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Need Config Help! Mod assets not showing up in-game!

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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;
	};
	
};

 

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Preciate the feedback.  Changed the Scope to  2 or public,  Ran the mod assets still not showing up.  

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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"};
			};
		};
};

 

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Gave it a shot! Still not working.  Thx for your help though.

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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
		};
	};
};

 

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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".

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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.

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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?

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