swtx 42 Posted January 12, 2021 Please have a look at the config. There are no errors. I'm doing something wrong because the mod assets are not showing up in-game. PBO Compiles and the game starts with no errors. Any Config Grand Masters out there please have a look and let me know what I'm doing wrong! PS, I've checked and double-checked the mod folder structure and it is all correct as well. Thx so much in advance, class CfgPatches { class PG_Canister_HE { units[] = {}; weapons[] = {"PG_M97_HE", "PG_Impact"}; requiredAddons[] = {"A3_characters_F", "A3_Data_F", "A3_Weapons_F"}; }; }; class CfgMods { class Mod_Base; // External class reference class PG_M97_HE : Mod_Base { picture = "\M97_Grenade\M97_Grenade\Data\M97HE.paa"; logo = "\M97_Grenade\M97_Grenade\Data\M97HE.paa"; logoOver = "\M97_Grenade\M97_Grenade\Data\M97HE.paa"; logoSmall = "\M97_Grenade\M97_Grenade\Data\M97HE.paa"; scope = 0; name = "M97 Canister Grenade"; hideName = "true"; actionName = "QQ"; action = 664760584; author = "SWTX"; dlcColor[] = {0.19, 0.54, 0.8, 1}; dir = "M97_Grenade"; }; author = "SWTX"; timepacked = 1525625211; }; class CfgAmmo { class GrenadeHand; // External class reference class PG_M97_ammo : GrenadeHand { typicalspeed = 18; hit = 100; indirectHit = 65; indirectHitRange = 12.5; dangerRadiusHit = 80; suppressionRadiusHit = 30; simulation = "shotShell"; model = "\M97_Grenade\M97_Grenade\Model\smokegrenade_white.p3d"; class CamShakeExplode { power = (20*0.2); duration = "((round (16^0.5))*0.2 max 0.2)"; frequency = 20; distance = ((3 + 16^0.5)*8); }; }; class PG_M97_HE : GrenadeHand { typicalspeed = 26; hit = 100; indirectHit = 65; indirectHitRange = 12.5; dangerRadiusHit = 80; suppressionRadiusHit = 30; whistleDist = 12; explosionEffectsRadius = 3.0; deflecting = 30; model = "\M97_Grenade\M97_Grenade\Model\smokegrenade_white.p3d"; class CamShakeExplode { power = 3.2; duration = 0.8; frequency = 20; distance = 56; }; }; }; class GrenadeBase; // External class reference class M68_Impact_ammo : GrenadeBase { explosionSoundEffect = "DefaultExplosion"; simulation = "shotShell"; model = "\M97_Grenade\M97_Grenade\Model\rgo.p3d"; hit = 13; indirectHit = 8; indirectHitRange = 15; warheadName = "HE"; visibleFire = 1; audibleFire = 30; visibleFireTime = 3; explosionEffectsRadius = 3.0; dangerRadiusHit = 50; suppressionRadiusHit = 18; explosive = 1; cost = 10; deflecting = 5; airFriction = -0.001; fuseDistance = 1; whistleDist = 16; typicalSpeed = 26; caliber = 2; class CamShakeExplode { power = 3.2; duration = 0.8; frequency = 20; distance = 56; }; soundHit1[] = {"\M97_Grenade\M97_Grenade\Sounds\Explosions\Impact\Close_Distance (1)", 3.16228, 1, 1300}; soundHit2[] = {"\M97_Grenade\M97_Grenade\Sounds\Explosions\Impact\Close_Distance (2)", 3.16228, 1, 1300}; soundHit3[] = {"\M97_Grenade\M97_Grenade\Sounds\Explosions\Impact\Close_Distance (3)", 3.16228, 1, 1300}; soundHit4[] = {"\M97_Grenade\M97_Grenade\Sounds\Explosions\Impact\Close_Distance (4)", 3.16228, 1, 1300}; multiSoundHit[] = {"soundHit1", 0.25, "soundHit2", 0.25, "soundHit3", 0.25, "soundHit4", 0.25}; }; class cfgMagazines { class Default; // External class reference class CA_Magazine : Default {}; class HandGrenade : CA_Magazine {}; class PG_M97 : CA_Magazine {}; class PG_M97_HE : HandGrenade { initSpeed = 18; author = "SWTX"; model = "\M97_Grenade\M97_Grenade\Model\smokegrenade_white.p3d"; displayName = "M97 HE"; picture = "\M97_Grenade\M97_Grenade\Data\M97HE.paa"; dlc = "Project Genesis"; displayNameShort = "M97 HE"; ammo = "PG_M97_ammo"; mass = 6; }; class PG_Impact : HandGrenade { initSpeed = 26; author = "SWTX"; model = "\M97_Grenade\M97_Grenade\Model\rgo.p3d"; displayName = "RGO Impact"; picture = "\M97_Grenade\M97_Grenade\Data\M68_impact.paa"; dlc = "Project Genesis"; displayNameShort = "Impact"; ammo = "M68_Impact_ammo"; mass = 4; }; }; class CfgWeapons { class GrenadeLauncher; // External class reference class Throw : GrenadeLauncher { }; }; //------------------------------------------------------------------------------------------------------------------------------------------// class PG_M97_HE { sounds[] = {"StandardSound"}; class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"PG_M97_Expl_SoundSet","PG_M97_Tails_Trees_SoundSet","PG_M97_Tails_Houses_SoundSet","PG_M97_Tails_Meadows_SoundSet","PG_M97_Tails_Meadows_SoundSet","PG_M97_Tails_Forest_SoundSet","PG_M97_Mid_SoundSet","PG_M97_Dist_SoundSet"}; }; }; class CfgSoundSets { class PG_M97_Expl_SoundSet { soundShaders[] = {"PG_M97_close_Expl_SoundShader","PG_M97_mid_Expl_SoundShader","PG_M97_far_Expl_SoundShader"}; volumeFactor = 1.495; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; spatial = 1; doppler = 0; loop = 0; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; occlusionFactor = 0.45; obstructionFactor = 0.35; frequencyRandomizer = 1; }; class PG_M97_Tails_Trees_SoundSet { soundShaders[] = {"M97_tailForest_SoundShader"}; volumeFactor = 1.5; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; spatial = 1; doppler = 0; loop = 0; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; occlusionFactor = 0.45; obstructionFactor = 0.35; frequencyRandomizer = 1; }; class PG_M97_Tails_Houses_SoundSet { soundShaders[] = {"M97_tailHouses_SoundShader"}; volumeFactor = 1.5; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; spatial = 1; doppler = 0; loop = 0; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; occlusionFactor = 0.45; obstructionFactor = 0.35; frequencyRandomizer = 1; }; class PG_M97_Tails_Meadows_SoundSet { soundShaders[] = {"M97_tailMeadows_SoundShader"}; volumeFactor = 1.5; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; spatial = 1; doppler = 0; loop = 0; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; occlusionFactor = 0.45; obstructionFactor = 0.35; frequencyRandomizer = 1; }; class PG_M97_Tails_Forest_SoundSet { soundShaders[] = {"M97_tailForest_SoundShader"}; volumeFactor = 1.5; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; spatial = 1; doppler = 0; loop = 0; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; occlusionFactor = 0.45; obstructionFactor = 0.35; frequencyRandomizer = 1; }; class PG_M97_Mid_SoundSet { soundShaders[] = {"PG_M97_mid_Expl_SoundShader"}; volumeFactor = 1; volumeCurve = "InverseSquare1Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 3; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; frequencyRandomizer = 3; }; class PG_M97_Dist_SoundSet { soundShaders[] = {"PG_M97_far_Expl_SoundShader"}; volumeFactor = 1; volumeCurve = "InverseSquare1Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 3; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; frequencyRandomizer = 