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Messiah

error: cfgnonaivehicles.scope

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got the following error in my config after only adding class animations, eventhandler and animated=1 into a working config...

No Entry 'Config.bin/CfgVehicles/CfgNonAIVehicles.scope'

and here's the config in question - im sure its probally something obvious, but im always oblivious to things like that...

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define TEast 0

#define true 1

#define false 0

#define private 0

#define protected 1

#define public 2

class CfgPatches

{

class UKF_Milan

{

units[] = {UKF_MILANL};

weapons[] = {UKF_MilanTripod};

requiredVersion = 1.75;

};

};

class CfgVehicleActions

{

UpLying="BinocLying";

};

class CfgAmmo

{

class default {};

class AT3: default {};

class LAW: AT3 {};

class UKF_MILANRound: LAW

{

hit=1000;

indirectHit=180;

indirectHitRange=10;

minRange=100;minRangeProbab=0.50;

midRange=5000;midRangeProbab=0.95;

maxRange=300050;maxRangeProbab=0.95;

model = "\UKF_Warrior\milan.p3d"

maxSpeed=80;

proxyShape="\UKF_Warrior\milan.p3d";

soundHit[]={"\UKF_Warrior\sounds\EXP.ogg",db+60,0};

soundEngine[]={"objects\noise",db+10,1};

soundContinuous=0;

manualControl=true;

maxControlRange=4000;

cost=9000;

irLock=true;

initTime=0.25;

thrustTime=30.5;

thrust=60;

maneuvrability=4.0;

};

};

class CfgWeapons

{

class default {};

class LAWLauncher: Default{};

class CarlGustavLauncher: LAWLauncher{};

class AT3Launcher: CarlGustavLauncher{};

class UKF_MilanTripod: AT3Launcher

{

count=2;

reloadTime=15;

magazineReloadTime=15;

displayName="Milan";

displayNameMagazine="Milan";

shortNameMagazine="Milan";

ammo = UKF_MILANRound;

irLock=true;

primary = false;

sound[]={"\UKF_Warrior\sounds\Rocket.ogg",db+20,0};

soundContinuous=0;

};

};

class CfgVehicles

{

class All{};

class AllVehicles: All {};

class Land:AllVehicles{};

class Tank:Land{};

class APC : Tank {};

class M113 : APC {};

class M2StaticMG : M113 {};

class UKF_MILANL : M2StaticMG

{

side = 1;

threat[]={0.3,1,0};

vehicleclass="UKF Support Weapons";

displayName="Milan MIRA";

picture="";

model = "\UKF_MILAN\UKF_MILANL.p3d"

extCameraPosition[] = {0,1.5,-3};

crew="SoldierWB";

getInRadius = 2.5;

nightVision=true;

namesound="weapon";

gunnerOpticsColor[]={0.30000,0.300000,0.00000,1};

GunnerOpticsModel="\UKF_Warrior\ComRet.p3d";

camouflage=1.5;

gunnerAction="ManActUpLying";

gunnerInAction="ManActUpLying";

gunnerCanSee = 2 + 4 + 8 + 16;

weapons[]={"UKF_MilanTripod"};

magazines[]={"UKF_MilanTripod"};

animated=1;

irScanRange = 800;

irScanGround=true;

class Turret

{

gunAxis = "OsaHlavne";

turretAxis = "OsaVeze";

gunBeg = "usti hlavne";

gunEnd = "konec hlavne";

body = "OtocVez";

gun = "OtocHlaven";

soundServo[]={};

minElev=-5;

maxElev=10;

minTurn=-60;

maxTurn=60;

};

class animations

{

class ani_flap1

{

type="rotation";

animPeriod=.2;

selection="flap1";

axis="axis_flap1";

angle0=0;

angle1=-2.3;

};

class ani_flap2

{

type="rotation";

animPeriod=.2;

selection="flap2";

axis="axis_flap2";

angle0=0;

angle1=2.3;

};

};

class EventHandlers

{

GetIn="[_this select 0] exec ""\UKF_MILAN\UKF_Openflaps.sqs""";

GetOut="[_this select 0] exec ""\UKF_MILAN\UKF_Closeflaps.sqs""";

};

};

class CfgNonAIVehicles

{

class ProxyWeapon{};

class Proxytpillbox: ProxyWeapon{};

class UKF_Milan : ProxyWeapon {model = "\UKF_MILAN\UKF_MilanM.p3d"; simulation = "maverickweapon";}

};

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If it's a .scope error, it means there's a mismatch between

the number of '{' and '}'. You need one more '};' before

the CfgNonAIVehicles line.

