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ArmaAddict7

Problem with config.cpp *Building*

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Hey guys, I cant seem to be able to get this config to load into game.. it says "config at end of file" the follow is my RPT along with my config. Any help will be appreciated in advance.

class CfgPatches {

class ob_firestation {
units = {"Land_ob_firestation"};
weapons = {};
requiredVersion = 0.100000;
requiredAddons = {};
};
};

class CfgVehicleClasses {

class OB_A3H_Assets {
displayName = "Fire Department";
};
};

class CfgVehicles {
/*extern*/ class House;

class House_F: House {
};

class Land_ob_firestation: House_F {
scope = 2;
displayname = "Main Fire Station";
model = "\ob_firestation\ob_firestation.p3d";
vehicleClass = "OB_A3H_Assets";
mapsize = 12;
cost = 100000;

class HitPoints {

class blank {
armor = 0.000100;
material = -1;
name = "blank";
visual = "blank";
passThrough = 0.800000;
};
};

class AnimationSources {

class door {
source = "user";
animPeriod = 2;
initPhase = 0;
};

class door_1 {
source = "user";
animPeriod = 2;
initPhase = 0;
};

class door2 {
source = "user";
animPeriod = 2;
initPhase = 0;
};

class door3 {
source = "user";
animPeriod = 2;
initPhase = 0;
};
class Openallbays {
source = "user";
animPeriod = 8;
initPhase = 0;
};

class baydoor1rotate {
source = "user";
animPeriod = 8;
initPhase = 0;
};

class baydoor2rotate {
source = "user";
animPeriod = 8;
initPhase = 0;
};

class baydoor3rotate {
source = "user";
animPeriod = 8;
initPhase = 0;
};

class baydoor4rotate {
source = "user";
animPeriod = 8;
initPhase = 0;
};

class baydoor5rotate {
source = "user";
animPeriod = 8;
initPhase = 0;
};

class baydoor6rotate {
source = "user";
animPeriod = 8;
initPhase = 0;
};

class baydoor7rotate {
source = "user";
animPeriod = 8;
initPhase = 0;
};

class baydoor8rotate {
source = "user";
animPeriod = 8;
initPhase = 0;
};

class baydoor9rotate {
source = "user";
animPeriod = 8;
initPhase = 0;
};

class Zeroanimation {
source = "user";
animPeriod = 0;
initPhase = 1;
};

class OneSecondAnim {
source = "user";
animPeriod = 1;
initPhase = 0;
};

class AlleyAnim {
source = "user";
animPeriod = 0.500000;
initPhase = 1;
};

class FiveSecondAnim {
source = "user";
animPeriod = 5;
initPhase = 0;
};
};

class UserActions {

class OpenDoor1 {
displayName = "Open Front Door";
position = "door_1_trigger";
radius = 1;
onlyForPlayer = 0;
condition = "this animationPhase "door_1" < 0.5";
statement = "this animate ["door_1", 1];";
};

class Closedoor_1 {
displayName = "Close Front Door";
position = "door_1_trigger";
radius = 2;
onlyForPlayer = 0;
condition = "this animationPhase "door_1" >= 0.5";
statement = "this animate ["door_1", 0];";
};

class OpenDoor2 {
displayName = "Open Front Door";
position = "door_2_trigger";
radius = 2;
onlyForPlayer = 0;
condition = "this animationPhase "door_2" < 0.5";
statement = "this animate ["door_2", 1];";
};

class CloseDoor2 {
displayName = "Close Front Door";
position = "door_2_trigger";
radius = 2;
onlyForPlayer = 0;
condition = "this animationPhase "door_2" >= 0.5";
statement = "this animate ["door_2", 0];";
};

class OpenDoor3 {
displayName = "Open Side Door";
position = "door_3_trigger";
radius = 2;
onlyForPlayer = 0;
condition = "this animationPhase "door_3" < 0.5";
statement = "this animate ["door_3", 1];";
};