3; }; }; //----------------------------------------------------------------------------------------// class CfgSoundShaders { class PG_M97_close_Expl_SoundShader { samples[] = { { "M97_Grenade\Sounds\Explosions\Explosion_tripwire_landmine",1 }}; volume = 1.8*(1-interior/1.4); range = 2500; rangeCurve[] = {{ 0,1 },{ 20,1 },{ 40,0 },{ 2500,0 }}; }; class PG_M97_mid_Expl_SoundShader { samples[] = { { "M97_Grenade\Sounds\Explosions\MineHeavyA_midExp_01",1 }}; volume = 2.00; range = 2500; rangeCurve[] = {{ 0,0 },{ 40,0 },{ 145,1 },{ 300,0 },{ 2500,0 }}; }; class PG_M97_far_Expl_SoundShader { samples[] = { { "M97_Grenade\Sounds\Explosions\MineHeavy_distExp_01",1 }}; volume = 2.50; range = 2500; rangeCurve[] = {{ 0,0 },{ 145,0 },{ 300,1 },{ 1000,0 },{ 2500,0 }}; }; class M97_tailForest_SoundShader { samples[] = {{"\M97_Grenade\Sounds\Explosions\MineHeavyA_tailForest_01", 1}}; volume = "(1-interior/1.4)*forest/3"; range = 2000; rangeCurve[] = {{0, 1}, {2000, 0}}; limitation = 1; }; class M97_tailHouses_SoundShader { samples[] = {{"\M97_Grenade\Sounds\Explosions\MineHeavyA_tailHouses_01", 1}}; volume = "(1-interior/1.4)*houses/3"; range = 1500; rangeCurve[] = {{0, 1}, {250, 0.3}, {1500, 0}}; limitation = 1; }; class M97_tailMeadows_SoundShader { samples[] = {{"\M97_Grenade\Sounds\Explosions\MineHeavyA_tailMeadows_01", 1}}; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 2000; rangeCurve[] = {{0, 1}, {2000, 0}}; limitation = 1; }; class M97_tailTrees_SoundShader { samples[] = {{"\M97_Grenade\Sounds\Explosions\MineHeavyA_tailForest_01", 1}}; volume = "(1-interior/1.4)*trees/3"; range = 2000; rangeCurve[] = {{0, 1}, {2000, 0}}; limitation = 1; }; }; Share this post Link to post Share on other sites
NightIntruder 710 Posted January 12, 2021 Didn't you miss class "scope=2" in all of your stuff classes? By default it's defined as "private" (which is not-accessible) and inherited as such, I think.https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#scope Share this post Link to post Share on other sites
swtx 42 Posted January 12, 2021 Preciate the feedback. Changed the Scope to 2 or public, Ran the mod assets still not showing up. Share this post Link to post Share on other sites
NightIntruder 710 Posted January 12, 2021 Did you change the one from class PG_M97_HE too (scope=0)? If yes - no other clues, tbh. PS. Oh, you do not inherit the class PG_M97_HE from smth within the CfgWeapons and the class is outside of the scope of the CfgWeapons. Is that intentional? I am not the expert of weapons configs but this might fix the issue: class CfgWeapons { class GrenadeLauncher; // External class reference class Throw : GrenadeLauncher {}; //------------------------------------------------------------------------------------------------------------------------------------------// class PG_M97_HE: Throw { scope = 2; sounds[] = {"StandardSound"}; class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"PG_M97_Expl_SoundSet","PG_M97_Tails_Trees_SoundSet","PG_M97_Tails_Houses_SoundSet","PG_M97_Tails_Meadows_SoundSet","PG_M97_Tails_Meadows_SoundSet","PG_M97_Tails_Forest_SoundSet","PG_M97_Mid_SoundSet","PG_M97_Dist_SoundSet"}; }; }; }; Share this post Link to post Share on other sites
swtx 42 Posted January 12, 2021 Gave it a shot! Still not working. Thx for your help though. Share this post Link to post Share on other sites