PS - If you get hold of a text editor that does C++

indentation, these errors are a lot more obvious.

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cheers footie... always a life saver... with your medeival chains and ramps biggrin_o.gif

one thing tho... wtf is a C++ editor? i use notepad (obviously i think)

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cheers footie... always a life saver... with your medeival chains and ramps biggrin_o.gif

one thing tho... wtf is a C++ editor? i use notepad (obviously i think)

Something like this:

http://notepad-plus.sourceforge.net/uk/site.htm

If you open the cpp file with this, it'll highlight the sections,

and make it much clearer which bits go with which.

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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">//P:UKF L1A1 12.7mm HMG SUSAT

#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

#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

#define CanSeeRadar 1

#define CanSeeRye 2

#define CanSeeOptics 4

#define CanSeeEar 8

#define CanSeeCompass 16

#define CanSeeAll 31

class CfgPatches

{

class UKF_HMG

{

units[] = {"UKF_HMGs", "UKF_HMGTripod", "UKF_HMGWeap", "UKF_HMGCarry"};

weapons[] = {"UKF_HMG"};

requiredVersion = 1.85;

requiredAddons[] = {"BIS_Resistance","ukf_infantry","ukf_ukweps","ukf_slmg","JAM_Magazines"};

};

};

class CfgModels

{

class default {};

class Vehicle: default {};

class Weapon: Default{};

class UKF_HMG: Vehicle

{

sectionsInherit="Vehicle";

sections[]={"0","bullet1","bullet2","bullet3","bullet4","bullet5","bullet6", "handle1", "strut1", "handle2",

"strut2", "round1", "round2", "round3", "round4", "round5", "round6", "round7", "round8", "round9", "round10", "round11",

"round12", "round13", "round14", "round15", "round16", "round17", "round18", "round19", "round20", "round21", "round22",

"round23", "round24", "round25", "round26", "round27", "round28", "round29", "round30", "round31", "round32", "round33"};

class UKF_HMGTripod: Vehicle {};

class UKF_HMGWeap: Weapon {};

class UKF_HMGCarry: Weapon {};

};

};

class CfgRecoils

{

UKF_HMGRecoil[]={0.050000,0.016000,0.030000,0.050000,0,0};

};

class WeaponCloudsGun {};

class WeaponCloudsMGun : WeaponCloudsGun {};

class UKF_HMGWeaponClouds : WeaponCloudsMGun

{

access = ReadOnlyVerified;

// single cloudlet parameters

cloudletDuration = 0.8; // time to live (not including fades)

cloudletAnimPeriod = 0.4; // animation speed

cloudletSize = 2.0;

cloudletAlpha = 0.4;

cloudletGrowUp = 0.25; // grow-up time

cloudletFadeIn = 0.01; // fade-in time

cloudletFadeOut = 2; // fade-out time

cloudletAccY = 0.4; // vertical acceleration

cloudletMinYSpeed = 0.2; // vertical speed range

cloudletMaxYSpeed = 0.6;

//cloudletShape = "cl_basic";

cloudletShape = "missileSmoke";

//cloudletShape = "cl_water";

//cloudletShape = "cl_fired";

cloudletColor[] = {0.6, 0.6, 0.6, 0.25};

// source parameters

interval = 0.04;

size = 1;

sourceSize = 0.2;

timeToLive = 0.1;

initT = 40;

deltaT = -30;

class Table

{

class T0 {maxT = 10; color[] = {1, 1, 1, 0};}

}

};

class CfgAmmo

{

class default {};

class Bullet12_7E: default {};

class UKF_HMG: Bullet12_7E

{

hit=26;indirectHit=0.5;indirectHitRange=0.5;

minRange=0;minRangeProbab=100;

midRange=700;midRangeProbab=0.90;

maxRange=2000;maxRangeProbab=0.1;

cost=30;

tracercolor[]= {0,0,0,0};

