zulu1 145 Posted September 28, 2008 (edited) I have run into sort of a conflict with John's WWII armour units. Thor Motar Haub Strum Tiger John's SFH18 They all seem to define the same class name of "metra" for 12.7mm ammo. Thor class CfgAmmo { class Default{}; class BulletSingle:default{}; class Bullet12_7: BulletSingle {}; class Grenade: Default{}; class MortarShell: Grenade{}; class metra: Bullet12_7 { tracerColor[]={0.7,0.7,0.5,0.8}; soundHit1[]={"\THOR60cm\Impact1.wav",db+30,1}; soundHit2[]={"\THOR60cm\Impact2.wav",db+36,1}; soundHit3[]={"\THOR60cm\Impact3.wav",db+36,1}; soundHit4[]={"\THOR60cm\Impact3.wav",db+27,1}; soundHit5[]={"\THOR60cm\Impact3.wav",db+23,1}; soundHit6[]={"\THOR60cm\Impact3.wav",db+24,1}; soundHit7[]={"\THOR60cm\Impact2.wav",db+25,1}; soundHit8[]={"\THOR60cm\Impact3.wav",db+26,1}; soundHit9[]={"\THOR60cm\Impact2.wav",db+37,1}; soundHit10[]={"\THOR60cm\Impact2.wav",db+31,1}; soundHit11[]={"\THOR60cm\Impact1.wav",db+35,1}; soundHit12[]={"\THOR60cm\Impact1.wav",db+34,1}; soundHit13[]={"\THOR60cm\Impact1.wav",db+33,1}; soundHit14[]={"\THOR60cm\Impact1.wav",0.5,1}; hitGround[]={soundHit1,100.000008,1,soundHit2,100.000008,1,soundHit3,100.000008,1,soundHit4,100.000008 ,1, soundHit5,0.1,soundHit6,0.1,soundHit7,0.1,soundHit8,0.1}; hitMan[]={soundHit12,0.5,soundHit13,0.5}; hitArmor[]={soundHit14,1}; hitBuilding[]={soundHit1,100.000008,1,soundHit2,100.000008,1,soundHit3,0.1,soundHit4,100.000008,1,soundH it5,100.000008,1, * * * * * * * soundHit6,100.000008,1,soundHit7,100.000008,1,soundHit9,0.1,soundHit11,100.000008,1,soundH it12,100.000008,1}; }; class 60CMAmmo: Mortarshell { * * * * * * * *hit=2000;indirectHit=1000;indirectHitRange=13; minRangeProbab=0.900000; midRange=5150; midRangeProbab=0.950000; maxRange=100000; maxRangeProbab=100.400000; soundHit1[]={"\THOR60cm\Impact1.wav",db+41,1}; soundHit2[]={"\THOR60cm\Impact2.wav",db+41,1}; soundHit3[]={"\THOR60cm\Impact3.wav",db+41,1}; hitGround[]={"soundHit1",110.130000,"soundHit2",0.130000,"soundHit3",110 .130000}; hitArmor[]={"soundHit1",110.330000,"soundHit2",0.330000,"soundHit3",0.3 30000}; hitBuilding[]={"soundHit1",0.330000,"soundHit2",0.330000,"soundHit3",0.330 000}; hitMan[]={"soundHit1",0.330000,"soundHit2",0.330000,"soundHit3",0.330 000}; Haub class CfgAmmo { class Default{}; class BulletSingle:default{}; class Bullet12_7: BulletSingle {}; class Grenade: Default{}; class MortarShell: Grenade{}; class metra: Bullet12_7 { tracerColor[]={0.7,0.7,0.5,0.8}; soundHit1[]={"\HAUB\Impact1.wav",db-30,1}; soundHit2[]={"\HAUB\Impact2.wav",db-36,1}; soundHit3[]={"\HAUB\Impact3.wav",db-36,1}; soundHit4[]={"\HAUB\Impact3.wav",db-27,1}; soundHit5[]={"\HAUB\Impact3.wav",db-23,1}; soundHit6[]={"\HAUB\Impact3.wav",db-24,1}; soundHit7[]={"\HAUB\Impact2.wav",db-25,1}; soundHit8[]={"\HAUB\Impact3.wav",db-26,1}; soundHit9[]={"\HAUB\Impact2.wav",db-37,1}; soundHit10[]={"\HAUB\Impact2.wav",db-31,1}; soundHit11[]={"\HAUB\Impact1.wav",db-35,1}; soundHit12[]={"\HAUB\Impact1.wav",db-34,1}; soundHit13[]={"\HAUB\Impact1.wav",db-33,1}; soundHit14[]={"\HAUB\Impact1.wav",0.5,1}; hitGround[]={soundHit1,0.1,soundHit2,0.1,soundHit3,0.1,soundHit4,0.1, soundHit5,0.1,soundHit6,0.1,soundHit7,0.1,soundHit8,0.1}; hitMan[]={soundHit12,0.5,soundHit13,0.5}; hitArmor[]={soundHit14,1}; hitBuilding[]={soundHit1,10.1,soundHit2,10.1,soundHit3,0.1,soundHit4,10.1,soundHit5,10.1, * * * * * * * soundHit6,10.1,soundHit7,10.1,soundHit9,0.1,soundHit11,10.1,soundHit12,10.1}; }; class 