swtx 42 Posted January 13, 2021 I have completely started with a new config and greatly simplified it. I'm getting one error "Some input after end of file" which tells me I have a bracket issue somewhere. Below is the new config, please take a look and help me fix it. Thx so much in advance! class CfgPatches { class PG_Canister_HE { author="SWTX"; requiredAddons[]= { "A3_Weapons_F", "A3_Data_F" }; requiredVersion=0.1; units[]={}; weapons[]={}; }; }; class CfgAmmo { class SatchelCharge_Remote_Mag; class PG_M97_HE: SatchelCharge_Remote_Mag { model="\M97_Grenade\M97_Grenade\Model\smokegrenade_white.p3d"; hit=100; indirectHit=30; indirectHitRange=65; explosive=1; explosionEffectsRadius=5; dangerRadiusHit = 80; suppressionRadiusHit = 30; typicalspeed=60; deflecting=15; cost=40; simulation="shotGrenade"; simulationStep=0.050000001; shadow=1; soundHit1[]= { "M97_Grenade\Sounds\Explosions\Explosion_tripwire_landmine", 2.5118864, 1, 1500 }; soundHit2[]= { "M97_Grenade\Sounds\Explosions\Explosion_tripwire_landmine", 2.5118864, 1, 1500 }; soundHit3[]= { "M97_Grenade\Sounds\Explosions\Explosion_tripwire_landmine", 2.5118864, 1, 1500 }; soundHit4[]= { "M97_Grenade\Sounds\Explosions\Explosion_tripwire_landmine", 2.5118864, 1, 1500 }; multiSoundHit[]= { "soundHit1", 0.25, "soundHit2", 0.25, "soundHit3", 0.25, "soundHit4", 0.25 }; soundImpactSoft1[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_grass_1", 1.4125376, 1, 45 }; soundImpactSoft2[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_grass_2", 1.4125376, 1, 45 }; soundImpactSoft3[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_grass_3", 1.4125376, 1, 45 }; soundImpactSoft4[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_grass_4", 1.4125376, 1, 45 }; soundImpactSoft5[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_grass_5", 1.4125376, 1, 45 }; soundImpactSoft6[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_grass_6", 1.4125376, 1, 45 }; soundImpactSoft7[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_grass_7", 1.4125376, 1, 45 }; soundImpactHard1[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_concrete_1", 1.4125376, 1, 65 }; soundImpactHard2[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_concrete_2", 1.4125376, 1, 65 }; soundImpactHard3[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_concrete_3", 1.4125376, 1, 65 }; soundImpactHard4[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_concrete_4", 1.4125376, 1, 65 }; soundImpactHard5[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_concrete_5", 1.4125376, 1, 65 }; soundImpactHard6[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_concrete_6", 1.4125376, 1, 65 }; soundImpactHard7[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_concrete_7", 1.4125376, 1, 65 }; soundImpactIron1[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_Metal_1", 1.2589254, 1, 95 }; soundImpactIron2[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_Metal_2", 1.2589254, 1, 95 }; soundImpactIron3[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_Metal_3", 1.2589254, 1, 95 }; soundImpactIron4[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_Metal_4", 1.2589254, 1, 95 }; soundImpactIron5[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_Metal_5", 1.2589254, 1, 95 }; soundImpactWoodExt1[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_wood_ext_1", 