swtx 42 Posted February 22, 2018 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; }; }; Share this post Link to post Share on other sites
Dedmen 2601 Posted February 23, 2018 Error is on line 22. You never even open the bracket for the "StandardSound" class. Share this post Link to post Share on other sites
swtx 42 Posted February 23, 2018 Could you show me an example? Thx for your help. Scott Share this post Link to post Share on other sites
.kju 3241 Posted February 23, 2018 use eliteness or rapify -L to check for such Share this post Link to post Share on other sites
FallujahMedic -FM- 866 Posted February 23, 2018 @swtx In future please use Pastebin or similar for such large posts. Code brackets are best suited for smaller snippets of code. Thank You Share this post Link to post Share on other sites