RS30002 28 Posted December 28, 2021 Hi. happy holidays to all! I have a problem...i managed to hack together the description changes required for CSAT (Pacific) to be spawned through the module, but for the life of me, i can't get tanks to work. Something related with }; symbol...either there's too many, too little, not in the right place or any combo of that..... allowFunctionsLog = 1; class CfgGroups { class west { class myCustomWestFaction { //Name for your custom faction class Infantry { //SpawnAI module looks for this class class myCustomWestInfGroup_1units { //Can be called anything, name used for blacklisting class unit0 { vehicle = "B_Soldier_F"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "SERGANT"; //rank name from CfgRanks position[] = { 0, 0, 0 }; //offset position unit spawns from spawn point }; }; class myCustomWestInfGroup_3units { //Can be called anything, name used for blacklisting class unit0 { vehicle = "B_Soldier_F"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "SERGANT"; //rank name from CfgRanks position[] = { 0, 0, 0 }; //offset position unit spawns from spawn point }; class unit1 { vehicle = "B_Soldier_F"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit2 { vehicle = "B_Soldier_F"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; }; class myCustomWestInfGroup_6units { //Can be called anything, name used for blacklisting class unit0 { vehicle = "B_Soldier_F"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "SERGANT"; //rank name from CfgRanks position[] = { 0, 0, 0 }; //offset position unit spawns from spawn point }; class unit1 { vehicle = "B_Soldier_F"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit2 { vehicle = "B_Soldier_F"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; class unit3 { vehicle = "B_Soldier_F"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 10, -10, 0 }; //offset position unit spawns from spawn point }; class unit4 { vehicle = "B_Soldier_F"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -10, -10, 0 }; //offset position unit spawns from spawn point }; class unit5 { vehicle = "B_Soldier_F"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 15, -15, 0 }; //offset position unit spawns from spawn point }; }; }; class Motorized {}; //SpawnAI module looks for this class for class Mechanized {}; //SpawnAI module looks for this class class Armored {}; //SpawnAI module looks for this class }; }; class east { class myCustomEastFaction { //Name for your custom faction class Infantry { //SpawnAI module looks for this class class myCustomEastInfGroup_1units { //Can be called anything, name used for blacklisting class unit0 { vehicle = "O_T_Officer_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "SERGANT"; //rank name from CfgRanks position[] = { 0, 0, 0 }; //offset position unit spawns from spawn point }; class unit1 { vehicle = "O_T_Soldier_M_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit2 { vehicle = "O_T_Soldier_GL_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; class unit3 { vehicle = "O_T_Support_GMG_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit4 { vehicle = "O_T_Medic_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; }; class myCustomEastInfGroup_3units { //Can be called anything, name used for blacklisting class unit0 { vehicle = "O_T_Soldier_TL_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "SERGANT"; //rank name from CfgRanks position[] = { 0, 0, 0 }; //offset position unit spawns from spawn point }; class unit1 { vehicle = "O_T_Soldier_LAT_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit2 { vehicle = "O_T_Soldier_GL_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; class unit3 { vehicle = "O_T_Soldier_M_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit4 { vehicle = "O_T_Soldier_AAR_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; class unit5 { vehicle = "O_T_Soldier_A_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit6 { vehicle = "O_T_Medic_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; }; class myCustomEastInfGroup_6units { //Can be called anything, name used for blacklisting class unit0 { vehicle = "O_T_Soldier_SL_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "SERGANT"; //rank name from CfgRanks position[] = { 0, 0, 0 }; //offset position unit spawns from spawn point }; class unit1 { vehicle = "O_T_Soldier_AR_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit2 { vehicle = "O_T_Soldier_GL_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; class unit3 { vehicle = "O_T_Support_GMG_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 10, -10, 0 }; //offset position unit spawns from spawn point }; class unit4 { vehicle = "O_T_Soldier_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -10, -10, 0 }; //offset position unit spawns from spawn point }; class unit5 { vehicle = "O_T_Soldier_LAT_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 15, -15, 0 }; //offset position unit spawns from spawn point }; class unit6 { vehicle = "O_T_Support_MG_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit7 { vehicle = "O_T_Soldier_GL_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; class unit8 { vehicle = "O_T_Soldier_M_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit9 { vehicle = "O_T_Soldier_AAR_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; class unit10 { vehicle = "O_T_Soldier_A_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit11 { vehicle = "O_T_Medic_F"; //Class name of unit/vehicle side = 0; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; }; }; class Motorized {}; //SpawnAI module looks for this class for class Mechanized {}; //SpawnAI module looks for this class class Armored {}; }; }; }; class CfgSounds { sounds[] = {}; class sound1 { name = "Muezzin"; sound[] = {"music\Muezzin.ogg",db+5,1,1,100,1,1,1,0}; //The 18 indicates the distance at which the sound will be heard; titles[] = {}; }; }; class CfgMusic { sounds[] = {01,02}; class 01 { name = "Mission Impossible Theme"; sound[] = {"music\Mission Impossible Theme.ogg", db+10, 1.0}; titles[] = {0,""}; }; class 02 { name = "02"; sound[] = {"music\sound2.ogg", db+10, 1.0}; titles[] = {0,""}; }; }; This is my description...i just want a tank ("O_T_MBT_04_cannon_F" with crew ) listed under *Class Armored* and with all }; symbols sorted out.. 😔 Sorry if it's entry level question, but can't get it to work the whole day lmaooo. Thanks in advance for any help and happy NY. 🙂 Share this post Link to post Share on other sites
7erra 629 Posted January 2, 2022 Try to keep the indentation consistent, it makes spotting unclosed brackets easier. Also post the error that you are getting, it should be written to the rpt. Numbers as classnames are maybe valid but certainly unusual. Share this post Link to post Share on other sites