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Bracket Error and I cant find it. Some Help Please!

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I got a bracket issue in this config and I don't see the problem.  Some help would be appreciated.

The error message says it's on line 18.  

 

class CfgPatches
{
    class PG_niaweapons_226
    {
        requiredaddons[] = { "A3_Data_F", "A3_UI_F", "A3_Anims_F", "A3_Anims_F_Config_Sdr", "A3_Weapons_F", "cba_jr", "hlcweapons_core", "hlc_wp_p226" };
        units[] = {  };
        weapons[] = { };
        magazines[] = {  };
        version = "1.0";
        author = "SWTX";
    };
};

class hlc_p226_base;

class CfgWeapons
{

 class hlc_pistol_P239 :hlc_p226_base
   {
       class BaseSoundModeType;
			class StandardSound: BaseSoundModeType
     
      class Single : Single
       {
           class StandardSound : BaseSoundModeType 
           {
               soundSetShot[] = { "nia_p2399mm_Shot_SoundSet", "nia_p2399mm_tail_SoundSet" };
           };

           class SilencedSound : BaseSoundModeType 
           {
               soundSetShot[] = { "nia_p2269mm_silencerTail_SoundSet", "nia_p2269mm_silencerShot_SoundSet" };
           };
        };
   };
   
   class hlc_pistol_P239_40 :hlc_p226_base
   {
       class BaseSoundModeType;
			class StandardSound: BaseSoundModeType
       
       class Single : Single
       {
           class StandardSound : BaseSoundModeType 
           {
               soundSetShot[] = { "nia_p239_357_Shot_SoundSet", "nia_p239_357_tail_SoundSet" };
           };

           class SilencedSound : BaseSoundModeType 
           {
               soundSetShot[] = { "nia_p226_357_silencerShot_SoundSet", "nia_p226_357_silencerTail_SoundSet" };
           };
        };
   };
   
   class hlc_pistol_P239_357 :hlc_p226_base
   {
       class BaseSoundModeType;
			class StandardSound: BaseSoundModeType
       
       class Single : Single
       {
           class StandardSound : BaseSoundModeType 
           {
               soundSetShot[] = { "nia_p239_357_Shot_SoundSet", "nia_p239_357_tail_SoundSet" };
           };

           class SilencedSound : BaseSoundModeType 
           {
               soundSetShot[] = { "nia_p226_357_silencerShot_SoundSet", "nia_p226_357_silencerTail_SoundSet" };
           };
          
       };
   };
};
class CfgSoundSets
{
    class nia_p2269mm_Shot_SoundSet
    {
        soundShaders[] = { "nia_p2269mm_closeShot_SoundShader", "nia_p2269mm_midShot_SoundShader", "nia_p2269mm_distShot_SoundShader", "nia_p2269mm_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader"};
        volumeFactor = 1.1;
        volumeCurve = "InverseSquare3Curve";
        sound3DProcessingType = "WeaponMediumShot3DProcessingType";
        distanceFilter = "HLC_defaultDistanceFilter";
        frequencyRandomizer = 0.3;
        occlusionFactor = 0.5;
        obstructionFactor = 0.3;
        spatial = 1;
        doppler = 0;
        loop = 0;
    };
    class nia_p2269mm_tail_SoundSet
    {
        soundShaders[] = { "nia_p2269mm_tailTrees_SoundShader", "nia_p2269mm_tailForest_SoundShader", "nia_p2269mm_tailMeadows_SoundShader", "nia_p2269mm_tailHouses_SoundShader", "nia_p2269mm_tailInterior_SoundShader" };
        volumeFactor = 1.1;
        volumeCurve = "InverseSquare2Curve";
        sound3DProcessingType = "WeaponMediumShotTail3DProcessingType";
        distanceFilter = "HLC_rifleTailDistanceFilter";
        frequencyRandomizer = 0.3;
        occlusionFactor = 0.3;
        obstructionFactor = 0;
        spatial = 1;
        doppler = 0;
        loop = 0;
        soundShadersLimit = 2;
    };
    class nia_p2269mm_silencerShot_SoundSet
    {
        soundShaders[] = { "nia_p2269mm_silencerShot_SoundShader", "nia_p2269mm_Closure_SoundShader". "PG_P226_9mm_Shell_Inroom_SoundShader"};
        volumeFactor = 1;
        volumeCurve = "InverseSquare2Curve";
        sound3DProcessingType = "WeaponMediumShot3DProcessingType";
        distanceFilter = "HLC_defaultDistanceFilter";
        occlusionFactor = 0.5;
        obstructionFactor = 0.3;
        spatial = 1;
        doppler = 0;
        loop = 0;
    };
    class nia_p2269mm_silencerTail_SoundSet
    {
        soundShaders[] = { "nia_p2269mm_silencerTailTrees_SoundShader", "nia_p2269mm_silencerTailForest_SoundShader", "nia_p2269mm_silencerTailMeadows_SoundShader", "nia_p2269mm_silencerTailHouses_SoundShader", "nia_p2269mm_silencerTailInterior_SoundShader" };
        volumeFactor = 0.7;
        volumeCurve = "InverseSquare2Curve";
        frequencyRandomizer = 0.1;
        occlusionFactor = 0.3;
        obstructionFactor = 0;
        spatial = 1;
        doppler = 0;
        loop = 0;
        soundShadersLimit = 2;
        sound3DProcessingType = "WeaponMediumShotTail3DProcessingType";
    };
    class nia_p2399mm_Shot_SoundSet
    {
        soundShaders[] = { "nia_p2399mm_closeShot_SoundShader", "nia_p2399mm_midShot_SoundShader", "nia_p2399mm_distShot_SoundShader", "nia_p2269mm_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader"};
        volumeFactor = 1.1;
        volumeCurve = "InverseSquare3Curve";
        sound3DProcessingType = "WeaponMediumShot3DProcessingType";
        distanceFilter = "HLC_defaultDistanceFilter";
        frequencyRandomizer = 0.3;
        occlusionFactor = 0.5;
        obstructionFactor = 0.3;
        spatial = 1;
        doppler = 0;
        loop = 0;
    };
    class nia_p2399mm_tail_SoundSet
    {
        soundShaders[] = {  "nia_p2399mm_tailTrees_SoundShader", "nia_p2399mm_tailForest_SoundShader", "nia_p2399mm_tailMeadows_SoundShader", "nia_p2399mm_tailHouses_SoundShader", "nia_p2399mm_tailInterior_SoundShader" };
        volumeFactor = 1.1;
        volumeCurve = "InverseSquare2Curve";
        sound3DProcessingType = "WeaponMediumShotTail3DProcessingType";
        distanceFilter = "HLC_rifleTailDistanceFilter";
        frequencyRandomizer = 0.3;
        occlusionFactor = 0.3;
        obstructionFactor = 0;
        spatial = 1;
        doppler = 0;
        loop = 0;
        soundShadersLimit = 2;
    };
   