class CloseDoor3 {
displayName = "Close Side Door";
position = "door_3_trigger";
radius = 2;
onlyForPlayer = 0;
condition = "this animationPhase "door_3" >= 0.5";
statement = "this animate ["door_3", 0];";
};
class Openallbays {
displayName = "Open All Bays";
radius = 2;
onlyForPlayer = 0;
position = "pos_baydoors";
condition = "(this animationPhase "baydoor1rotate" < 0.5) or (this animationPhase "baydoor2rotate" < 0.5) or (this animationPhase "baydoor3rotate" < 0.5) or (this animationPhase "baydoor4rotate" < 0.5) or (this animationPhase "baydoor5rotate" < 0.5) or (this animationPhase "baydoor6rotate" < 0.5) or (this animationPhase "baydoor7rotate" < 0.5) or (this animationPhase "baydoor8rotate" < 0.5)";
statement = "this animate ["baydoor1rotate", 1]; this animate ["baydoor2rotate", 1]; this animate ["baydoor3rotate", 1]; this animate ["baydoor4rotate", 1]; this animate ["baydoor5rotate", 1]; this animate ["baydoor6rotate", 1]; this animate ["baydoor7rotate", 1]; this animate ["baydoor8rotate", 1]";
};

class Closeallbays {
displayName = "Close All Bays";
radius = 2;
onlyForPlayer = 0;
position = "pos_baydoors";
condition = "(this animationPhase "baydoor1rotate" > 0.5) or (this animationPhase "baydoor2rotate" > 0.5) or (this animationPhase "baydoor3rotate" > 0.5) or (this animationPhase "baydoor4rotate" > 0.5) or (this animationPhase "baydoor5rotate" > 0.5) or (this animationPhase "baydoor6rotate" > 0.5) or (this animationPhase "baydoor7rotate" > 0.5) or (this animationPhase "baydoor8rotate" > 0.5)";
statement = "this animate ["baydoor1rotate", 0]; this animate ["baydoor2rotate", 0]; this animate ["baydoor3rotate", 0]; this animate ["baydoor4rotate", 0]; this animate ["baydoor5rotate", 0]; this animate ["baydoor6rotate", 0]; this animate ["baydoor7rotate", 0]; this animate ["baydoor8rotate", 0]";
};

class Openbaydoor1 {
displayName = "Open Bay One Front";
radius = 2;
onlyForPlayer = 0;
position = "pos_baydoors";
condition = "this animationPhase "baydoor1rotate" < 0.5";
statement = "this animate ["baydoor1rotate", 1];";
};

class Closebaydoor1 {
displayName = "Close Bay One Front";
radius = 2;
onlyForPlayer = 0;
position = "pos_baydoors";
condition = "this animationPhase "baydoor1rotate" > 0.5";
statement = "this animate ["baydoor1rotate", 0];";
};

class Openbaydoor2 {
displayName = "Open Bay Two Front";
radius = 2;
onlyForPlayer = 0;
position = "pos_baydoors";
condition = "this animationPhase "baydoor1rotate" < 0.5";
statement = "this animate ["baydoor2rotate", 1];";
};

class Closebaydoor2 {
displayName = "Close Bay Two Front";
radius = 2;
onlyForPlayer = 0;
position = "pos_baydoors";
condition = "this animationPhase "baydoor2rotate" > 0.5";
statement = "this animate ["baydoor2rotate", 0];";
};

class Openbaydoor3 {
displayName = "Open Bay Three Front";
radius = 2;
onlyForPlayer = 0;
position = "pos_baydoors";
condition = "this animationPhase "baydoor3rotate" < 0.5";
statement = "this animate ["baydoor3rotate", 1];";
};

class Closebaydoor3 {
displayName = "Close Bay Three Front";
radius = 2;
onlyForPlayer = 0;
position = "pos_baydoors";
condition = "this animationPhase "baydoor3rotate" > 0.5";
statement = "this animate ["baydoor3rotate", 0];";
};

class Openbaydoor4 {
displayName = "Open Bay Four Front";
radius = 2;
onlyForPlayer = 0;
position = "pos_baydoors";
condition = "this animationPhase "baydoor4rotate" < 0.5";
statement = "this animate ["baydoor4rotate", 1];";
};

class Closebaydoor4 {
displayName = "Close Bay Four Front";
radius = 2;
onlyForPlayer = 0;
position = "pos_baydoors";
condition = "this animationPhase "baydoor4rotate" > 0.5";
statement = "this animate ["baydoor4rotate", 0];";
};