1.4125376, 1, 75 }; soundImpactWoodExt2[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_wood_ext_2", 1.4125376, 1, 75 }; soundImpactWoodExt3[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_wood_ext_3", 1.4125376, 1, 75 }; soundImpactWoodExt4[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_wood_ext_4", 1.4125376, 1, 75 }; soundImpactWater1[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_water_1", 1.4125376, 1, 55 }; soundImpactWater2[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_water_2", 1.4125376, 1, 55 }; soundImpactWater3[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_water_3", 1.4125376, 1, 55 }; impactGroundSoft[]= { "soundImpactSoft1", 0.2, "soundImpactSoft2", 0.2, "soundImpactSoft3", 0.2, "soundImpactSoft4", 0.1, "soundImpactSoft5", 0.1, "soundImpactSoft6", 0.1, "soundImpactSoft7", 0.1 }; impactGroundHard[]= { "soundImpactHard1", 0.2, "soundImpactHard2", 0.2, "soundImpactHard3", 0.2, "soundImpactHard4", 0.1, "soundImpactHard5", 0.1, "soundImpactHard6", 0.1, "soundImpactHard7", 0.1 }; impactIron[]= { "soundImpactIron1", 0.2, "soundImpactIron2", 0.2, "soundImpactIron3", 0.2, "soundImpactIron4", 0.2, "soundImpactIron5", 0.2 }; impactArmor[]= { "soundImpactIron1", 0.2, "soundImpactIron2", 0.2, "soundImpactIron3", 0.2, "soundImpactIron4", 0.2, "soundImpactIron5", 0.2 }; impactBuilding[]= { "soundImpactHard1", 0.2, "soundImpactHard2", 0.2, "soundImpactHard3", 0.2, "soundImpactHard4", 0.1, "soundImpactHard5", 0.1, "soundImpactHard6", 0.1, "soundImpactHard7", 0.1 }; impactFoliage[]= { "soundImpactSoft1", 0.2, "soundImpactSoft2", 0.2, "soundImpactSoft3", 0.2, "soundImpactSoft4", 0.1, "soundImpactSoft5", 0.1, "soundImpactSoft6", 0.1, "soundImpactSoft7", 0.1 }; impactWood[]= { "soundImpactWoodExt1", 0.25, "soundImpactWoodExt2", 0.25, "soundImpactWoodExt3", 0.25, "soundImpactWoodExt4", 0.25 }; impactGlass[]= { "soundImpactHard1", 0.2, "soundImpactHard2", 0.2, "soundImpactHard3", 0.2, "soundImpactHard4", 0.1, "soundImpactHard5", 0.1, "soundImpactHard6", 0.1, "soundImpactHard7", 0.1 }; impactGlassArmored[]= { "soundImpactHard1", 0.2, "soundImpactHard2", 0.2, "soundImpactHard3", 0.2, "soundImpactHard4", 0.1, "soundImpactHard5", 0.1, "soundImpactHard6", 0.1, "soundImpactHard7", 0.1 }; impactConcrete[]= { "soundImpactHard1", 0.2, "soundImpactHard2", 0.2, "soundImpactHard3", 0.2, "soundImpactHard4", 0.1, "soundImpactHard5", 0.1, "soundImpactHard6", 0.1, "soundImpactHard7", 0.1 }; impactTyre[]= { "soundImpactSoft1", 0.2, "soundImpactSoft2", 0.2, "soundImpactSoft3", 0.2, "soundImpactSoft4", 0.1, "soundImpactSoft5", 0.1, "soundImpactSoft6", 0.1, "soundImpactSoft7", 0.1 }; impactRubber[]= { "soundImpactSoft1", 0.2, "soundImpactSoft2", 0.2, "soundImpactSoft3", 0.2, "soundImpactSoft4", 0.1, "soundImpactSoft5", 0.1, "soundImpactSoft6", 0.1, "soundImpactSoft7", 0.1 }; impactPlastic[]= { "soundImpactSoft1", 0.2, "soundImpactSoft2", 0.2, "soundImpactSoft3", 0.2, "soundImpactSoft4", 0.1, "soundImpactSoft5", 0.1, "soundImpactSoft6", 0.1, "soundImpactSoft7", 0.1 }; impactDefault[]= { "soundImpactHard1", 0.2, "soundImpactHard2", 0.2, "soundImpactHard3", 0.2, "soundImpactHard4", 0.1, "soundImpactHard5", 0.1, "soundImpactHard6", 0.1, "soundImpactHard7", 0.1 }; impactMetal[]= { "soundImpactIron1", 0.2, "soundImpactIron2", 0.2, "soundImpactIron3", 