    class nia_p226_357_Shot_SoundSet
    {
        soundShaders[] = { "nia_p226_357_closeShot_SoundShader", "nia_p226_357_midShot_SoundShader", "nia_p226_357_distShot_SoundShader", "nia_p226_357_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader"};
        volumeFactor = 1.1;
        volumeCurve = "InverseSquare3Curve";
        sound3DProcessingType = "WeaponMediumShot3DProcessingType";
        distanceFilter = "HLC_defaultDistanceFilter";
        frequencyRandomizer = 0.3;
        occlusionFactor = 0.5;
        obstructionFactor = 0.3;
        spatial = 1;
        doppler = 0;
        loop = 0;
    };
    class nia_p226_357_tail_SoundSet
    {
        soundShaders[] = { "nia_p226_357_tailTrees_SoundShader", "nia_p226_357_tailForest_SoundShader", "nia_p226_357_tailMeadows_SoundShader", "nia_p226_357_tailHouses_SoundShader", "nia_p226_357_tailInterior_SoundShader" };
        volumeFactor = 1.1;
        volumeCurve = "InverseSquare2Curve";
        sound3DProcessingType = "WeaponMediumShotTail3DProcessingType";
        distanceFilter = "HLC_rifleTailDistanceFilter";
        frequencyRandomizer = 0.3;
        occlusionFactor = 0.3;
        obstructionFactor = 0;
        spatial = 1;
        doppler = 0;
        loop = 0;
        soundShadersLimit = 2;
    };
    class nia_p226_357_silencerShot_SoundSet
    {
        soundShaders[] = { "nia_p226_357_silencerShot_SoundShader", "nia_p226_357_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader"};
        volumeFactor = 1;
        volumeCurve = "InverseSquare2Curve";
        sound3DProcessingType = "WeaponMediumShot3DProcessingType";
        distanceFilter = "HLC_defaultDistanceFilter";
        occlusionFactor = 0.5;
        obstructionFactor = 0.3;
        spatial = 1;
        doppler = 0;
        loop = 0;
    };
    class nia_p226_357_silencerTail_SoundSet
    {
        soundShaders[] = { "nia_p226_357_silencerTailTrees_SoundShader", "nia_p226_357_silencerTailForest_SoundShader", "nia_p226_357_silencerTailMeadows_SoundShader", "nia_p226_357_silencerTailHouses_SoundShader", "nia_p226_357_silencerTailInterior_SoundShader" };
        volumeFactor = 0.7;
        volumeCurve = "InverseSquare2Curve";
        frequencyRandomizer = 0.1;
        occlusionFactor = 0.3;
        obstructionFactor = 0;
        spatial = 1;
        doppler = 0;
        loop = 0;
        soundShadersLimit = 2;
        sound3DProcessingType = "WeaponMediumShotTail3DProcessingType";
    };
    class nia_p239_357_Shot_SoundSet
    {
        soundShaders[] = { "nia_p239_357_closeShot_SoundShader", "nia_p239_357_midShot_SoundShader", "nia_p239_357_distShot_SoundShader", "nia_p226_357_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader"};
        volumeFactor = 1.1;
        volumeCurve = "InverseSquare3Curve";
        sound3DProcessingType = "WeaponMediumShot3DProcessingType";
        distanceFilter = "HLC_defaultDistanceFilter";
        frequencyRandomizer = 0.3;
        occlusionFactor = 0.5;
        obstructionFactor = 0.3;
        spatial = 1;
        doppler = 0;
        loop = 0;
    };
    class nia_p239_357_tail_SoundSet
    {
        soundShaders[] = {  "nia_p239_357_tailTrees_SoundShader", "nia_p239_357_tailForest_SoundShader", "nia_p239_357_tailMeadows_SoundShader", "nia_p239_357_tailHouses_SoundShader", "nia_p239_357_tailInterior_SoundShader" };
        volumeFactor = 1.1;
        volumeCurve = "InverseSquare2Curve";
        sound3DProcessingType = "WeaponMediumShotTail3DProcessingType";
        distanceFilter = "HLC_rifleTailDistanceFilter";
        frequencyRandomizer = 0.3;
        occlusionFactor = 0.3;
        obstructionFactor = 0;
        spatial = 1;
        doppler = 0;
        loop = 0;
        soundShadersLimit = 2;
    };