class Openbaydoor5 {
displayName = "Open Bay Four Rear";
radius = 2;
onlyForPlayer = 0;
position = "pos_baydoors";
condition = "this animationPhase "baydoor5rotate" < 0.5";
statement = "this animate ["baydoor5rotate", 1];";
};

class Closebaydoor5 {
displayName = "Close Bay Four Rear";
radius = 2;
onlyForPlayer = 0;
position = "pos_baydoors";
condition = "this animationPhase "baydoor5rotate" > 0.5";
statement = "this animate ["baydoor5rotate", 0];";
};

class Openbaydoor6 {
displayName = "Open Bay Three Rear";
radius = 2;
onlyForPlayer = 0;
position = "pos_baydoors";
condition = "this animationPhase "baydoor6rotate" < 0.5";
statement = "this animate ["baydoor6rotate", 1];";
};

class Closebaydoor6 {
displayName = "Close Bay Three Rear";
radius = 2;
onlyForPlayer = 0;
position = "pos_baydoors";
condition = "this animationPhase "baydoor6rotate" > 0.5";
statement = "this animate ["baydoor6rotate", 0];";
};

class Openbaydoor7 {
displayName = "Open Bay Two Rear";
radius = 2;
onlyForPlayer = 0;
position = "pos_baydoors";
condition = "this animationPhase "baydoor7rotate" < 0.5";
statement = "this animate ["baydoor7rotate", 1];";
};

class Closebaydoor7 {
displayName = "Close Bay Two Rear";
radius = 2;
onlyForPlayer = 0;
position = "pos_baydoors";
condition = "this animationPhase "baydoor7rotate" > 0.5";
statement = "this animate ["baydoor7rotate", 0];";
};

class Openbaydoor8 {
displayName = "Open Bay One Rear";
radius = 2;
onlyForPlayer = 0;
position = "pos_baydoors";
condition = "this animationPhase "baydoor8rotate" < 0.5";
statement = "this animate ["baydoor8rotate", 1];";
};

class Closebaydoor8 {
displayName = "Close Bay One Rear";
radius = 2;
onlyForPlayer = 0;
position = "pos_baydoors";
condition = "this animationPhase "baydoor8rotate" > 0.5";
statement = "this animate ["baydoor8rotate", 0];";
};

class Openbaydoor9 {
displayName = "Open Reserve Bay";
radius = 2;
onlyForPlayer = 0;
position = "pos_baydoor1";
condition = "this animationPhase "baydoor9rotate" < 0.5";
statement = "this animate ["baydoor9rotate", 1];";
};

class Closebaydoor9 {
displayName = "Close Reserve Bay";
radius = 2;
onlyForPlayer = 0;
position = "pos_baydoor1";
condition = "this animationPhase "baydoor9rotate" > 0.5";
statement = "this animate ["baydoor9rotate", 0];";
};
};
};
};

enum {
StabilizedInAxesNone = 0,
StabilizedInAxisX = 1,
StabilizedInAxisY = 2,
StabilizedInAxesBoth = 3,
StabilizedInAxesXYZ = 4
}
18:27:38 File ob_firestation\config.cpp, line 3: '/CfgPatches/ob_firestation.units': Missing ';' prior '}'
18:27:38 File ob_firestation\config.cpp, line 4: '/CfgPatches.weapons': Missing ';' prior '}'
18:27:38 File ob_firestation\config.cpp, line 6: '.requiredAddons': Missing ';' prior '}'
ErrorMessage: Config : some input after EndOfFile.

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weapons = {}; should be weapons[] = {};

 

You need to define arrays with []

Thanks for the help but I had no luck with the error. Same error as before.. I even deleted the weapons array and nothing.

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Thanks for the help but I had no luck with the error. Same error as before.. I even deleted the weapons array and nothing.

 

Okay but it still would have fucked up bigtime if you hadn't changed all of your incorrect other array definitions.  Anyway, as Jackal mentions, you should share your solution.  Other people might want to know what you did, plus if you don't bother then people might not want to help you out in the future.

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