10KGAmmo: Mortarshell { * * * * * * * *hit=900;indirectHit=600;indirectHitRange=5; minRangeProbab=0.900000; midRange=5150; midRangeProbab=0.950000; maxRange=90000; maxRangeProbab=50.400000; soundHit1[]={"\HAUB\Impact1.wav",db 41,1}; soundHit2[]={"\HAUB\Impact2.wav",db 41,1}; soundHit3[]={"\HAUB\Impact3.wav",db 41,1}; hitGround[]={"soundHit1",0.130000,"soundHit2",0.130000,"soundHit3",0.130 000}; hitArmor[]={"soundHit1",0.330000,"soundHit2",0.330000,"soundHit3",0.330 000}; hitBuilding[]={"soundHit1",0.330000,"soundHit2",0.330000,"soundHit3",0.330 000}; hitMan[]={"soundHit1",0.330000,"soundHit2",0.330000,"soundHit3",0.330 000}; Strum Tiger class CfgAmmo { class Default{}; class BulletSingle:default{}; class Bullet12_7: BulletSingle {}; class Grenade: Default{}; class MortarShell: Grenade{}; class metra: Bullet12_7 { tracerColor[]={0.7,0.7,0.5,0.8}; soundHit1[]={"\STURMTIGER\Sound\Impact1.wav",db+30,1}; soundHit2[]={"\STURMTIGER\Sound\Impact2.wav",db+36,1}; soundHit3[]={"\STURMTIGER\Sound\Impact3.wav",db+36,1}; soundHit4[]={"\STURMTIGER\Sound\Impact3.wav",db+27,1}; soundHit5[]={"\STURMTIGER\Sound\Impact3.wav",db+23,1}; soundHit6[]={"\STURMTIGER\Sound\Impact3.wav",db+24,1}; soundHit7[]={"\STURMTIGER\Sound\Impact2.wav",db+25,1}; soundHit8[]={"\STURMTIGER\Sound\Impact3.wav",db+26,1}; soundHit9[]={"\STURMTIGER\Sound\Impact2.wav",db+37,1}; soundHit10[]={"\STURMTIGER\Sound\Impact2.wav",db+31,1}; soundHit11[]={"\STURMTIGER\Sound\Impact1.wav",db+35,1}; soundHit12[]={"\STURMTIGER\Sound\Sound\Impact1.wav",db+34,1}; soundHit13[]={"\STURMTIGER\Sound\Impact1.wav",db+33,1}; soundHit14[]={"\STURMTIGER\Sound\Impact1.wav",0.5,1}; hitGround[]={soundHit1,100.000008,1,soundHit2,100.000008,1,soundHit3,100.000008,1,soundHit4,100.000008 ,1, soundHit5,0.1,soundHit6,0.1,soundHit7,0.1,soundHit8,0.1}; hitMan[]={soundHit12,0.5,soundHit13,0.5}; hitArmor[]={soundHit14,1}; hitBuilding[]={soundHit1,100.000008,1,soundHit2,100.000008,1,soundHit3,0.1,soundHit4,100.000008,1,soundH it5,100.000008,1, * * * * * * * soundHit6,100.000008,1,soundHit7,100.000008,1,soundHit9,0.1,soundHit11,100.000008,1,soundH it12,100.000008,1}; }; class 38CMAmmo: Mortarshell { * * * * * * * *hit=1000;indirectHit=500;indirectHitRange=13; minRangeProbab=0.050000; midRange=150; midRangeProbab=0.090000; maxRange=200; maxRangeProbab=0.100000; soundHit1[]={"\STURMTIGER\Sound\Impact1.wav",db+41,1}; soundHit2[]={"\STURMTIGER\Sound\Impact2.wav",db+41,1}; soundHit3[]={"\STURMTIGER\Sound\Impact3.wav",db+41,1}; hitGround[]={"soundHit1",110.130000,"soundHit2",0.130000,"soundHit3",110 .130000}; hitArmor[]={"soundHit1",110.330000,"soundHit2",0.330000,"soundHit3",0.3 30000}; hitBuilding[]={"soundHit1",0.330000,"soundHit2",0.330000,"soundHit3",0.330 000}; hitMan[]={"soundHit1",0.330000,"soundHit2",0.330000,"soundHit3",0.330 000}; John's SFH18 class CfgAmmo { class Default{}; class