I made my own addon an I wrote my own config file.
When I start OFP: R this coms up as an error:
Config myaddon\config.cpp: some input after EndOfFile.
Please,oh please help me. I can't figure it out.
I made my own addon an I wrote my own config file.
When I start OFP: R this coms up as an error:
Config myaddon\config.cpp: some input after EndOfFile.
Please,oh please help me. I can't figure it out.
Gi gass jegere!

copy & paste the config here would be very usefull, don't you think?
Incoming fire has the right of way.
Here's acopy of my config. It has got two guns; a pistol: Meckhauge Bigboll- and a riffle; Meckhauge Gat. I't also has a man carrying both guns. Here goes:
// some basic defines
#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
// type scope
#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
class CfgPatches
{
class FH_SoldierWMeckhauge
{
units[] = {FH_SoldierWMeckhauge};
weapons[] = {};
requiredVersion = 1.75;
};
class FH_Bigboll
{
units[] = {};
weapons[] = {FH_Bigboll};
requiredVersion = 1.75;
};
class FH_Gat
{
units[] = {};
weapons[] = {FH_Gat};
requiredVersion = 1.75;
};
};
class CfgVehicles
{
class All{};
class AllVehicles:All{};
class Land:AllVehicles{};
class Man:Land{};
class Soldier:Man{};
class SoldierWB:Soldier{};
class FH_SoldierWMeckhauge:SoldierWB{};
displayName="Soldier (Meckhauge)";
weapons[]={"Throw","Put","FH_Gat","FH_Bigboll","Binocul
ar","NVGoggles"};
magazines[]={"Meckhaugemag","Meckhaugemag","Meckhaugemag","Me ckhaug
emag","Meckhaugemag","Meckhaugemag","PipeBomb","Ha
ndGrenade","HandGrenade"};
};
};
class CfgWeapons
{
class Default {};
class MGun: Default {};
class Riffle: MGun {};
class HandGunBase: Riffle {};
class M4 : Riffle {};
class FH_BigbollBase: HandGunBase
{
displayName = "Meckhauge Bigboll";
model="\Meckhauge\meckhauge";
modelOptics="\Meckhauge\optika_glock17.p3d ";
picture="\Meckhauge\Meckhaugepicture.paa";
displayNameMagazine="Meckhauge Mag";
shortNameMagazine="Meckhauge";
nameSound="weapon";
count=60;
reloadTime=0.10000;
magazineReloadTime=0.8;
sound[]={"\Meckhauge\fire.wav",1.000000,1};
drySound[]={"\Meckhauge\dry.wav",0.003162,1};
reloadMagazineSound[]={"\Meckhauge\reload.wav",1,1};
magazines[]={"Meckhaugemag"};
recoil="riffleSingle";
};
class FH_Gat:M4
{
displayName = "Meckhauge GAT";
model="\Meckhauge\gat.p3d";
modelOptics="optika_snpierw.p3d";
optics = true;
opticsZoomMin=0.10;
opticsZoomMax=0.50;
picture="\Meckhauge\GATpicture.paa";
nameSound="weapon";
modes[]={"Single","FullAuto"};
};
class Single
{
ammo="Meckhaugemag";
burst=1;
displayName="GAT Single";
sound[]={\Meckhauge\fire.wav,db-0,1};
soundContinuous=0;
reloadTime=0.16;
recoil="riffleSingle";
autoFire=0;
aiRateOfFire=5.000000;
aiRateOfFireDistance=500;
};
class FullAuto
{
ammo="Meckhaugemag";
burst=1;
displayName="GAT Auto";
sound[]={\Meckhauge\fire.wav,db-0,1};
reloadTime=0.00001;
recoil="riffleBurst3";
autoFire=1;
aiRateOfFire=5.000000;
aiRateOfFireDistance=800;
};
};
class CfgModels
{
class default{sections[] = {};sectionsInherit="";};
class Weapon: default{sections[] = {"zasleh"};};
class GAT: Weapon{};
class Meckhauge: Weapon {};
};
class CfgAmmo
{
class Default {};
class BulletSingle : Default{};
class meckhaugemag: BulletSingle
{
access=2;
hit=25;
indirectHit=5;
indirectHitRange=0.090000;
visibleFire=14;
audibleFire=14;
visibleFireTime=2;
minRange=1;
minRangeProbab=0.100000;
midRange=10;
midRangeProbab=0.700000;
maxRange=100;
maxRangeProbab=0.040000;
cartridge="FxCartridgeSmall";
tracerColor[]={0.800000,0.500000,0.100000,0.040000};
tracerColorR[]={0,0,0,0.005000};
picture="\Meckhauge\mag.paa";
};
};

See that lines:
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class SoldierWB:Soldier{};
class FH_SoldierWMeckhauge:SoldierWB{};
displayName="Soldier (Meckhauge)";[/QUOTE]<span id='postcolor'>
You have a "};" at the end of the line. But you try to write your definition afterwards, simply use:
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class FH_SoldierWMeckhauge:SoldierWB{[/QUOTE]<span id='postcolor'>
and it should work
Thank for your help. But I still get several errors.