    class nia_p227_Shot_SoundSet
    {
        soundShaders[] = { "nia_p226_45_closeShot_SoundShader", "nia_p226_45_midShot_SoundShader", "nia_p226_45_distShot_SoundShader", "nia_p226_45_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader" };
        volumeFactor = 1.1;
        volumeCurve = "InverseSquare3Curve";
        sound3DProcessingType = "WeaponMediumShot3DProcessingType";
        distanceFilter = "HLC_defaultDistanceFilter";
        frequencyRandomizer = 0.3;
        occlusionFactor = 0.5;
        obstructionFactor = 0.3;
        spatial = 1;
        doppler = 0;
        loop = 0;
    };
    class nia_p227_tail_SoundSet
    {
        soundShaders[] = { "nia_p226_45_tailTrees_SoundShader", "nia_p226_45_tailForest_SoundShader", "nia_p226_45_tailMeadows_SoundShader", "nia_p226_45_tailHouses_SoundShader", "nia_p226_45_tailInterior_SoundShader" };
        volumeFactor = 1.1;
        volumeCurve = "InverseSquare2Curve";
        sound3DProcessingType = "WeaponMediumShotTail3DProcessingType";
        distanceFilter = "HLC_rifleTailDistanceFilter";
        frequencyRandomizer = 0.3;
        occlusionFactor = 0.3;
        obstructionFactor = 0;
        spatial = 1;
        doppler = 0;
        loop = 0;
        soundShadersLimit = 2;
    };
    class nia_p227_silencerShot_SoundSet
    {
        soundShaders[] = { "nia_p226_45_silencerShot_SoundShader", "nia_p226_45_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader"};
        volumeFactor = 1;
        volumeCurve = "InverseSquare2Curve";
        sound3DProcessingType = "WeaponMediumShot3DProcessingType";
        distanceFilter = "HLC_defaultDistanceFilter";
        occlusionFactor = 0.5;
        obstructionFactor = 0.3;
        spatial = 1;
        doppler = 0;
        loop = 0;
    };
    class nia_p227_silencerTail_SoundSet
    {
        soundShaders[] = { "nia_p226_45_silencerTailTrees_SoundShader", "nia_p226_45_silencerTailForest_SoundShader", "nia_p226_45_silencerTailMeadows_SoundShader", "nia_p226_45_silencerTailHouses_SoundShader", "nia_p226_45_silencerTailInterior_SoundShader" };
        volumeFactor = 0.7;
        volumeCurve = "InverseSquare2Curve";
        frequencyRandomizer = 0.1;
        occlusionFactor = 0.3;
        obstructionFactor = 0;
        spatial = 1;
        doppler = 0;
        loop = 0;
        soundShadersLimit = 2;
        sound3DProcessingType = "WeaponMediumShotTail3DProcessingType";
    };
};

class Cfgsoundshaders
{

    class nia_p2269mm_Closure_SoundShader
    {
        samples[] = {
            { "hlc_wp_p226\snd\p226_first", 1 },
            { "hlc_wp_p226\snd\p226_first", 1 } };
        range = 10;
        volume = 1.6;
    };
    
