gatordev 219 Posted October 25, 2023 I'm trying to make the vanilla SPAR weapons inherit the sounds from NiArms. I'm using a template config that I successfully got to work for another sound config mod (making the mod M4CQBR use NiArms sounds), but when I try and compile the SPAR config, it's throwing an error stating: "line 18: /cfgWeapons/: ';' encountered instead of '{'". Ironically, line 18 is a "{" symbol. Here is the config. I'm sure I've missed a syntax, but I can't figure out what it is. Any help? #define _ARMA_ class cfgPatches { class gator_SPAR16_niasounds { author = "gatordev"; units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {""}; }; }; class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class cfgWeapons { class UGL_F; class Rifle_base_F; class arifle_SPAR_01_base_F: Rifle_base_F; { class EGLM: UGL_F { class Single: Mode_SemiAuto { sounds[] = {"StandardSound"}; class StandardSound { closure1[] = {"hlc_core\sound\GL\GL_striker",1,1,10}; closure2[] = {"hlc_core\sound\GL\GL_striker",1,1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; soundSetShot[] = {"NIA_GL_Shot_SoundSet","NIA_GL_Tail_SoundSet"}; weaponSoundEffect = "DefaultRifle"; }; }; }; }; class arifle_SPAR_01_blk_F: arifle_SPAR_01_base_F { changeFiremodeSound[] = {"\hlc_wp_ar15\snd\ar15_selector",1,1,8}; drysound[] = {"\hlc_wp_ar15\snd\ar15_trigger",1,1,10}; class Single: Mode_SemiAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { closure1[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; closure2[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { soundSetShot[] = {"NIA_AR15_NEW_Shot_SoundSet","NIA_carbine_Tail_SoundSet"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"NIA_sbr_silencerShot_SoundSet","NIA_sbr_silencerTail_SoundSet"}; }; }; class FullAuto: Mode_FullAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { closure1[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; closure2[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { soundSetShot[] = {"NIA_AR15_NEW_Shot_SoundSet","NIA_carbine_Tail_SoundSet"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"NIA_sbr_silencerShot_SoundSet","NIA_sbr_silencerTail_SoundSet"}; }; }; }; class arifle_SPAR_01_khk_F: arifle_SPAR_01_blk_F { changeFiremodeSound[] = {"\hlc_wp_ar15\snd\ar15_selector",1,1,8}; drysound[] = {"\hlc_wp_ar15\snd\ar15_trigger",1,1,10}; class Single: Mode_SemiAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { closure1[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; closure2[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { soundSetShot[] = {"NIA_AR15_NEW_Shot_SoundSet","NIA_sbr_Tail_SoundSet"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"NIA_sbr_silencerShot_SoundSet","NIA_sbr_silencerTail_SoundSet"}; }; }; class FullAuto: Mode_FullAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { closure1[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; closure2[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { soundSetShot[] = {"NIA_AR15_NEW_Shot_SoundSet","NIA_sbr_Tail_SoundSet"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"NIA_sbr_silencerShot_SoundSet","NIA_sbr_silencerTail_SoundSet"}; }; }; }; class arifle_SPAR_01_snd_F: arifle_SPAR_01_blk_F { changeFiremodeSound[] = {"\hlc_wp_ar15\snd\ar15_selector",1,1,8}; drysound[] = {"\hlc_wp_ar15\snd\ar15_trigger",1,1,10}; class Single: Mode_SemiAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { closure1[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; closure2[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { soundSetShot[] = {"NIA_AR15_NEW_Shot_SoundSet","NIA_sbr_Tail_SoundSet"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"NIA_sbr_silencerShot_SoundSet","NIA_sbr_silencerTail_SoundSet"}; }; }; class FullAuto: Mode_FullAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { closure1[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; closure2[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { soundSetShot[] = {"NIA_AR15_NEW_Shot_SoundSet","NIA_sbr_Tail_SoundSet"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"NIA_sbr_silencerShot_SoundSet","NIA_sbr_silencerTail_SoundSet"}; }; }; }; }; class cfgMods { author = "gatordev"; timepacked = "1656370171"; }; I'm also not sure what I need to put in the "Required Addons" section for this particular config. In the previous working config for a different mod, the only mod I put in there was the one I was changing the sound for. Share this post Link to post Share on other sites
EO 11277 Posted October 25, 2023 From my untrained eye the only typo I see is a semi-colon too many at Rifle_base_F.... class cfgWeapons { class UGL_F; class Rifle_base_F; class arifle_SPAR_01_base_F: Rifle_base_F; Should read.... class cfgWeapons { class UGL_F; class Rifle_base_F; class arifle_SPAR_01_base_F: Rifle_base_F Maybe? 1 1 Share this post Link to post Share on other sites
gatordev 219 Posted October 28, 2023 On 10/25/2023 at 3:06 PM, EO said: From my untrained eye the only typo I see is a semi-colon too many at Rifle_base_F.... Oh for crying out loud. I must have been staring at it for too long and completely missed that. Thanks, it packed. 1 Share this post Link to post Share on other sites
gatordev 219 Posted October 29, 2023 On 10/25/2023 at 2:10 PM, gatordev said: I'm also not sure what I need to put in the "Required Addons" section for this particular config. In the previous working config for a different mod, the only mod I put in there was the one I was changing the sound for. To follow up on my second question in case someone comes along with the same one... I finally found the answer thanks to a post by @da12thMonkey For vanilla addons, use: requiredAddons[] = {"A3_Data_F_Enoch_Loadorder"}; 1 Share this post Link to post Share on other sites
gatordev 219 Posted November 2, 2023 Another dumb question... It seems my configs that I've made, which were based off of another third-party sound config, is causing a dependency in a mission. The other third-party's addon is not causing a dependency. Is there a secret to not letting that happen? Share this post Link to post Share on other sites