soundFly[]={"objects\bulletnoise",db-12,1};

soundHit1[]={weapons\bulletricochet1,db-30,1};

soundHit2[]={weapons\bulletricochet2,db-30,1};

soundHit3[]={weapons\bulletricochet3,db-30,1};

soundHitMan1[]={weapons\bullethitman1,db-38,1};

soundHitMan2[]={weapons\bullethitman2,db-38,1};

soundHitArmor1[]={weapons\small_impact1,db-30,1};

soundHitArmor2[]={weapons\Big_Impact2,db-30,1};

soundHitBuilding1[]={weapons\bulletricochet4,db-30,1};

soundHitBuilding2[]={weapons\bulletricochet5,db-30,1};

hitGround[]={soundHit1,0.33,soundHit2,0.33,soundHit3,0.33};

hitMan[]={soundHitMan1,0.5,soundHitMan2,0.5};

hitArmor[]={soundHitArmor1,0.7, soundHitArmor2, 0.3};

hitBuilding[]={soundHitBuilding1,0.5,soundHitBuilding2,0.5};

};

};

class CfgWeapons

{

class Default{};

class MGun: Default{};

class MachineGun7_6: MGun{};

class MachineGun12_7: MachineGun7_6{};

class Browning: MachineGun12_7{};

class UKF_HMG: Browning

{

ammo=UKF_HMG;

displayName="12.7mm Rounds";

displayNameMagazine="12.7mm";

shortNameMagazine="12.7mm";

count=50;

autoReload = true;

initSpeed=1000;

reloadTime=0.1100000;

dispersion=0.0050;

sound[]={"\UKF_HMG\50cal.ogg",db+35.0,0.97};

ffCount=30;

recoil="UKF_HMGRecoil";

autoFire=1;

aiDispersionCoefX=1.2

aiRateOfFire=0.095000;

aiRateOfFireDistance=750;

soundContinuous=0;

maxLeadSpeed=930;

magazineReloadTime=5.5;

reloadMagazineSound[]={\UKF_HMG\fnmagreload.ogg,db-0,1};

drySound[]={"weapons\AK74Dry",1.000000,1};

};

};

class CfgVehicles

{

class All{};

class AllVehicles:All{};

class Land: AllVehicles{};

class LandVehicle: Land{};

class Tank: LandVehicle{};

class APC: Tank{};

class M113:APC{};

class M2StaticMG: M113{};

class UKF_HMGs: M2StaticMG

{

vehicleclass="UKF Support Weapons";

displayName="L1A1 HMG SUSAT";

picture="\UKF_HMG\icon2.paa";

model="\UKF_HMG\UKF_HMG.p3d";

cost=15000;

weapons[]={"UKF_HMG"};

magazines[]={"UKF_HMG","UKF_HMG","UKF_HMG","UKF_HMG","UKF_HMG"};

side=1;

fuelCapacity = 0;

//threat[] VSoft, VArmor, VAir

threat[]={1, 0.3, 0.7};

animated = 1

hiddenSelections[]={"0","bullet1","bullet2","bullet3","bullet4","bullet5","bullet6", "handle1", "strut1", "handle2",

"strut2", "round1", "round2", "round3", "round4", "round5", "round6", "round7", "round8", "round9", "round10", "round11",

"round12", "round13", "round14", "round15", "round16", "round17", "round18", "round19", "round20", "round21", "round22",

"round23", "round24", "round25", "round26", "round27", "round28", "round29", "round30", "round31", "round32", "round33"};

nightVision=1;

crew="ukf_infantryWBb";

destrType=destructtree;

armor=100;

armorStructural=20.000000;

icon="\UKF_HMG\icon1.paa";

camouflage=3

gunnerOpticsModel ="\UKF_HMG\ukf_susat3.p3d";

opticsZoomMin=0;

opticsZoomMax=0;

gunnerOpticsColor[]={};

gunnerCanSee=31;

class Reflectors {};

class MGunClouds: UKF_HMGWeaponClouds {};

gunnerAction = "ManActUKF_HMG_Gunner";

class Turret

{

gunAxis = "osahlavne";

turretAxis = "osaveze";

soundServo[]={Vehicles\gun_elevate2,db-30,1.0};

gunBeg = "usti hlavne";

gunEnd = "konec hlavne";

body = "OtocVez";

gun = "OtocHlaven";

minElev=-5;

maxElev=+10;

minTurn=-15;

maxTurn=+15;

