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3 small popup errors

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I made the config and the model and texture and everything, but when i go to load up the addon i get 3 errors pertaining to the config error required version not array, connect to not array, and units not array. Anyone have a solution?

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I did what you said and it still happens. Ok this is what happens first these 4 things happen in order

requiredaddons.jpg

connectto.jpg

unitarray.jpg

then when i click preview again arma crashes to desktop.

This is the part of the config that i think this is coming from

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

{

class CAWeapons

{

units[]= {};

weapons[]= {"EmergencySupplyCrate"};

requiredAddons[]= {};

requiredVersion= 1.08;

};

};

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Change to:

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

class CfgPatches

{

class MyWeapons

{

units[] = {};

weapons[] = {"EmergencySupplyCrate"};

requiredAddons[] = {"CAWater","CAData", "CACharacters", "CAWeapons", "CASounds", "CA_Anims_Char"};

requiredVersion = 1.08;

};

};

Your addon name overwrites the default "CAWeapons" addon. smile_o.gif

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Damn, ok i did that, and still the same problem. I must have mucked up somwhere. Here is the entire config.

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

class CfgPatches

{

class MyWeapons

{

units[] = {};

weapons[] = {"EmergencySupplyCrate"};

requiredAddons[] = {"CAWater","CAData", "CACharacters", "CAWeapons", "CASounds", "CA_Anims_Char"};

requiredVersion = 1.08;

};

};

class CfgVehicles {

/*extern*/ class Strategic;

class ReammoBox: Strategic {

animated = 0;

scope = 1;

icon = "\Ca\weapons\Data\map_ico\icomap_ammo_CA.paa";

displayName = "EmergencySupplyCrate";

nameSound = "SupplyCrate";

accuracy = 0.200000;

typicalCargo = {};

vehicleClass = "Ammo";

destrType = "DestructEngine";

transportMaxWeapons = 5000;

transportMaxMagazines = 20000;

transportAmmo = 0;

transportRepair = 0;

transportFuel = 0;

supplyRadius = 1.400000;

cost = 0;

armor = 200;

mapSize = 2.000000;

};

class WeaponHolder: ReammoBox {

scope = 1;

model = "\ca\weapons\dummyweapon.p3d";

accuracy = 0.200000;

class TransportMagazines {

};

forceSupply = 1;

showWeaponCargo = 1;

transportMaxMagazines = 1000000000.000000;

transportMaxWeapons = 1000000000.000000;

displayName = "";

};

class EmergencySupplyCrate: ReammoBox {

scope = 2;

accuracy = 1000;

model = "\EmergencySupplyCrate\EMSC.p3d";

displayName = "EmergencySupplyCrate";

class TransportMagazines {

class _xx_M9 {

weapon = "m9";

count = 2;

};

class _xx15Rnd_9x9_m9 {

magazine = "15Rnd_9x9_M9";

count = 8;

};

class _xx_smokeshellgreen {

magazine = "Smokeshellgreen";

count = 2;

};

class _xx_smokeshellred {

magazine = "smokeshellred";

count = 2;

};

class _xx_binocular {

weapon = "Binocular";

count = 2;

};

class _xx_NVGoggles {

weapon = "NVGoggles";

count = 10;

};

};

};

oh and this is not the finished version still have sqfs to put in and such to create a tracking beacon.

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Try this one, hopefully it works as intended.

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

class CfgPatches

{

class EmergencySupplyCrate

{

units[] = {"EmergencySupplyCrate"};

weapons[] = {};

requiredAddons[] = {"CAWater","CAData", "CACharacters", "CAWeapons", "CASounds", "CA_Anims_Char"};

requiredVersion = 1.08;

};

};

class CfgVehicles

{

class Strategic;

class ReammoBox: Strategic {};

class EmergencySupplyCrate: ReammoBox

{

scope = 2;

accuracy = 1000;

model = "\EmergencySupplyCrate\EMSC.p3d";

displayName = "EmergencySupplyCrate";

class TransportMagazines {

class _xx_M9

{

weapon = "m9";

count = 2;

};

class _xx15Rnd_9x9_m9

{

magazine = "15Rnd_9x9_M9";

count = 8;

};

class _xx_smokeshellgreen

{

magazine = "Smokeshellgreen";

count = 2;

};

class _xx_smokeshellred

{

magazine = "smokeshellred";

count = 2;

};

class _xx_binocular

{

weapon = "Binocular";

count = 2;

};

class _xx_NVGoggles

{

weapon = "NVGoggles";

count = 10;

};

};

};

Planck

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Yeah i dont know still doenst work, while my knowledge of scripting is good. This is not going to probably work. Im going to try and write the config all over maybe that will help.

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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">

class CfgPatches

{

class TAG_EmergencySupplyCrate

{

units[] = {"EmergencySupplyCrate"};

weapons[] = {};

requiredAddons[] = {"CAWater","CAData", "CACharacters", "CAWeapons", "CASounds", "CA_Anims_Char"};

requiredVersion = 1.08;

};

};

class CfgVehicles

{

class ReammoBox;

class TAG_EmergencySupplyCrate: ReammoBox

{

scope = 2;

accuracy = 1000;

model = "\EmergencySupplyCrate\EMSC.p3d";

displayName = "EmergencySupplyCrate";

class TransportMagazines

{

class _xx_M9

{

weapon = "m9";

count = 2;

};

class _xx15Rnd_9x9_m9

{

magazine = "15Rnd_9x9_M9";

count = 8;

};

class _xx_smokeshellgreen

{

magazine = "Smokeshellgreen";

count = 2;

};

class _xx_smokeshellred

{

magazine = "smokeshellred";

count = 2;

};

class _xx_binocular

{

weapon = "Binocular";

count = 2;

};

class _xx_NVGoggles

{

weapon = "NVGoggles";

count = 10;

};

};

};

};

Fixed the inheritance and the last closing bracket was missing.

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OK guys im so so so sorry. Those errors were not the source of my addon not working. It was a modified A-10 that i was working on that i fregot to take out. Lol. Sorry, but i am very thankful you all were will to help me.

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