    class nia_p2269mm_closeShot_SoundShader
    {
    samples[] = {
		{ "\PG_NIA_P226\Sounds\SIG_Pistols\Pistol_S1_9mm.ogg",1 },
		{ "\PG_NIA_P226\Sounds\SIG_Pistols\Pistol_S2_9mm.ogg",1 },
		{ "\PG_NIA_P226\Sounds\SIG_Pistols\Pistol_S3_9mm.ogg",1 }};
		volume = 1.8*(1-interior/1.4);
		range = 2500;
		rangeCurve[] = {{ 0,1 },{ 20,1 },{ 40,0 },{ 2500,0 }};
	};
	
    class nia_p2269mm_midShot_SoundShader
    {
       samples[] = {
		{ "\PG_NIA_P226\Sounds\SIG_Pistols\Pistol_S1_Mid",1 },
		{ "\PG_NIA_P226\Sounds\SIG_Pistols\Pistol_S2_Mid",1 },
		{ "\PG_NIA_P226\Sounds\SIG_Pistols\Pistol_S3_Mid",1 }};
		volume = 2.00;
		range = 2500;
		rangeCurve[] = {{ 0,0 },{ 40,0 },{ 145,1 },{ 300,0 },{ 2500,0 }};
	};
    class nia_p2269mm_distShot_SoundShader
    {
    samples[] = {
		{ "\PG_NIA_P226\Sounds\SIG_Pistols\B_9x21_Ball_Dist_1",1 },
		{ "\PG_NIA_P226\Sounds\SIG_Pistols\B_9x21_Ball_Dist_2",1 },
		{ "\PG_NIA_P226\Sounds\SIG_Pistols\B_9x21_Ball_Dist_3",1 },
		{ "\PG_NIA_P226\Sounds\SIG_Pistols\B_9x21_Ball_Dist_4",1 },
		{ "\PG_NIA_P226\Sounds\SIG_Pistols\B_9x21_Ball_Dist_5",1 },
		{ "\PG_NIA_P226\Sounds\SIG_Pistols\B_9x21_Ball_Dist_6",1 }};
		volume = 2.50;
		range = 2500;
		rangeCurve[] = {{ 0,0 },{ 145,0 },{ 300,1 },{ 1000,0 },{ 2500,0 }};
	};
    class nia_p2269mm_tailDistant_SoundShader
    {
        samples[] = {
            { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_taildistant", 1 } };
        volume = 1.7782794;
        range = 1500;
        rangeCurve[] = {
            { 0, 0 },
            { 300, 0.7 },
            { 1500, 1 } };
        limitation = 1;
    };
    class nia_p2269mm_tailForest_SoundShader
    {
       
		samples[] = {{"\A3\Sounds_F_Exp\arsenal\weapons\SMGs\Rogue9\Rogue9_tailforest", 1}};
		volume = "(1-interior/1.4)*forest/3";
		range = 2000;
		rangeCurve[] = {{0, 1}, {2000, 0}};
		limitation = 1;
	};

    class nia_p2269mm_tailHouses_SoundShader
    {
		samples[] = {{"\A3\Sounds_F_Exp\arsenal\weapons\SMGs\Rogue9\Rogue9_tailhouses", 1}};
		volume = "(1-interior/1.4)*houses/3";
		range = 1500;
		rangeCurve[] = {{0, 1}, {250, 0.3}, {1500, 0}};
		limitation = 1;
	};

    class nia_p2269mm_tailInterior_SoundShader
    {
        samples[] = {
            { "hlc_wp_p226\snd\soundshader\9mm\p226_indoor", 1 } };
        volume = " 3.85*((interior)*0.65)";
        range = 350;
        rangeCurve[] = {
            { 0, 1 },
            { 50, 0.4 },
            { 100, 0.2 },
            { 350, 0 } };
        limitation = 1;
    };
    class nia_p2269mm_tailMeadows_SoundShader
    {
    samples[] = {{"\A3\Sounds_F_Exp\arsenal\weapons\SMGs\Rogue9\Rogue9_tailmeadows", 1}};
		volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
		range = 2000;
		rangeCurve[] = {{0, 1}, {2000, 0}};
		limitation = 1;
	};
    class nia_p2269mm_tailTrees_SoundShader
    {
		samples[] = {{"\A3\Sounds_F_Exp\arsenal\weapons\SMGs\Rogue9\Rogue9_tailtrees", 1}};
		volume = "(1-interior/1.4)*trees/3";
		range = 2000;
		rangeCurve[] = {{0, 1}, {2000, 0}};
		limitation = 1;
	};
    class nia_p2269mm_silencerShot_SoundShader
    {
   samples[] = {
		{ "\PG_NIA_P226\Sounds\SIG_Pistols\sd_close (1).ogg",1 },
		{ "\PG_NIA_P226\Sounds\SIG_Pistols\sd_close (2).ogg",1 }};
		volume = 1.8*(1-interior/1.4);
		range = 250;
	};
    class nia_p2269mm_silencerTailForest_SoundShader
    {
        samples[] = {
            { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_silencertailForest", 1 } };
        volume = "(1-interior/1.4)*forest/3";
        range = 150;
        rangeCurve[] = {
            { 0, 1 },
            { 150, 0.3 } };
        limitation = 1;
    };
    class nia_p2269mm_silencerTailHouses_SoundShader
    {
        samples[] = {
            { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_silencertailHouses", 1 } };
        volume = "(1-interior/1.4)*houses/3";
        range = 150;
        rangeCurve[] = {
            { 0, 1 },
            { 150, 0 } };
        limitation = 1;
    };
    class nia_p2269mm_silencerTailInterior_SoundShader
    {
        samples[] = {
            { "hlc_wp_p226\snd\soundshader\9mm\p226_siltailindoor", 1 } };
        volume = "interior";
        range = 150;
        rangeCurve[] = {
            { 0, 1 },
            { 50, 0.3 },
            { 150, 0 } };
        limitation = 1;
    };
    class nia_p2269mm_silencerTailMeadows_SoundShader
    {
        samples[] = {
            { "hlc_wp_p226\snd\soundshader\9mm\p226_siltail", 1 } };
        volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
        range = 150;
        rangeCurve[] = {
            { 0, 1 },
            { 150, 0.3 } };
        limitation = 1;
    };
    class nia_p2269mm_silencerTailTrees_SoundShader
    {
        samples[] = {
            { "hlc_wp_p226\snd\soundshader\9mm\p226_siltail", 1 } };
        volume = "(1-interior/1.4)*trees/3";
        range = 150;
        rangeCurve[] = {
            { 0, 1 },
            { 150, 0.3 } };
        limitation = 1;
    };
   
