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freddern

Strange error

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I made my own addon an I wrote my own config file.

When I start OFP: R this coms up as an error:

Config myaddon\config.cpp: some input after EndOfFile.

Please,oh please help me. I can't figure it out.

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Here's acopy of my config. It has got two guns; a pistol: Meckhauge Bigboll- and a riffle; Meckhauge Gat. I't also has a man carrying both guns. Here goes:

// some basic defines

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

#define WeaponNoSlot 0// dummy weapons

#define WeaponSlotPrimary 1// primary weapons

#define WeaponSlotSecondary 16// secondary weapons

#define WeaponSlotItem 256// items

#define WeaponSlotBinocular 4096// binocular

#define WeaponHardMounted 65536

class CfgPatches

{

class FH_SoldierWMeckhauge

{

units[] = {FH_SoldierWMeckhauge};

weapons[] = {};

requiredVersion = 1.75;

};

class FH_Bigboll

{

units[] = {};

weapons[] = {FH_Bigboll};

requiredVersion = 1.75;

};

class FH_Gat

{

units[] = {};

weapons[] = {FH_Gat};

requiredVersion = 1.75;

};

};

class CfgVehicles

{

class All{};

class AllVehicles:All{};

class Land:AllVehicles{};

class Man:Land{};

class Soldier:Man{};

class SoldierWB:Soldier{};

class FH_SoldierWMeckhauge:SoldierWB{};

displayName="Soldier (Meckhauge)";

weapons[]={"Throw","Put","FH_Gat","FH_Bigboll","Binocul

ar","NVGoggles"};

magazines[]={"Meckhaugemag","Meckhaugemag","Meckhaugemag","Meckhaug

emag","Meckhaugemag","Meckhaugemag","PipeBomb","Ha

ndGrenade","HandGrenade"};

};

};

class CfgWeapons

{

class Default {};

class MGun: Default {};

class Riffle: MGun {};

class HandGunBase: Riffle {};

class M4 : Riffle {};

class FH_BigbollBase: HandGunBase

{

displayName = "Meckhauge Bigboll";

model="\Meckhauge\meckhauge";

modelOptics="\Meckhauge\optika_glock17.p3d";

picture="\Meckhauge\Meckhaugepicture.paa";

displayNameMagazine="Meckhauge Mag";

shortNameMagazine="Meckhauge";

nameSound="weapon";

count=60;

reloadTime=0.10000;

magazineReloadTime=0.8;

sound[]={"\Meckhauge\fire.wav",1.000000,1};

drySound[]={"\Meckhauge\dry.wav",0.003162,1};

reloadMagazineSound[]={"\Meckhauge\reload.wav",1,1};

magazines[]={"Meckhaugemag"};

recoil="riffleSingle";

};

class FH_Gat:M4

{

displayName = "Meckhauge GAT";

model="\Meckhauge\gat.p3d";

modelOptics="optika_snpierw.p3d";

optics = true;

opticsZoomMin=0.10;

opticsZoomMax=0.50;

picture="\Meckhauge\GATpicture.paa";

nameSound="weapon";

modes[]={"Single","FullAuto"};

};

class Single

{

ammo="Meckhaugemag";

burst=1;

displayName="GAT Single";

sound[]={\Meckhauge\fire.wav,db-0,1};

soundContinuous=0;

reloadTime=0.16;

recoil="riffleSingle";

autoFire=0;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

};

class FullAuto

{

ammo="Meckhaugemag";

burst=1;

displayName="GAT Auto";

sound[]={\Meckhauge\fire.wav,db-0,1};

reloadTime=0.00001;

recoil="riffleBurst3";

autoFire=1;

aiRateOfFire=5.000000;

aiRateOfFireDistance=800;

};

};

class CfgModels

{

class default{sections[] = {};sectionsInherit="";};

class Weapon: default{sections[] = {"zasleh"};};

class GAT: Weapon{};

class Meckhauge: Weapon {};

