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Commando84

Description.ext error

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Im reworking a old coop mission of mine after some recent playing of it in Lan with some friends and it was decided it was to easy biggrin_o.gif

So im trying to do some fun stuff to spice it up and adding a.i scripts to it and stuff.

anyways here is the description file

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

// BAS f - Mission Header

// Version: N/A

// Author(s): N/A (BIS)

class Header

{

gameType = Coop;

minPlayers = 1;

maxPlayers = 10;

};

// ============================================================================================

// BAS f - Respawn Settings

// Version: N/A

// Author(s): N/A (BIS)

respawn=GROUP;

respawndelay=3;

// ============================================================================================

// BAS f - Loading Screen Text

// Version: 4

// Author(s): N/A (BIS)

onLoadMission = "T H E 5 1";

OnLoadMissionTime = False;

// ============================================================================================

// BAS f - Gear Snippets

// Version: 0-0-1 (2007-01-01)

// Author(s): Fer

// Note: Thanks to Biki contributors for compiling the ArmA core information.

class Weapons

{

// ArmA - Weapons PBO - West and Resistance Weapons

class M16A2 {count = 24;};

class M16A2GL {count = 24;};

class M16A4 {count = 24;};

class M16A4_GL {count = 24;};

class M16A4_ACG {count = 24;};

class M16A4_ACG_GL {count = 24;};

class M4 {count = 24;};

class M4GL {count = 24;};

class M4AIM {count = 24;};

class M4A1SD {count = 24;};

class M4SPR {count = 24;};

class M4A1 {count = 24;};

class M4A1GL {count = 24;};

class G36K {count = 24;};

class G36C {count = 24;};

class G36A {count = 24;};

class MP5A5 {count = 24;};

class MP5SD {count = 24;};

class M249 {count = 24;};

class M240 {count = 24;};

class M24 {count = 24;};

class M107 {count = 24;};

class M9 {count = 24;};

class M9SD {count = 24;};

class M136 {count = 24;};

class JAVELIN {count = 24;};

class STINGER {count = 24;};

// ArmA - Weapons PBO - East Weapons

class AK74 {count = 24;};

class AK74GL {count = 24;};

class AKS74U {count = 24;};

class AKS74UN {count = 24;};

class AKS74PSO {count = 24;};

class PK {count = 24;};

class SVD {count = 24;};

class KSVK {count = 24;};

class Makarov {count = 24;};

class MakarovSD {count = 24;};

class RPG7V {count = 24;};

class STRELA {count = 24;};

// ArmA - Weapons PBO - Misc.

class Laserdesignator {count = 24;};

class NVGoggles {count = 24;};

class Binocular {count = 24;};

};

class Magazines

{

// ArmA - Weapons PBO - West and Resistance Magazines

class 30Rnd_556x45_Stanag {count = 44;};

class 20Rnd_556x45_Stanag {count = 24;};

class 30Rnd_556x45_StanagSD {count = 24;};

class 30Rnd_556x45_G36 {count = 24;};

class 30Rnd_9x19_MP5 {count = 24;};

class 30Rnd_9x19_MP5SD {count = 24;};

class 200Rnd_556x45_M249 {count = 24;};

class 100Rnd_762x51_M240 {count = 24;};

class 5Rnd_762x51_M24 {count = 24;};

class 10Rnd_127x99_M107 {count = 24;};

class 15Rnd_9x19_M9 {count = 24;};

class 15Rnd_9x19_M9SD {count = 24;};

class M136 {count = 24;};

class JAVELIN {count = 24;};

class STINGER {count = 24;};

class FlareWhite_M203 {count = 24;};

class FlareGreen_M203 {count = 24;};

class FlareRed_M203 {count = 24;};

class FlareYellow_M203 {count = 24;};

class 1Rnd_HE_M203 {count = 24;};

// ArmA - Weapons PBO - East Magazines

class 30Rnd_545x39_AK {count = 24;};

class 30Rnd_545x39_AKSD {count = 24;};

class 100Rnd_762x54_PK {count = 24;};

class 10Rnd_762x54_SVD {count = 24;};

class 5Rnd_127x108_KSVK {count = 24;};

class 8Rnd_9x18_Makarov {count = 24;};

class 8Rnd_9x18_MakarovSD {count = 24;};

class PG7V {count = 24;};

class PG7VR {count = 24;};

class FlareWhite_GP25 {count = 24;};

class FlareGreen_GP25 {count = 24;};

class FlareRed_GP25 {count = 24;};

class FlareYellow_GP25 {count = 24;};

class 1Rnd_HE_GP25 {count = 24;};