};

class ViewOptics

{

initAngleX=5; minAngleX=-30; maxAngleX=+30;

initAngleY=0; minAngleY=0; maxAngleY=0;

initFov=0.20; minFov=0.10; maxFov=0.20;

};

class Animations

{

class ani_bullet1

{

type="rotation";

animPeriod=.2;

selection="bullet1";

axis="osa bullet1";

angle0=0;

angle1=-2.3;

};

class ani_bullet2

{

type="rotation";

animPeriod=.2;

selection="bullet2";

axis="osa bullet2";

angle0=0;

angle1=-2.3;

};

class ani_bullet3

{

type="rotation";

animPeriod=.2;

selection="bullet3";

axis="osa bullet3";

angle0=0;

angle1=-2.3;

};

class ani_bullet4

{

type="rotation";

animPeriod=.2;

selection="bullet4";

axis="osa bullet4";

angle0=0;

angle1=-2.3;

};

class ani_bullet5

{

type="rotation";

animPeriod=.2;

selection="bullet5";

axis="osa bullet5";

angle0=0;

angle1=-2.3;

};

class ani_bullet6

{

type="rotation";

animPeriod=.2;

selection="bullet6";

axis="osa bullet6";

angle0=0;

angle1=-2.3;

};

class ani_flap

{

type="rotation";

animPeriod=.6;

selection="ammoflap";

axis="osa flap";

angle0=0;

angle1=1.396;

};

class ani_cock2

{

type="rotation";

animPeriod=.15;

selection="cock2";

axis="osa cock2";

angle0=0;

angle1=-0.035;

};

class ani_cock1

{

type="rotation";

animPeriod=.3;

selection="cock1";

axis="osa cock1";

angle0=0;

angle1=-0.785;

};

};

class EventHandlers

{

fired="[_this select 0] exec ""\UKF_HMG\UKF_Linkeject.sqs"";_this call UKFHMG_fired";

init="[_this select 0] exec ""\UKF_HMG\init.sqs""";

};

};

class Static: All {};

class Building: Static {};

class NonStrategic: Building {};

class TargetTraining: NonStrategic {};

class TargetGrenade: TargetTraining {};

class UKF_HMGTripod: TargetGrenade

{

model="\UKF_HMG\UKF_HMGTripod.p3d";

armor=30;

scope=2;

vehicleclass="UKF Misc"

displayName="L1A1 HMG Tripod";

};

class Default {};

class LAWLauncher: Default {};

class UKF_HMGWeap: LAWLauncher

{

scopeWeapon = public;

scopeMagazine = protected;

nameSound="weapon"

model="\UKF_HMG\UKF_HMGWeap.p3d";

modelOptics="";

picture="";

uipicture="";

sound[]={"",1,1};

reloadSound[]={};

weaponType = WeaponSlotSecondary;

magazineType = WeaponNoSlot;

ammo=""; // no ammo

displayName = "L1A1 HMG (Stowed)";

reloadTime=0.0;

canLock=1

valueWeapon=20

optics = 0;

forceOptics = 0;

primary = false;

magazines[] = {};

canDrop = true;

};

class UKF_HMGCarry: LAWLauncher

{

scopeWeapon = public;

scopeMagazine = protected;

nameSound="weapon"

model="\UKF_HMG\UKF_HMGCarry.p3d";

modelOptics="";

picture="";

uipicture="";

sound[]={"",1,1};

reloadSound[]={};

weaponType = WeaponSlotSecondary;

magazineType = WeaponNoSlot;

ammo=""; // no ammo

displayName = "L1A1 HMG Tripod";

reloadTime=0.0;

canLock=1

valueWeapon=20

optics = 0;

forceOptics = 0;

primary = false;

magazines[] = {};

canDrop = true;

};

};

class CfgVehicleActions

{

UKF_HMG_Gunner = "UKF_HMG_Gunner";

};

class CfgMovesMC

{

class Default {};

class DefaultDie: Default {};

class StandBASE: Default {};

class States

{

class Driver: Default {};