   class PG_P226_9mm_Shell_Inroom_SoundShader
	{
		samples[] = {
		{ "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\File_1",1 },
		{ "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\File_2",1 },
		{ "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\File_3",1 },
		{ "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\File_4",1 },
		{ "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\File_5",1 },
		{ "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\shell_1",1 },
		{ "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\shell_2",1 },
		{ "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\shell_3",1 },
		{ "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\shell_Concrete_1",1 },
		{ "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\shell_Concrete_2",1 },
		{ "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\shell_Concrete_3",1 }};
		volume = "interior";
		range = 20;
		limitation = 1;
	};
   
    class nia_p2399mm_closeShot_SoundShader
    {
        samples[] = {
            { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_239\Close (1).ogg", 1 } };
        volume = 1.0;
        range = 50;
        rangeCurve = "closeShotCurve";
    };
   
  
    class nia_p2399mm_midShot_SoundShader
    {
        samples[] = {
            { "hlc_wp_p226\snd\soundshader\9mm\p239_mid", 1 } };
        volume = 0.8;
        range = 1500;
        rangeCurve[] = {
            { 0, 0.2 },
            { 50, 1 },
            { 300, 0 },
            { 1500, 0 } };
    };
    class nia_p2399mm_distShot_SoundShader
    {
        samples[] = {
            { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_239\Close_Distance (1).ogg", 1 } };
        volume = 1.0;
        range = 1500;
        rangeCurve[] = {
            { 0, 0 },
            { 50, 0 },
            { 300, 1 },
            { 1500, 1 } };
    };
    class nia_p2399mm_tailDistant_SoundShader
    {
        samples[] = {
            { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_taildistant", 1 } };
        volume = 1.7782794;
        range = 1500;
        rangeCurve[] = {
            { 0, 0 },
            { 300, 0.7 },
            { 1500, 1 } };
        limitation = 1;
    };
    class nia_p2399mm_tailForest_SoundShader
    {
        samples[] = {
            { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailForest", 1 } };
        volume = " 3.85*((1-interior/1.4)*Forest/3)";
        range = 1500;
        rangeCurve[] = {
            { 0, 1 },
            { 1500, 0.3 } };
        limitation = 1;
    };
    class nia_p2399mm_tailHouses_SoundShader
    {
        samples[] = {
            { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailHouses", 1 } };
        volume = "3.85*((1-interior/1.4)*houses/3)";
        range = 1500;
        rangeCurve[] = {
            { 0, 1 },
            { 200, 0.3 },
            { 1500, 0.3 } };
        limitation = 1;
    };
    class nia_p2399mm_tailInterior_SoundShader
    {
        samples[] = {
            { "hlc_wp_p226\snd\soundshader\9mm\p239_indoor", 1 } };
        volume = " 3.85*((interior)*0.65)";
        range = 350;
        rangeCurve[] = {
            { 0, 1 },
            { 50, 0.4 },
            { 100, 0.2 },
            { 350, 0 } };
        limitation = 1;
    };
    class nia_p2399mm_tailMeadows_SoundShader
    {
        samples[] = {
            { "hlc_wp_p226\snd\soundshader\9mm\p226_meadows", 1 } };
        volume = " 3.85*((1-interior/1.4)*(meadows/2 max sea/2)/3)";
        range = 1500;
        rangeCurve[] = {
            { 0, 1 },
            { 1500, 0.3 } };
        limitation = 1;
    };
    class nia_p2399mm_tailTrees_SoundShader
    {
        samples[] = {
            { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailTrees", 1 } };
        volume = " 3.85*((1-interior/1.4)*trees/3)";
    range = 1500;
    rangeCurve[] = {
        { 0, 1 },
        { 1500, 0.3 } };
    limitation = 1;
    };