// ArmA - Weapons PBO - Misc.

class HandGrenade {count = 24;};

class HandGrenadeTimed {count = 24;};

class SmokeShell {count = 24;};

class SmokeShellRed {count = 24;};

class SmokeShellGreen {count = 24;};

class PipeBomb {count = 24;};

class TimeBomb {count = 24;};

class Mine {count = 24;};

class MineE {count = 24;};

class Laserbatteries {count = 24;};

};

// ============================================================================================

// BAS f - Kegetys Spectator Script for ArmA

// Version: 1-01 (BAS f Edit)

// Author(s): Kegetys

#include "f\common\f_spect\spectating.hpp"

// ============================================================================================

//MadDogX explosion script

#include "MDXexploFX\enhancedFX.hpp"

// ============================================================================================

class RscTitles

{

#include "ofpec_ils\ofpec_ilstitles.h"

class OFPEC_SPLASH

{

idd=-1;

movingEnable=true;

duration=10;

name="ofpec_splash";

controls[]={"ofpec_title1","ofpec_title2"};

class ofpec_title1

{

type = 0;

idc = -1;

style = 48 + 2;

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

colorText[] = {1, 1, 1, 1};

font = "Bitstream";

sizeEx = 0.04;

text = "ofpec_ils.paa";

x = 0.0;

y = 0.0;

w = 1;

h = 1;

};

class ofpec_title2

{

type = 0;

idc = -1;

style = 256;

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

colorText[] = {1, 1, 1, 1};

text = "www.ofpec.com";

font = "Bitstream";

sizeEx = 0.04;

x = 0.78;

y = 0.94;

w = 0.2;

h = 0.025;

};

};

};

#include "ofpec_ils\ofpec_ilsdialog.h"

class CfgSounds

{

sounds[] = {};

#include "ofpec_ils\ofpec_ilssounds.h"

};

it crashed arma when i added the last parts with the ofpec ils script crazy_o.gif

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Arma should show you a dialog after it crashed,

you normaly see what did cause the error there,,

but be sure you dont have clases defines more than 1 time

maybe

#include "f\common\f_spect\spectating.hpp"

or

#include "MDXexploFX\enhancedFX.hpp"

has already defined class RscTitles .. not sure though

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I am having the same problem. I added two scripts in my description.ext this is what I added, if there is maybe an expert that can help me out or tell me what I did wrong.

This is a sound script for artillery:

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

class CfgSounds

{

sounds[] = {Funk,Ari};

class Rauschen {name="Rauschen";sound[]={\sounds\rauschen.ogg,db+20,1.0};titles[] = {};

};

class Ari {name="Ari";sound[]={\sounds\ari.ogg,db+30,1.0};titles[] = {};

};

};

And this is a revive script:

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

///////////////////////////////////////////////////////////////////////////////////////////

//Description.ext settings for NORRN_revive

respawn = "BASE";

respawndelay = 3;

disabledAI = 1;

// Include revive script resources

#include "revive_sqf\dialogs\respawn_button_1.hpp"

#include "revive_sqf\dialogs\respawn_button_2.hpp"

#include "revive_sqf\dialogs\respawn_button_3.hpp"

#include "revive_sqf\dialogs\respawn_button_4.hpp"

#include "revive_sqf\dialogs\respawn_button_1b.hpp"

#include "revive_sqf\dialogs\respawn_button_2b.hpp"

#include "revive_sqf\dialogs\respawn_button_3b.hpp"

#include "revive_sqf\dialogs\respawn_button_4b.hpp"

#include "revive_sqf\dialogs\respawn_button_1c.hpp"

#include "revive_sqf\dialogs\config.cpp"

#include "revive_sqf\dialogs\rev_cam_dialog.hpp"

// Include spectating script resource

#include "spect\spectating.hpp"

///////////////////////////////////////////////////////////////////////////////////////////

titleParam2 = "Number of Revives:";

valuesParam2[] = {1000,20,10,7,5};

defValueParam2 = 7;

textsParam2[] = {"Infinite - Cadet","20 - Easy ","10 - Normal","7 - Hard","5 - Extreme"};

