freddern 0 Posted March 8, 2003 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. Share this post Link to post Share on other sites
Rastavovich 0 Posted March 8, 2003 copy & paste the config here would be very usefull, don't you think? Share this post Link to post Share on other sites
freddern 0 Posted March 8, 2003 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"; }; }; Share this post Link to post Share on other sites
Rastavovich 0 Posted March 8, 2003 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 Share this post Link to post Share on other sites
freddern 0 Posted March 8, 2003 Thank for your help. But I still get several errors. Share this post Link to post Share on other sites
Rastavovich 0 Posted March 8, 2003 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). Share this post Link to post Share on other sites
freddern 0 Posted March 8, 2003 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. Share this post Link to post Share on other sites
scousejedi 0 Posted March 8, 2003 should FH_Bigboll in cfgPatches be FH_BigbollBase? class FH_Bigboll is not defined anywhere, just ,mentioned in weapons loadout. Share this post Link to post Share on other sites
freddern 0 Posted March 8, 2003 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. Share this post Link to post Share on other sites
Rastavovich 0 Posted March 8, 2003 </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 " there? Share this post Link to post Share on other sites
freddern 0 Posted March 8, 2003 sorry, looked at the config at the top. Share this post Link to post Share on other sites
freddern 0 Posted March 8, 2003 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. Share this post Link to post Share on other sites
Rastavovich 0 Posted March 8, 2003 Why do you define class single and full auto outside the weapon definition where it should be used? Share this post Link to post Share on other sites
freddern 0 Posted March 8, 2003 can U show me how it should be please? I'm not much of a config writer. Share this post Link to post Share on other sites
Rastavovich 0 Posted March 8, 2003 </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 Â { 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'> Share this post Link to post Share on other sites