Messiah 2 Posted January 31, 2005 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";} }; Share this post Link to post Share on other sites
Footmunch 0 Posted January 31, 2005 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. Share this post Link to post Share on other sites
Messiah 2 Posted January 31, 2005 cheers footie... always a life saver... with your medeival chains and ramps one thing tho... wtf is a C++ editor? i use notepad (obviously i think) Share this post Link to post Share on other sites
Footmunch 0 Posted January 31, 2005 cheers footie... always a life saver... with your medeival chains and ramps 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. Share this post Link to post Share on other sites
Messiah 2 Posted February 24, 2005 <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 Share this post Link to post Share on other sites
BraTTy 0 Posted February 24, 2005 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 Share this post Link to post Share on other sites
Messiah 2 Posted February 24, 2005 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 Share this post Link to post Share on other sites
Messiah 2 Posted February 24, 2005 sorted now... cheers Share this post Link to post Share on other sites
TomiD 0 Posted March 2, 2005 i always use program Cpp=>bin , this program show what its wrong in config.cpp Share this post Link to post Share on other sites