};

class CfgAmmo

{

class Default {};

class BulletSingle : Default{};

class meckhaugemag: BulletSingle

{

access=2;

hit=25;

indirectHit=5;

indirectHitRange=0.090000;

visibleFire=14;

audibleFire=14;

visibleFireTime=2;

minRange=1;

minRangeProbab=0.100000;

midRange=10;

midRangeProbab=0.700000;

maxRange=100;

maxRangeProbab=0.040000;

cartridge="FxCartridgeSmall";

tracerColor[]={0.800000,0.500000,0.100000,0.040000};

tracerColorR[]={0,0,0,0.005000};

picture="\Meckhauge\mag.paa";

};

};

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See that lines:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class SoldierWB:Soldier{};

class FH_SoldierWMeckhauge:SoldierWB{};

displayName="Soldier (Meckhauge)";<span id='postcolor'>

You have a "};" at the end of the line. But you try to write your definition afterwards, simply use:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class FH_SoldierWMeckhauge:SoldierWB{<span id='postcolor'>

and it should work

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Thank for your help. But I still get several errors.

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Well, as long as that are other errors, I've asked your question. (I searched only for the one mistake).

So can you tell me the new error-message, so I can search those (searching a config for bugs without error message is kinda hard, and you oversee a lot of things then).

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After doing what you first told me I get in to the game, but when the introes are over and the game is ready i get this message:

no entry  'config.bin/Cfgweapons.FH_bigboll'

And if i try to launch a mission whit my unit I get this:

No entry '.modelSpecial'.

again Thank you for your help.

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should FH_Bigboll in cfgPatches be FH_BigbollBase?

class FH_Bigboll is not defined anywhere, just ,mentioned in weapons loadout.

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Okey. I reorganized my config file and it workes fine untill I launch a mission with it then the game crashes back to my descop without any error messages.

Here's the config file:

// Meckhauge By Freddern (freddern51@hotmail.com)

// some basic defines

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

#define WeaponNoSlot 0// dummy weapons

#define WeaponSlotPrimary 1// primary weapons

#define WeaponSlotSecondary 16// secondary weapons

#define WeaponSlotItem 256// items

#define WeaponSlotBinocular 4096// binocular

#define WeaponHardMounted 65536

class CfgPatches

{

class FH_SoldierWMeckhauge

{

units[] = {FH_SoldierWMeckhauge};

weapons[] = {};

requiredVersion = 1.75;

};

class FH_Bigboll

{

units[] = {};

weapons[] = {FH_Bigboll};

requiredVersion = 1.75;

};

class FH_Gat

{

units[] = {};

weapons[] = {FH_Gat};

requiredVersion = 1.75;

};

};

class CfgVehicles

{

class All{};

class AllVehicles:All{};

class Land:AllVehicles{};

class Man:Land{};

class Soldier:Man{};

class SoldierWB:Soldier{};

class FH_SoldierWMeckhauge:SoldierWB{

displayName="Soldier (Meckhauge)";

weapons[]={"Throw","Put","FH_Gat","FH_Bigboll","Binocul

ar","NVGoggles"};

magazines[]={"FH_Bigbollmag","FH_Bigbollmag","FH_Bigbollmag","FH_Bi

gbollmag","FH_Bigbollmag","FH_Bigbollmag","PipeBomb",&q

uot;HandGrenade","HandGrenade"};

};

};

class CfgWeapons

{

class Default {};

class MGun: Default {};

class Riffle: MGun {};

class HandGunBase: Riffle {};

class M4 : Riffle {};

class FH_BigbollBase: HandGunBase

{

displayName = "Meckhauge Bigboll";

model="\Meckhauge\meckhauge";

modelOptics="\Meckhauge\optika_glock17.p3d";

picture="\Meckhauge\Meckhaugepicture.paa";

displayNameMagazine="Meckhauge Mag";

shortNameMagazine="FH_bigboll";

nameSound="weapon";

count=60;

magazineType=32;

reloadTime=0.10000;

magazineReloadTime=0.8;

sound[]={"\Meckhauge\fire.wav",1.000000,1};

drySound[]={"\Meckhauge\dry.wav",0.003162,1};

reloadMagazineSound[]={"\Meckhauge\reload.wav",1,1};

magazines[]={"FH_bigboll"};

recoil="riffleSingle";