    class nia_p226_357_Closure_SoundShader
    {
        samples[] = {
            { "hlc_wp_p226\snd\p226_first", 1 },
            { "hlc_wp_p226\snd\p226_first", 1 } };
        range = 10;
        volume = 1.6;
    };
    class nia_p226_357_closeShot_SoundShader
    {
        samples[] = {
            { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_226_357\Close (1).ogg", 1 } };
        volume = 1.0;
        range = 50;
        rangeCurve = "closeShotCurve";
    };
    class nia_p226_357_midShot_SoundShader
    {
        samples[] = {
            { "hlc_wp_p226\snd\soundshader\357sig\p226_mid", 1 } };
        volume = 0.8;
        range = 1500;
        rangeCurve[] = {
            { 0, 0.2 },
            { 50, 1 },
            { 300, 0 },
            { 1500, 0 } };
    };
    class nia_p226_357_distShot_SoundShader
    {
        samples[] = {
            { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_226_357\Close_Distance (1).ogg", 1 } };
        volume = 1.0;
        range = 1500;
        rangeCurve[] = {
            { 0, 0 },
            { 50, 0 },
            { 300, 1 },
            { 1500, 1 } };
    };
    class nia_p226_357_tailDistant_SoundShader
    {
        samples[] = {
            { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_taildistant", 1 } };
        volume = 1.7782794;
        range = 1500;
        rangeCurve[] = {
            { 0, 0 },
            { 300, 0.7 },
            { 1500, 1 } };
        limitation = 1;
    };
    class nia_p226_357_tailForest_SoundShader
    {
        samples[] = {
            { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailForest", 1 } };
        volume = " 3.85*((1-interior/1.4)*Forest/3)";
        range = 1500;
        rangeCurve[] = {
            { 0, 1 },
            { 1500, 0.3 } };
        limitation = 1;
    };
    class nia_p226_357_tailHouses_SoundShader
    {
        samples[] = {
            { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailHouses", 1 } };
        volume = "3.85*((1-interior/1.4)*houses/3)";
        range = 1500;
        rangeCurve[] = {
            { 0, 1 },
            { 200, 0.3 },
            { 1500, 0.3 } };
        limitation = 1;
    };
    class nia_p226_357_tailInterior_SoundShader
    {
        samples[] = {
            { "hlc_wp_p226\snd\soundshader\357sig\p226_indoor", 1 } };
        volume = " 3.85*((interior)*0.65)";
        range = 350;
        rangeCurve[] = {
            { 0, 1 },
            { 50, 0.4 },
            { 100, 0.2 },
            { 350, 0 } };
        limitation = 1;
    };
    class nia_p226_357_tailMeadows_SoundShader
    {
        samples[] = {
            { "hlc_wp_p226\snd\soundshader\357sig\p226_meadows", 1 } };
        volume = " 3.85*((1-interior/1.4)*(meadows/2 max sea/2)/3)";
        range = 1500;
        rangeCurve[] = {
            { 0, 1 },
            { 1500, 0.3 } };
        limitation = 1;
    };
    class nia_p226_357_tailTrees_SoundShader
    {
        samples[] = {
            { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailTrees", 1 } };
        volume = " 3.85*((1-interior/1.4)*trees/3)";
        range = 1500;
        rangeCurve[] = {
            { 0, 1 },
            { 1500, 0.3 } };
        limitation = 1;
    };
    class nia_p226_357_silencerShot_SoundShader
    {
        samples[] = {
            { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_226_357\P226_357SD.ogg", 1 } };
        volume = 1.0;
        range = 150;
        rangeCurve = "closeShotCurve";
    };
    class nia_p226_357_silencerTailForest_SoundShader
    {
        samples[] = {
            { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_silencertailForest", 1 } };
        volume = "(1-interior/1.4)*forest/3";
        range = 150;
        rangeCurve[] = {
            { 0, 1 },
            { 150, 0.3 } };
        limitation = 1;
    };
    class nia_p226_357_silencerTailHouses_SoundShader
    {
        samples[] = {
            { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_silencertailHouses", 1 } };
        volume = "(1-interior/1.4)*houses/3";
        range = 150;
        rangeCurve[] = {