///////////////////////////////////////////////////////////////////////////////////////////

So if I add them both together it looks like this:

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

class CfgSounds

{

sounds[] = {Funk,Ari};

class Rauschen {name="Rauschen";sound[]={\sounds\rauschen.ogg,db+20,1.0};titles[] = {};

};

class Ari {name="Ari";sound[]={\sounds\ari.ogg,db+30,1.0};titles[] = {};

};

};

///////////////////////////////////////////////////////////////////////////////////////////

//Description.ext settings for NORRN_revive

respawn = "BASE";

respawndelay = 3;

disabledAI = 1;

// Include revive script resources

#include "revive_sqf\dialogs\respawn_button_1.hpp"

#include "revive_sqf\dialogs\respawn_button_2.hpp"

#include "revive_sqf\dialogs\respawn_button_3.hpp"

#include "revive_sqf\dialogs\respawn_button_4.hpp"

#include "revive_sqf\dialogs\respawn_button_1b.hpp"

#include "revive_sqf\dialogs\respawn_button_2b.hpp"

#include "revive_sqf\dialogs\respawn_button_3b.hpp"

#include "revive_sqf\dialogs\respawn_button_4b.hpp"

#include "revive_sqf\dialogs\respawn_button_1c.hpp"

#include "revive_sqf\dialogs\config.cpp"

#include "revive_sqf\dialogs\rev_cam_dialog.hpp"

// Include spectating script resource

#include "spect\spectating.hpp"

///////////////////////////////////////////////////////////////////////////////////////////

titleParam2 = "Number of Revives:";

valuesParam2[] = {1000,20,10,7,5};

defValueParam2 = 7;

textsParam2[] = {"Infinite - Cadet","20 - Easy ","10 - Normal","7 - Hard","5 - Extreme"};

///////////////////////////////////////////////////////////////////////////////////////////

All works fine I save the file and when I load my mission. It kicks out and gives me a error, something about CfgSounds: Member already defined. Any advice?

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class CfgSounds is defined two times. Norrins revive script defines it in "revive_sqf\dialogs\config.cpp".

You can add your CfgSounds for the artillery in that place, that should solve it.

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Tested it and it works like a charm thanks so much mate.

Here is what I did(simple guide):

1: open "revive_sqf\dialogs\config.cpp".

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

Start config.cpp

*/

class CfgSounds

{

sounds[] =

{

Brian_Im_hit, Brian_Im_bleeding,Brian_Medic,Brian_Bastards,Brian_****_Man_down,Brian_Oh_no,

Brian_****,Brian_****_it,Brian_****,Brian_Need_help,Brian_A_little_help_here

};

class Brian_Im_hit

{

name="Brian_Im_hit";

sound[]={"UNIV_v05.ogg",0.05,1.0};

titles[]={};

};

class Brian_Im_bleeding

{

name="Brian_Im_bleeding";

sound[]={"UNIV_v06.ogg",0.05,1.0};

titles[]={};

};

class Brian_Medic

{

name="Brian_Medic";

sound[]={"UNIV_v07.ogg",0.05,1.0};

titles[]={};

};

class Brian_Bastards

{

name="Brian_Bastards";

       sound[]={"UNIV_v10.ogg",0.05,1.0};

       titles[]={};

};

class Brian_Shit_Man_down

{

name="Brian_Shit_Man_down";

       sound[]={"UNIV_v11.ogg",0.05,1.0};

       titles[]={};

};

class Brian_Oh_no

{

name="Brian_Oh_no";

sound[]={"UNIV_v18.ogg",0.05,1.0};

titles[]={};

};

class Brian_Fuck

{

name="Brian_Fuck";

sound[]={"UNIV_v24.ogg",0.05,1.0};

titles[]={};

};

class Brian_Fuck_it

{

name="Brian_Fuck_it";

sound[]={"UNIV_v25.ogg",0.05,1.0};

titles[]={};

};

class Brian_Shit

{

name="Brian_Shit";

sound[]={"UNIV_v31.ogg",0.05,1.0};

titles[]={};

};

class Brian_Need_help

{

name="Brian_Need_help";

sound[]={"UNIV_v50.ogg",0.05,1.0};

titles[]={};