};

class FH_Gat:M4

{

displayName = "Meckhauge GAT";

model="\Meckhauge\gat.p3d";

modelOptics="optika_snpierw.p3d";

optics = true;

opticsZoomMin=0.10;

opticsZoomMax=0.50;

picture="\Meckhauge\GATpicture.paa";

nameSound="weapon";

modes[]={"Single","FullAuto"};

magazines[]={"FH_bigboll"};

};

class Single

{

ammo="FH_bigbollammo";

burst=1;

displayName="GAT Single";

sound[]={\Meckhauge\fire.wav,db-0,1};

soundContinuous=0;

reloadTime=0.16;

recoil="riffleSingle";

autoFire=0;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

};

class FullAuto

{

ammo="FH_bigbollammo";

burst=1;

displayName="GAT Auto";

sound[]={\Meckhauge\fire.wav,db-0,1};

reloadTime=0.00001;

recoil="riffleBurst3";

autoFire=1;

aiRateOfFire=5.000000;

aiRateOfFireDistance=800;

};

class FH_bigbollMag: FH_bigbollBase

{

scopeMagazine=2;

picture="\Meckhauge\meckhaugepicture.paa";

};

class FH_bigboll: FH_bigbollBase

{

scopeWeapon=2;

magazines[]={"FH_bigbollmag"};

uiPicture="\misc\ipistole.paa";

};

};

class CfgModels

{

class default{sections[] = {};sectionsInherit="";};

class Weapon: default{sections[] = {"zasleh"};};

class GAT: Weapon{};

class Meckhauge: Weapon {};

};

class CfgAmmo

{

class Default {};

class BulletSingle : Default{};

class FH_bigbollammo: BulletSingle

{

access=2;

hit=25;

indirectHit=5;

indirectHitRange=0.090000;

visibleFire=14;

audibleFire=14;

visibleFireTime=2;

minRange=1;

minRangeProbab=0.100000;

midRange=10;

midRangeProbab=0.700000;

maxRange=100;

maxRangeProbab=0.040000;

cartridge="FxCartridgeSmall";

tracerColor[]={0.800000,0.500000,0.100000,0.040000};

tracerColorR[]={0,0,0,0.005000};

picture="\Meckhauge\mag.paa";

};

};

You are really kind helping me.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">magazines[]={"FH_Bigbollmag","FH_Bigbollmag","FH_Bigbollmag","FH_Bigbollmag","FH_Bigbollmag","FH_Bigbollmag","PipeBomb","HandGrenade","HandGrenade"};<span id='postcolor'>

what is that &quot there?

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I have no idea why it comes up here in the forum. I'ts not in the config. But if I try to paste the config again the same thing happens.

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Why do you define class single and full auto outside the weapon definition where it should be used?

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can U show me how it should be please? I'm not much of a config writer.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class FH_Gat:M4  

{

displayName = "Meckhauge GAT";

model="\Meckhauge\gat.p3d";

modelOptics="optika_snpierw.p3d";

optics = true;

opticsZoomMin=0.10;

opticsZoomMax=0.50;

picture="\Meckhauge\GATpicture.paa";

nameSound="weapon";

modes[]={"Single","FullAuto"};

magazines[]={"FH_bigboll"};

class Single

{

ammo="FH_bigbollammo";

burst=1;

displayName="GAT Single";

sound[]={\Meckhauge\fire.wav,db-0,1};

soundContinuous=0;

reloadTime=0.16;

recoil="riffleSingle";

autoFire=0;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

};

class FullAuto

{

ammo="FH_bigbollammo";

burst=1;

displayName="GAT Auto";

sound[]={\Meckhauge\fire.wav,db-0,1};

reloadTime=0.00001;

recoil="riffleBurst3";

autoFire=1;

aiRateOfFire=5.000000;

aiRateOfFireDistance=800;

};

};<span id='postcolor'>

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