Jump to content
Sign in to follow this  
natanbrody

Error: "config : some input after EndOfFile"

Recommended Posts

this is the config of my new building I made

#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 true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

class CfgPatches

{

class BLG_NPD

{

units[] = {"garagedoorpd", "", "glassdoorpd1", "", "glassdoorpd2", "", "lobbydoorpd", ""};

weapons[] ={};

requiredVersion = 1.0;

};

};

class CfgVehicleClasses

{

class BLG_NPD

{

displayName = "BLG Police Deparment";

};

};

class CfgVehicles

{

class Strategic;

class Land_BLG_NPD : Strategic

{

scope = public;

model = "\PD\BLG_PD.p3d";

mapsize = 5;

displayName = "BLG Police Department Building";

vehicleClass = "BLG_NPD";

destrType = "DestructNo";

nameSound = "Building";

accuracy = 0.2;

cost = 10;

armor = 50000;

class AnimationSources

{

class garagedoorpd

{

source = "user";

animPeriod = 2;

initPhase = 0;

};

class glassdoorpd1

{

source = "user";

animPeriod = 2;

initPhase = 0;

};

class glassdoorpd2

{

source = "user";

animPeriod = 2;

initPhase = 0;

};

class lobbydoorpd

{

source = "user";

animPeriod = 2;

initPhase = 0;

};

};

class UserActions

{

class Opengaragedoorpd

{

displayName = "Open Door";

position = "garagedoorpdswitch";

radius = 2;

onlyforplayer = true;

condition = "this animationPhase ""garagedoorpd"" < 0.5";

statement = "this animate [""garagedoorpd"", 1]";

};

class Closegaragedoorpd

{

displayName = "Close Door";

position = "garagedoorpdswitch";

radius = 2;

onlyforplayer = true;

condition = "this animationPhase ""garagedoorpd"" >= 0.5";

statement = "this animate [""garagedoorpd"", 0]";

};

class Openglassdoorpd1

{

displayName = "Open Door";

position = "glassdoorpd1switch";

radius = 2;

onlyforplayer = true;

condition = "this animationPhase ""glassdoorpd1"" < 0.5";

statement = "this animate [""glassdoorpd1"", 1]";

};

class Closeglassdoorpd1

{

displayName = "Close Door";

position = "glassdoorpd1switch";

radius = 2;

onlyforplayer = true;

condition = "this animationPhase ""glassdoorpd1"" >= 0.5";

statement = "this animate [""glassdoorpd1"", 0]";

};

class Openglassdoorpd2

{

displayName = "Open Door";

position = "glassdoorpd2switch";

radius = 2;

onlyforplayer = true;

condition = "this animationPhase ""glassdoorpd2"" < 0.5";

statement = "this animate [""glassdoorpd2"", 1]";

};

class Closeglassdoorpd2

{

displayName = "Close Door";

position = "glassdoorpd2switch";

radius = 2;

onlyforplayer = true;

condition = "this animationPhase ""glassdoorpd2"" >= 0.5";

statement = "this animate [""glassdoorpd2"", 0]";

};

class Openlobbydoorpd

{

displayName = "Open Door";

position = "lobbydoorpdswitch";

radius = 2;

onlyforplayer = true;

condition = "this animationPhase ""lobbydoorpd"" < 0.5";

statement = "this animate [""lobbydoorpd"", 1]";

};

class Closelobbydoorpd

{

displayName = "Close Door";

position = "lobbydoorpdswitch";

radius = 2;

onlyforplayer = true;

condition = "this animationPhase ""lobbydoorpd"" >= 0.5";

statement = "this animate [""lobbydoorpd"", 0]";

};

};

};

};

This is the model.cfg of the building

class CfgSkeletons {

class Default {

isDiscrete = 1;

skeletonInherit = "";

skeletonBones[] = {};

};

class BLG_NPD_skeleton : Default {

isDiscrete=1;

skeletonInherit="";

skeletonBones[]= {"garagedoorpd", "", "glassdoorpd1", "", "glassdoorpd2", "", "lobbydoorpd", ""};

};

};

};

class CfgModels {

class rotation;

class Default {

sectionsInherit="";

sections[]={};

skeleton="";

class Animations {};

};

class BLG_NPD {

sectionsInherit="";

sections[]= {};

skeletonName="BLG_NPD_skeleton";

};

class BLG_PD : BLG_NPD {

sectionsInherit="BLG_NPD";

sections[]={};

class Animations

{

class garagedoorpd : Rotation

{

type = "rotation";

source = "user";

animPeriod = 2;

selection = "garagedoorpd";

axis = "garagedoorpdaxis";

sourceAddress = "clamp";

memory = 1;

minValue = 0.0;

maxValue = 1;

angle0 = "0";

angle1 = "rad 90";

};

class glassdoorpd1 : Rotation

{

type = "rotation";

source = "user";

animPeriod = 2;

selection = "glassdoorpd1";

axis = "glassdoorpd1axis";

sourceAddress = "clamp";

memory = 1;

minValue = 0.0;

maxValue = 1;

angle0 = "0";

angle1 = "rad -90";

};

class glassdoorpd2 : Rotation

{

type = "rotation";

source = "user";

animPeriod = 2;

selection = "glassdoorpd2";

axis = "glassdoorpd2axis";

sourceAddress = "clamp";

memory = 1;

minValue = 0.0;

maxValue = 1;

angle0 = "0";

angle1 = "rad 90";

};

class lobbydoorpd : Rotation

{

type = "rotation";

source = "user";

animPeriod = 2;

selection = "lobbydoorpd";

axis = "lobbydoorpdaxis";

sourceAddress = "clamp";

memory = 1;

minValue = 0.0;

maxValue = 1;

angle0 = "0";

angle1 = "rad -90";

};

};

};

};

An y help would be great

Share this post


Link to post
Share on other sites
...This is the model.cfg of the building ...

class BLG_NPD_skeleton : Default

{

isDiscrete=1;

skeletonInherit="";

skeletonBones[]= {"garagedoorpd", "", "glassdoorpd1", "", "glassdoorpd2", "", "lobbydoorpd", ""};

};

};

};

There seems to be a not required/extra semi-colon in the first section of the model.cfg? If you indent your code it will be easier for you to see. After the 'class BLG_NPD_skeleton' code block you have three semi-colon line ends when there should be two. I haven't checked any further. Hope this helps.

Share this post


Link to post
Share on other sites

Ok I have removed the semi-colon but now I have another problem. I try to preview it in game and I get "Cannot Load Texture - frontcol." this texture I think is the texture that was imported with one of my .obj files so I went into the face properties of Oxygen 2 and set every faces texture to white... I join the game and same problem and I cannot even see the building in game. Is there a way to somehow remove the texture completely?

Edited by NatanBrody

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×