#define VEH_DIE(Name,anim,time) \

class Name##Dying: DefaultDie \

{ \

actions = NoActions; \

file=anim##smrt.rtm; \

speed=-time; \

looped=false; \

soundEnabled=false; \

}; \

class Name##Dead: Name##Dying \

{ \

actions = DeadActions; \

file=anim##smrt2.rtm; \

speed=SPEED_STATIC; \

terminal = true; \

connectFrom[]={Name##Dying,1}; \

connectTo[]={DeadState,1}; \

}

#define VEH_DIE_CONN(Name,anim,time) \

class Name##Dying: DefaultDie \

{ \

actions = NoActions; \

file=anim##smrt.rtm; \

speed=-time; \

looped=false; \

soundEnabled=false; \

connectFrom[]={Name,1}; \

}; \

class Name##Dead: Name##Dying \

{ \

actions = DeadActions; \

file=anim##smrt2.rtm; \

speed=SPEED_STATIC; \

terminal = true; \

connectFrom[]={Name##Dying,1}; \

connectTo[]={DeadState,1}; \

}

#define VEHIN_MOVES(Name,anim) \

class Name: Driver \

{ \

file=anim##stat.rtm; \

speed=SPEED_STATIC; \

looped=true; \

}

#define VEHIN_MOVES_VAR(Name,anim,vartime) \

class Name: Driver \

{ \

file=anim##stat.rtm; \

speed=SPEED_STATIC; \

looped=true; \

variantsAI[]= {Name##V1,0.7,Name};\

interpolateWith[]={Name##V1,0.5};\

equivalentTo=Name; \

interpolationSpeed=1; \

connectTo[]={Name##Dying,1}; \

} \

class Name##V1: Name \

{ \

file=anim.rtm; \

speed=-vartime; \

looped=true; \

}

#define VEHIN_MOVES_VAR_NODEAD(Name,anim,vartime) \

class Name: Driver \

{ \

file=anim##stat.rtm; \

speed=SPEED_STATIC; \

looped=true; \

variantsAI[]= {Name##V1,0.7,Name};\

interpolateWith[]={Name##V1,0.5};\

equivalentTo=Name; \

interpolationSpeed=1; \

} \

class Name##V1: Name \

{ \

file=anim.rtm; \

speed=-vartime; \

looped=true; \

}

#define VEH_MOVES(Name,anim,time) \

VEHIN_MOVES(Name,anim); \

VEH_DIE_CONN(Name,anim,time)

#define VEH_MOVES_VAR(Name,anim,time,vartime) \

VEHIN_MOVES_VAR(Name,anim,vartime); \

VEH_DIE_CONN(Name,anim,time)

#define VEHICLE_DIE(name) VEH_DIE(name,name,1)

#define VEHICLE_MOVES(name) VEH_MOVES(name,name,1)

#define VEHICLEIN_MOVES(name) VEHIN_MOVES(name,name)

#define VEHICLE_MOVES_VAR(name) VEH_MOVES_VAR(name,name,1,4)

#define VEHICLEIN_MOVES_VAR(name) VEHIN_MOVES_VAR_NODEAD(name,name,4)

VEH_MOVES_VAR(UKF_HMG_Gunner, \UKF_HMG\UKF_HMG_Anim, 0.5, 12);

};

};

you're going to think i'm lazy, but i swear im not... i've got the same error again and my very poor eagle eye can't spot the missing/too many }; in the whole config...

i havnt started using c++ because this config was pretty much completed and i didnt want to start again... it was working before i added the two lawlauncher classes... i've searched around there and cant find it... aaaargh crazy_o.gif

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From what I see (I am a lil rusty)

You have the lawlaunchers defined as a vehicle class,one of those needs to be in cfgammo

And your defining the lawlauncher as a secondary weapon,so it needs to be in cfgweapons

I am not sure what you are building there...looks like 2 mg tripods? with no ammo ?

Nevertheless for the lawlauncher type ammo,to make the new class you will need to at least define the ammo as a cfgnonaivehicles if your using it as a proxy like that

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very very good point about cfgweapons... not sure what you're talking about with the cgfnonaivehicles - i've copied a clansman config for these parts, and that config didnt have a cfgnonaivehicles for the clansman

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i always use program Cpp=>bin , this program show what its wrong in config.cpp smile_o.gif

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