0.2, "soundImpactIron4", 0.2, "soundImpactIron5", 0.2 }; impactMetalplate[]= { "soundImpactIron1", 0.2, "soundImpactIron2", 0.2, "soundImpactIron3", 0.2, "soundImpactIron4", 0.2, "soundImpactIron5", 0.2 }; impactWater[]= { "soundImpactWater1", 0.34999999, "soundImpactWater2", 0.34999999, "soundImpactWater3", 0.30000001 }; soundFly[]= { "", 0.099999994, 1, 20 }; soundEngine[]= { "", 1, 1 }; explosionSoundEffect="DefaultExplosion"; CraterEffects="ExploAmmoCrater"; CraterWaterEffects="ImpactEffectsWaterExplosion"; explosionEffects="ExploAmmoExplosion"; visibleFire=1; audibleFire=0.25; visibleFireTime=0; whistleDist=28; explosionTime=5; timeToLive=6; class HitEffects { hitWater="ImpactEffectsWaterRocket"; }; class CamShakeExplode { power = (20*0.2); duration = "((round (16^0.5))*0.2 max 0.2)"; frequency = 20; distance = ((3 + 16^0.5)*8); }; }; class PG_M97_ammo : SatchelCharge_Remote_Mag { hit=100; indirectHit=65; //indirectHitRange 20; dangerRadiusHit=60; suppressionRadiusHit=24; typicalspeed=18; model="\M97_Grenade\M97_Grenade\Model\smokegrenade_white.p3d"; visibleFire=0.5; audibleFire=0.050000001; visibleFireTime=1; fuseDistance=0; displayName = "M97 HE Canister"; picture = "\M97_Grenade\M97_Grenade\Data\M97HE.paa"; dlc = "Project Genesis"; displayNameShort = "M97 HE"; ammo = "PG_M97_ammo"; mass = 6; }; class GrenadeHand; class M68_Impact_ammo : GrenadeHand { hit=26; indirectHit=13; indirectHitRange=12.5; dangerRadiusHit=50; suppressionRadiusHit=18; typicalspeed=26; model="\M97_Grenade\M97_Grenade\Model\rgo.p3d"; airFriction = -0.001; explosionTime=-1; fuseDistance = 0; whistleDist = 16; explosionEffectsRadius=1.5; deflecting=30; displayName = "RGO Impact"; picture = "\M97_Grenade\M97_Grenade\Data\M68_impact.paa"; dlc = "Project Genesis"; displayNameShort = "Impact"; ammo = "M68_Impact_ammo"; mass = 4; class CamShakeExplode { power=3.2; duration=0.80000001; frequency=20; distance=56; }; soundHit1[]= { "\M97_Grenade\M97_Grenade\Sounds\Explosions\Impact\Close_Distance (1)", 3.1622777, 1, 1300 }; soundHit2[]= { "\M97_Grenade\M97_Grenade\Sounds\Explosions\Impact\Close_Distance (2)", 3.1622777, 1, 1300 }; soundHit3[]= { "\M97_Grenade\M97_Grenade\Sounds\Explosions\Impact\Close_Distance (3)", 3.1622777, 1, 1300 }; soundHit4[]= { "\M97_Grenade\M97_Grenade\Sounds\Explosions\Impact\Close_Distance (4)", 3.1622777, 1, 1300 }; multiSoundHit[]= { "soundHit1", 0.25, "soundHit2", 0.25, "soundHit3", 0.25, "soundHit4", 0.25 }; }; }; Share this post Link to post Share on other sites
NightIntruder 710 Posted January 13, 2021 Elitness says " circa line 28 expected ]={ " which seems to be BS. Other than that, I couldn't find an error. Bracket plugin of Notepad++ says "all brackets are balanced". Share this post Link to post Share on other sites
swtx 42 Posted January 13, 2021 I've tried compiling it in addon builder and I tried to binarize the config then pack it and still getting some input after end of file error on startup. Not sure what's going on. I appreciate your efforts, NightIntruder. Share this post Link to post Share on other sites
NightIntruder 710 Posted January 13, 2021 Still, you may try NOT to binarize the addon, just pack it using AddonBuilder and see what you'll get in-game. Does the AddonBuilder's log tell you something helpful? Share this post Link to post Share on other sites