            { 0, 1 },
            { 150, 0 } };
        limitation = 1;
    };
    class nia_p226_357_silencerTailInterior_SoundShader
    {
        samples[] = {
            { "hlc_wp_p226\snd\soundshader\357sig\p226_siltailindoor", 1 } };
        volume = "interior";
        range = 150;
        rangeCurve[] = {
            { 0, 1 },
            { 50, 0.3 },
            { 150, 0 } };
        limitation = 1;
    };
    class nia_p226_357_silencerTailMeadows_SoundShader
    {
        samples[] = {
            { "hlc_wp_p226\snd\soundshader\357sig\p226_siltail", 1 } };
        volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
        range = 150;
        rangeCurve[] = {
            { 0, 1 },
            { 150, 0.3 } };
        limitation = 1;
    };
    class nia_p226_357_silencerTailTrees_SoundShader
    {
        samples[] = {
            { "hlc_wp_p226\snd\soundshader\357sig\p226_siltail", 1 } };
        volume = "(1-interior/1.4)*trees/3";
        range = 150;
        rangeCurve[] = {
            { 0, 1 },
            { 150, 0.3 } };
        limitation = 1;
    };
    class nia_p239_357_closeShot_SoundShader
    {
        samples[] = {
            { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_226_357\Close (1).ogg", 1 } };
        volume = 1.0;
        range = 50;
        rangeCurve = "closeShotCurve";
    };
    class nia_p239_357_midShot_SoundShader
    {
        samples[] = {
            { "hlc_wp_p226\snd\soundshader\357sig\p239_mid", 1 } };
        volume = 0.8;
        range = 1500;
        rangeCurve[] = {
            { 0, 0.2 },
            { 50, 1 },
            { 300, 0 },
            { 1500, 0 } };
    };
    class nia_p239_357_distShot_SoundShader
    {
        samples[] = {
            { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_226_357\Close_Distance (1).ogg", 1 } };
        volume = 1.0;
        range = 1500;
        rangeCurve[] = {
            { 0, 0 },
            { 50, 0 },
            { 300, 1 },
            { 1500, 1 } };
    };
    class nia_p239_357_tailDistant_SoundShader
    {
        samples[] = {
            { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_taildistant", 1 } };
        volume = 1.7782794;
        range = 1500;
        rangeCurve[] = {
            { 0, 0 },
            { 300, 0.7 },
            { 1500, 1 } };
        limitation = 1;
    };
    class nia_p239_357_tailForest_SoundShader
    {
        samples[] = {
            { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailForest", 1 } };
        volume = " 3.85*((1-interior/1.4)*Forest/3)";
        range = 1500;
        rangeCurve[] = {
            { 0, 1 },
            { 1500, 0.3 } };
        limitation = 1;
    };
    class nia_p239_357_tailHouses_SoundShader
    {
        samples[] = {
            { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailHouses", 1 } };
        volume = "3.85*((1-interior/1.4)*houses/3)";
        range = 1500;
        rangeCurve[] = {
            { 0, 1 },
            { 200, 0.3 },
            { 1500, 0.3 } };
        limitation = 1;
    };
    class nia_p239_357_tailInterior_SoundShader
    {
        samples[] = {
            { "hlc_wp_p226\snd\soundshader\357sig\p239_indoor", 1 } };
        volume = " 3.85*((interior)*0.65)";
        range = 350;
        rangeCurve[] = {
            { 0, 1 },
            { 50, 0.4 },
            { 100, 0.2 },
            { 350, 0 } };
        limitation = 1;
    };
    class nia_p239_357_tailMeadows_SoundShader
    {
        samples[] = {
            { "hlc_wp_p226\snd\soundshader\357sig\p226_meadows", 1 } };
        volume = " 3.85*((1-interior/1.4)*(meadows/2 max sea/2)/3)";
        range = 1500;
        rangeCurve[] = {
            { 0, 1 },
            { 1500, 0.3 } };
        limitation = 1;
    };
    class nia_p239_357_tailTrees_SoundShader
    {
        samples[] = {
            { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailTrees", 1 } };
        volume = " 3.85*((1-interior/1.4)*trees/3)";
        range = 1500;
        rangeCurve[] = {
            { 0, 1 },
            { 1500, 0.3 } };
        limitation = 1;
    };