BulletSingle:default{}; class Bullet12_7: BulletSingle {}; class Grenade: Default{}; class MortarShell: Grenade{}; class metra: Bullet12_7 { tracerColor[]={0.7,0.7,0.5,0.8}; * * * * * * * * * * * * * * * *soundFly[]={"\Johns_sfh18\fly.wav",db 51,1}; soundHit1[]={"\Johns_sfh18\Impact1.wav",db-30,1}; soundHit2[]={"\Johns_sfh18\Impact2.wav",db-36,1}; soundHit3[]={"\Johns_sfh18\Impact3.wav",db-36,1}; soundHit4[]={"\Johns_sfh18\Impact3.wav",db-27,1}; soundHit5[]={"\Johns_sfh18\Impact3.wav",db-23,1}; soundHit6[]={"\Johns_sfh18\Impact3.wav",db-24,1}; soundHit7[]={"\Johns_sfh18\Impact2.wav",db-25,1}; soundHit8[]={"\Johns_sfh18\Impact3.wav",db-26,1}; soundHit9[]={"\Johns_sfh18\Impact2.wav",db-37,1}; soundHit10[]={"\Johns_sfh18\Impact2.wav",db-31,1}; soundHit11[]={"\Johns_sfh18\Impact1.wav",db-35,1}; soundHit12[]={"\Johns_sfh18\Impact1.wav",db-34,1}; soundHit13[]={"\Johns_sfh18\Impact1.wav",db-33,1}; soundHit14[]={"\Johns_sfh18\Impact1.wav",0.5,1}; hitGround[]={soundHit1,0.1,soundHit2,0.1,soundHit3,0.1,soundHit4,0.1, soundHit5,0.1,soundHit6,0.1,soundHit7,0.1,soundHit8,0.1}; hitMan[]={soundHit12,0.5,soundHit13,0.5}; hitArmor[]={soundHit14,1}; hitBuilding[]={soundHit1,10.1,soundHit2,10.1,soundHit3,0.1,soundHit4,10.1,soundHit5,10.1, * * * * * * * soundHit6,10.1,soundHit7,10.1,soundHit9,0.1,soundHit11,10.1,soundHit12,10.1}; }; class 10KGAmmo: Mortarshell { * * * * * * * *hit=1200;indirectHit=800;indirectHitRange=10; * * * * * * * *minRange=100; minRangeProbab=0.500000; midRange=1150; midRangeProbab=0.650000; maxRange=20000; maxRangeProbab=1.900000; visibleFire=19; audibleFire=19; visibleFireTime=5; * * * * * * * *CloudletsMissile=1; * * * *cloudletColor[]={2,2,2,0}; manualControl=0; maxControlRange=0; maneuvrability=0.000000; initTime=0; initSpeed=210; thrustTime=0; thrust=0; soundHit1[]={"\Johns_sfh18\Impact1.wav",db 41,1}; soundHit2[]={"\Johns_sfh18\Impact2.wav",db 41,1}; soundHit3[]={"\Johns_sfh18\Impact3.wav",db 41,1}; * * * * * * * *soundFly[]={"\Johns_sfh18\fly.wav",db 51,1}; hitGround[]={"soundHit1",0.130000,"soundHit2",0.130000,"soundHit3",0.130 000}; hitArmor[]={"soundHit1",0.330000,"soundHit2",0.330000,"soundHit3",0.330 000}; hitBuilding[]={"soundHit1",0.330000,"soundHit2",0.330000,"soundHit3",0.330 000}; hitMan[]={"soundHit1",0.330000,"soundHit2",0.330000,"soundHit3",0.330 000}; As you can see these are fairly simular but when I try to run any 2 or all of these together I get the usual "error in config cfgammo "metra.1" I don't get where the ".1" comes from I have searched all of the configs and only found "metra". What also seems odd is the definition of "metra" only appears like this>>>"class metra: Bullet12_7". Is this "metra" some kind of special code? In the rest of the configs "metra" is not used as ammo or redefined to anything else. What I need to know is the best way to make these addons coexist with out a conflict. I'm thinking of changing the "metra" class name to like metra1, metra2, metra3. Would this work? Or perhaps leave the metra definition in one addon and remove it from the others? Any help is appreciated. Edited April 16, 2009 by W0lle Share this post Link to post Share on other sites