};

class Brian_A_little_help_here

{

name="Brian_A_little_help_here";

sound[]={"UNIV_v51.ogg",0.05,1.0};

titles[]={};

};

};

2: open CfgSounds script

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

class CfgSounds

{

sounds[] = {Funk,Ari};

class Rauschen {name="Rauschen";sound[]={\sounds\rauschen.ogg,db+20,1.0};titles[] = {};

};

class Ari {name="Ari";sound[]={\sounds\ari.ogg,db+30,1.0};titles[] = {};

};

};

Implement your CfgSounds into your config.cpp file:(end result)

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

Start config.cpp

*/

class CfgSounds

{

sounds[] =

{

Brian_Im_hit, Brian_Im_bleeding,Brian_Medic,Brian_Bastards,Brian_Shit_Man_down,Brian_Oh_no,

Brian_Fuck,Brian_Fuck_it,Brian_Shit,Brian_Need_help,Brian_A_little_help_here,Funk,Ari

};

class Brian_Im_hit

{

name="Brian_Im_hit";

sound[]={"UNIV_v05.ogg",0.05,1.0};

titles[]={};

};

class Brian_Im_bleeding

{

name="Brian_Im_bleeding";

sound[]={"UNIV_v06.ogg",0.05,1.0};

titles[]={};

};

class Brian_Medic

{

name="Brian_Medic";

sound[]={"UNIV_v07.ogg",0.05,1.0};

titles[]={};

};

class Brian_Bastards

{

name="Brian_Bastards";

       sound[]={"UNIV_v10.ogg",0.05,1.0};

       titles[]={};

};

class Brian_Shit_Man_down

{

name="Brian_Shit_Man_down";

       sound[]={"UNIV_v11.ogg",0.05,1.0};

       titles[]={};

};

class Brian_Oh_no

{

name="Brian_Oh_no";

sound[]={"UNIV_v18.ogg",0.05,1.0};

titles[]={};

};

class Brian_Fuck

{

name="Brian_Fuck";

sound[]={"UNIV_v24.ogg",0.05,1.0};

titles[]={};

};

class Brian_Fuck_it

{

name="Brian_Fuck_it";

sound[]={"UNIV_v25.ogg",0.05,1.0};

titles[]={};

};

class Brian_Shit

{

name="Brian_Shit";

sound[]={"UNIV_v31.ogg",0.05,1.0};

titles[]={};

};

class Brian_Need_help

{

name="Brian_Need_help";

sound[]={"UNIV_v50.ogg",0.05,1.0};

titles[]={};

};

class Brian_A_little_help_here

{

name="Brian_A_little_help_here";

sound[]={"UNIV_v51.ogg",0.05,1.0};

titles[]={};

};

class Rauschen

{

name="Rauschen";

sound[]={\sounds\rauschen.ogg,db+20,1.0};

titles[] = {};

};

class Ari

{

name="Ari";sound[]={\sounds\ari.ogg,db+30,1.0};

titles[] = {};

};

};

There you have it.

Thanks to andersson wink_o.gif

ps. excuse the spaces

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Hello there I’m Craig. I’ve just found this topic and I was just wondering if I could bother you for some help with the description.ext file. I’m creating a mission and I would like to add things like back ground chat and stuff and I’m afraid I haven’t worked out how to add the description.ext to my mission or what kind of format it is. I’ve tried a HTML format and then a basic text format and neither have worked or is it that I’ve to add something to my mission to Synchronise the description.ext file to the mission. If you could help me I would be most grateful

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Hi Craig, ok im not to sure what you want but here goes. You can create a simple description.txt file and put all your code inside the txt file, when you are done just rename the "txt" to "ext". If you are not sure where to put the description.ext file put it here: My documents\arma other profiles\profile\missions\mission name. It depends on what you want to do, usually the description.ext executes automatically when the mission starts.

Also you can download:  arma edit

smile_o.gif

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arrrr so it's just a simple text file. ok thanks. what I'm really after is background chat. oh yeah before I forget is there a way of synchronizing the description.ext to a trigger or way point.

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oh yeah before I forget is there a way of synchronizing the description.ext to a trigger or way point.

No you cant sync them as such

But if i got this right?

If your sound is defined in the Description.Ext-

It can be called via a trigger.

Create a trigger then effects,then Track then u should see your sound file if defined correctly in the Decription.Ext.

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