    class nia_p226_45_Closure_SoundShader
    {
        samples[] = {
            { "hlc_wp_p226\snd\p226_first", 1 },
            { "hlc_wp_p226\snd\p226_first", 1 } };
        range = 10;
        volume = 1.6;
    };
    class nia_p226_45_closeShot_SoundShader
    {
        samples[] = {
            { "\PG_NIA_P226\Sounds\SIG_Pistols\P226_45\Close (1).ogg", 1 } };
        volume = 1.0;
        range = 50;
        rangeCurve = "closeShotCurve";
    };
    class nia_p226_45_midShot_SoundShader
    {
        samples[] = {
            { "hlc_wp_p226\snd\soundshader\45acp\p226_mid", 1 } };
        volume = 0.8;
        range = 1500;
        rangeCurve[] = {
            { 0, 0.2 },
            { 50, 1 },
            { 300, 0 },
            { 1500, 0 } };
    };
    class nia_p226_45_distShot_SoundShader
    {
        samples[] = {
            { "\PG_NIA_P226\Sounds\SIG_Pistols\P226_45\Close_Distance (1).ogg", 1 } };
        volume = 1.0;
        range = 1500;
        rangeCurve[] = {
            { 0, 0 },
            { 50, 0 },
            { 300, 1 },
            { 1500, 1 } };
    };
    class nia_p226_45_tailDistant_SoundShader
    {
        samples[] = {
            { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_taildistant", 1 } };
        volume = 1.7782794;
        range = 1500;
        rangeCurve[] = {
            { 0, 0 },
            { 300, 0.7 },
            { 1500, 1 } };
        limitation = 1;
    };
    class nia_p226_45_tailForest_SoundShader
    {
        samples[] = {
            { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailForest", 1 } };
        volume = " 3.85*((1-interior/1.4)*Forest/3)";
        range = 1500;
        rangeCurve[] = {
            { 0, 1 },
            { 1500, 0.3 } };
        limitation = 1;
    };
    class nia_p226_45_tailHouses_SoundShader
    {
        samples[] = {
            { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailHouses", 1 } };
        volume = "3.85*((1-interior/1.4)*houses/3)";
        range = 1500;
        rangeCurve[] = {
            { 0, 1 },
            { 200, 0.3 },
            { 1500, 0.3 } };
        limitation = 1;
    };
    class nia_p226_45_tailInterior_SoundShader
    {
        samples[] = {
            { "hlc_wp_p226\snd\soundshader\45acp\p226_indoor", 1 } };
        volume = " 3.85*((interior)*0.65)";
        range = 350;
        rangeCurve[] = {
            { 0, 1 },
            { 50, 0.4 },
            { 100, 0.2 },
            { 350, 0 } };
        limitation = 1;
    };
    class nia_p226_45_tailMeadows_SoundShader
    {
        samples[] = {
            { "hlc_wp_p226\snd\soundshader\45acp\p226_meadows", 1 } };
        volume = " 3.85*((1-interior/1.4)*(meadows/2 max sea/2)/3)";
        range = 1500;
        rangeCurve[] = {
            { 0, 1 },
            { 1500, 0.3 } };
        limitation = 1;
    };
    class nia_p226_45_tailTrees_SoundShader
    {
        samples[] = {
            { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailTrees", 1 } };
        volume = " 3.85*((1-interior/1.4)*trees/3)";
        range = 1500;
        rangeCurve[] = {
            { 0, 1 },
            { 1500, 0.3 } };
        limitation = 1;
    };
    class nia_p226_45_silencerShot_SoundShader
    {
        samples[] = {
            {  "\PG_NIA_P226\Sounds\SIG_Pistols\P226_45\P226_45SD.ogg", 1 } };
        volume = 1.0;
        range = 150;
        rangeCurve = "closeShotCurve";
    };
    class nia_p226_45_silencerTailForest_SoundShader
    {
        samples[] = {
            { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_silencertailForest", 1 } };
        volume = "(1-interior/1.4)*forest/3";
        range = 150;
        rangeCurve[] = {
            { 0, 1 },
            { 150, 0.3 } };
        limitation = 1;
    };
    class nia_p226_45_silencerTailHouses_SoundShader
    {
        samples[] = {
            { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_silencertailHouses", 1 } };
        volume = "(1-interior/1.4)*houses/3";
        range = 150;
        rangeCurve[] = {
            { 0, 1 },
            { 150, 0 } };
        limitation = 1;
    };
    class nia_p226_45_silencerTailInterior_SoundShader
    {
        samples[] = {
            { "hlc_wp_p226\snd\soundshader\45acp\p226_siltailindoor", 1 } };
        volume = "interior";
        range = 150;
        rangeCurve[] = {
            { 0, 1 },
            { 50, 0.3 },
            { 150, 0 } };
        limitation = 1;
    };
    class nia_p226_45_silencerTailMeadows_SoundShader
    {
        samples[] = {
            { "hlc_wp_p226\snd\soundshader\45acp\p226_siltail", 1 } };
        volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
        range = 150;
        rangeCurve[] = {
            { 0, 1 },
            { 150, 0.3 } };
        limitation = 1;
    };
    class nia_p226_45_silencerTailTrees_SoundShader
    {
        samples[] = {
            { "hlc_wp_p226\snd\soundshader\45acp\p226_siltail", 1 } };
        volume = "(1-interior/1.4)*trees/3";
        range = 150;
        rangeCurve[] = {
            { 0, 1 },
            { 150, 0.3 } };
        limitation = 1;
    };
};

 

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Error is on line 22.
You never even open the bracket for the "StandardSound" class.

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Could you show me an example?

 

Thx for your help.

 

Scott

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use eliteness or rapify -L to check for such

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