Well, as long as that are other errors, I've asked your question. (I searched only for the one mistake).
So can you tell me the new error-message, so I can search those (searching a config for bugs without error message is kinda hard, and you oversee a lot of things then).
After doing what you first told me I get in to the game, but when the introes are over and the game is ready i get this message:
no entry ***'config.bin/Cfgweapons.FH_bigboll'
And if i try to launch a mission whit my unit I get this:
No entry '.modelSpecial'.
again Thank you for your help.
should FH_Bigboll in cfgPatches be FH_BigbollBase?
class FH_Bigboll is not defined anywhere, just ,mentioned in weapons loadout.
Okey. I reorganized my config file and it workes fine untill I launch a mission with it then the game crashes back to my descop without any error messages.
Here's the config file:
// Meckhauge By Freddern (freddern51@hotmail.com)
// some basic defines
#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
// type scope
#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
class CfgPatches
{
class FH_SoldierWMeckhauge
{
units[] = {FH_SoldierWMeckhauge};
weapons[] = {};
requiredVersion = 1.75;
};
class FH_Bigboll
{
units[] = {};
weapons[] = {FH_Bigboll};
requiredVersion = 1.75;
};
class FH_Gat
{
units[] = {};
weapons[] = {FH_Gat};
requiredVersion = 1.75;
};
};
class CfgVehicles
{
class All{};
class AllVehicles:All{};
class Land:AllVehicles{};
class Man:Land{};
class Soldier:Man{};
class SoldierWB:Soldier{};
class FH_SoldierWMeckhauge:SoldierWB{
displayName="Soldier (Meckhauge)";
weapons[]={"Throw","Put","FH_Gat","FH_Bigboll","Binocul
ar","NVGoggles"};
magazines[]={"FH_Bigbollmag","FH_Bigbollmag","FH_Bigbollmag", "FH_Bi
gbollmag","FH_Bigbollmag","FH_Bigbollmag","PipeBom b",&q
uot;HandGrenade","HandGrenade"};
};
};
class CfgWeapons
{
class Default {};
class MGun: Default {};
class Riffle: MGun {};
class HandGunBase: Riffle {};
class M4 : Riffle {};
class FH_BigbollBase: HandGunBase
{
displayName = "Meckhauge Bigboll";
model="\Meckhauge\meckhauge";
modelOptics="\Meckhauge\optika_glock17.p3d ";
picture="\Meckhauge\Meckhaugepicture.paa";
displayNameMagazine="Meckhauge Mag";
shortNameMagazine="FH_bigboll";
nameSound="weapon";
count=60;
magazineType=32;
reloadTime=0.10000;
magazineReloadTime=0.8;
sound[]={"\Meckhauge\fire.wav",1.000000,1};
drySound[]={"\Meckhauge\dry.wav",0.003162,1};
reloadMagazineSound[]={"\Meckhauge\reload.wav",1,1};
magazines[]={"FH_bigboll"};
recoil="riffleSingle";
};
class FH_Gat:M4
{
displayName = "Meckhauge GAT";
model="\Meckhauge\gat.p3d";
modelOptics="optika_snpierw.p3d";
optics = true;
opticsZoomMin=0.10;
opticsZoomMax=0.50;
picture="\Meckhauge\GATpicture.paa";
nameSound="weapon";
modes[]={"Single","FullAuto"};
magazines[]={"FH_bigboll"};
};
class Single
{
ammo="FH_bigbollammo";
burst=1;
displayName="GAT Single";
sound[]={\Meckhauge\fire.wav,db-0,1};
soundContinuous=0;
reloadTime=0.16;
recoil="riffleSingle";
autoFire=0;
aiRateOfFire=5.000000;
aiRateOfFireDistance=500;
};
class FullAuto
{
ammo="FH_bigbollammo";
burst=1;
displayName="GAT Auto";
sound[]={\Meckhauge\fire.wav,db-0,1};
reloadTime=0.00001;
recoil="riffleBurst3";
autoFire=1;
aiRateOfFire=5.000000;
aiRateOfFireDistance=800;
};
class FH_bigbollMag: FH_bigbollBase
{
scopeMagazine=2;
picture="\Meckhauge\meckhaugepicture.paa";
};
class FH_bigboll: FH_bigbollBase
{
scopeWeapon=2;
magazines[]={"FH_bigbollmag"};
uiPicture="\misc\ipistole.paa";
};
};
class CfgModels
{
class default{sections[] = {};sectionsInherit="";};
class Weapon: default{sections[] = {"zasleh"};};
class GAT: Weapon{};
class Meckhauge: Weapon {};
};
class CfgAmmo
{
class Default {};
class BulletSingle : Default{};
class FH_bigbollammo: BulletSingle
{
access=2;
hit=25;
indirectHit=5;
indirectHitRange=0.090000;
visibleFire=14;
audibleFire=14;
visibleFireTime=2;
minRange=1;
minRangeProbab=0.100000;
midRange=10;
midRangeProbab=0.700000;
maxRange=100;
maxRangeProbab=0.040000;
cartridge="FxCartridgeSmall";
tracerColor[]={0.800000,0.500000,0.100000,0.040000};
tracerColorR[]={0,0,0,0.005000};
picture="\Meckhauge\mag.paa";
};
};
You are really kind helping me.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">magazines[]={"FH_Bigbollmag& #34;,"FH_Bigbollmag","FH_Bigbollmag 4;,"FH_Bigbollmag","FH_Bigbollmag" ,"FH_Bigbollmag","PipeBomb","HandG renade","HandGrenade"};[/QUOTE]<span id='postcolor'>
what is that " there?