2; ffmagnitude = 0.5; flash = "gunfire"; flashsize = 0.1; maxrange = 30; maxrangeprobab = 0.05; midrange = 15; midrangeprobab = 0.7; minrange = 0; minrangeprobab = 0.9; multiplier = 1; recoil = "recoil_auto_mx"; recoilProne = "recoil_auto_prone_mx"; reloadtime = 0.096; requiredoptictype = -1; showtoplayer = 1; sound[] = {"",10,1}; soundbegin[] = {"begin1",0.333,"begin2",0.333,"begin3",0.333}; soundbeginwater[] = {"sound",1}; soundburst = 0; soundclosure[] = {"closure1",0.5,"closure2",0.5}; soundcontinuous = 0; soundend[] = {"sound",1}; soundloop[] = {}; texturetype = "fullAuto"; useaction = 0; useactiontitle = ""; weaponsoundeffect = "DefaultRifle"; }; }; }; class biw_mfs_lr: ItemCore { fireLightDiffuse[] = {0.937,0.631,0.259}; fireLightAmbient[] = {0,0,0}; firelightduration = 0.04; firelightintensity = 0.1; displayName = "Mündungsfeuerdämpfer (LR-X)"; picture = ""; model = "biw_weapons\acc\biw_mfs"; scope = 2; class ItemInfo: InventoryMuzzleItem_Base_F { mass = 5; class MagazineCoef { initSpeed = 1; }; muzzleEnd = "zaslehPoint"; alternativeFire = "Zasleh2"; modes[] = {"Single_lr","FullAuto_lr"}; class Single_lr: Mode_SemiAuto { aidispersioncoefx = 1.4; aidispersioncoefy = 1.7; airateoffire = 2; airateoffiredistance = 500; artillerycharge = 1; artillerydispersion = 1; autofire = 0; begin1[] = {"biw_weapons\biw_lr\data\sounds\lr555_01",2.51189,1,1200}; begin2[] = {"biw_weapons\biw_lr\data\sounds\lr555_02",2.51189,1,1200}; begin3[] = {"biw_weapons\biw_lr\data\sounds\lr555_03",2.51189,1,1200}; burst = 1; canshootinwater = 0; closure1[] = {"A3\sounds_f\weapons\closure\ebr-1",3.16228,1,500}; closure2[] = {"A3\sounds_f\weapons\closure\ebr-2",3.16228,1,500}; closure3[] = {"A3\sounds_f\weapons\closure\ebr-3",3.16228,1,500}; dispersion = 0.001; displayname = "Semi"; ffcount = 20; fffrequency = 2; ffmagnitude = 0.5; flash = "gunfire"; flashsize = 0.2; maxrange = 500; maxrangeprobab = 0.2; midrange = 250; midrangeprobab = 0.7; minrange = 2; minrangeprobab = 0.3; multiplier = 1; recoil = "recoil_single_ebr"; recoilProne = "recoil_single_prone_ebr"; reloadtime = 0.098; requiredoptictype = -1; showtoplayer = 1; sound[] = {"",10,1}; soundbegin[] = {"begin1",0.333,"begin2",0.333,"begin3",0.333}; soundbeginwater[] = {"sound",1}; soundburst = 0; soundclosure[] = {"closure1",0.5,"closure2",0.5,"closure3",0.5}; soundcontinuous = 0; soundend[] = {}; soundloop[] = {}; texturetype = "semi"; useaction = 0; useactiontitle = ""; weaponsoundeffect = "DefaultRifle"; }; class FullAuto_lr: Mode_FullAuto { aidispersioncoefx = 2; aidispersioncoefy = 3; airateoffire = 1e-006; airateoffiredistance = 500; artillerycharge = 1; artillerydispersion = 1; autofire = 1; burst = ; begin1[] = {"biw_weapons\biw_lr\data\sounds\lr555_01",2.51189,1,1200}; begin2[] = {"biw_weapons\biw_lr\data\sounds\lr555_02",2.51189,1,1200}; begin3[] = {"biw_weapons\biw_lr\data\sounds\lr555_03",2.51189,1,1200}; canshootinwater = 0; closure1[] = {"A3\sounds_f\weapons\closure\ebr-1",3.16228,1,500}; closure2[] = {"A3\sounds_f\weapons\closure\ebr-2",3.16228,1,500}; closure3[] = {"A3\sounds_f\weapons\closure\ebr-3",3.16228,1,500}; dispersion = 0.001; displayname = "Auto"; ffcount = 20; fffrequency = 2; ffmagnitude = 0.5; flash = "gunfire"; flashsize = 0.1; maxrange = 30; maxrangeprobab = 0.05; midrange = 15; midrangeprobab = 0.0007; minrange = 0; minrangeprobab = 0.9; multiplier = 1; recoil = "recoil_auto_ebr"; recoilProne = "recoil_auto_prone_ebr"; reloadtime = 0.098; requiredoptictype = -1; showtoplayer = 1; sound[] = {"",10,1}; soundbegin[] = {"begin1",0.333,"begin2",0.333,"begin3",0.333}; soundbeginwater[] = {"sound",1}; soundburst = 0; soundclosure[] = {"closure1",0.5,"closure2",0.5,"closure3",0.5}; soundcontinuous = 0; soundend[] = {"sound",1}; soundloop[] = {}; texturetype = "fullAuto"; useaction = 0; useactiontitle = ""; weaponsoundeffect = "DefaultRifle"; }; }; }; }; Share this post Link to post Share on other sites
warlord554 2065 Posted April 20, 2014 Try using G40 instead of (G40). And include class Zasleh2 with the rest of your inherent classes. You have more in your config than you really need Share this post Link to post Share on other sites
DerBiwi 10 Posted April 20, 2014 And include class Zasleh2 with the rest of your inherent classes. You have more in your config than you really need Excuse me please, my english is not so well. Could you explain it a little bit simplier please? Share this post Link to post Share on other sites
DerBiwi 10 Posted April 27, 2014 Ok, I tried, what you tell me. The strange thing is, that it only happens with two older Missions from me, The newer ones (most of them Templates etc.) are totally OK. Share this post Link to post Share on other sites