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Thread: Strange error

  1. #1
    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!

  2.   Click here to go to the next Developer post in this thread.   #2
    copy & paste the config here would be very usefull, don't you think?
    Incoming fire has the right of way.

  3. #3
    Staff Sergeant freddern's Avatar
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    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";
    };
    };

  4.   Click here to go to the next Developer post in this thread.   #4
    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&#58;Soldier{};
    class FH_SoldierWMeckhauge&#58;SoldierWB{};
    displayName=&#34;Soldier &#40;Meckhauge&#41;&#34;;[/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&#58;SoldierWB{[/QUOTE]<span id='postcolor'>

    and it should work

  5. #5
    Staff Sergeant freddern's Avatar
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    Thank for your help. But I still get several errors.

  6.   Click here to go to the next Developer post in this thread.   #6
    Well, as long as that are other errors, I&#39;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).

  7. #7
    Staff Sergeant freddern's Avatar
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    Author of the Thread
    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 ***&#39;config.bin/Cfgweapons.FH_bigboll&#39;

    And if i try to launch a mission whit my unit I get this:

    No entry &#39;.modelSpecial&#39;.


    again Thank you for your help.




  8. #8
    should FH_Bigboll in cfgPatches be FH_BigbollBase?

    class FH_Bigboll is not defined anywhere, just ,mentioned in weapons loadout.

  9. #9
    Staff Sergeant freddern's Avatar
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    Author of the Thread
    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&#39;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="&#92;Meckhauge&#92;meckhauge";
    modelOptics="&#92;Meckhauge&#92;optika_glock17.p3d ";
    picture="&#92;Meckhauge&#92;Meckhaugepicture.paa";
    displayNameMagazine="Meckhauge Mag";
    shortNameMagazine="FH_bigboll";
    nameSound="weapon";
    count=60;
    magazineType=32;
    reloadTime=0.10000;
    magazineReloadTime=0.8;
    sound[]={"&#92;Meckhauge&#92;fire.wav",1.000000,1};
    drySound[]={"&#92;Meckhauge&#92;dry.wav",0.003162,1};
    reloadMagazineSound[]={"&#92;Meckhauge&#92;reload.wav",1,1};
    magazines[]={"FH_bigboll"};
    recoil="riffleSingle";

    };
    class FH_Gat:M4
    {
    displayName = "Meckhauge GAT";
    model="&#92;Meckhauge&#92;gat.p3d";
    modelOptics="optika_snpierw.p3d";
    optics = true;
    opticsZoomMin=0.10;
    opticsZoomMax=0.50;
    picture="&#92;Meckhauge&#92;GATpicture.paa";
    nameSound="weapon";
    modes[]={"Single","FullAuto"};
    magazines[]={"FH_bigboll"};
    };
    class Single
    {
    ammo="FH_bigbollammo";
    burst=1;
    displayName="GAT Single";
    sound[]={&#92;Meckhauge&#92;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[]={&#92;Meckhauge&#92;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="&#92;Meckhauge&#92;meckhaugepicture.paa";
    };
    class FH_bigboll: FH_bigbollBase
    {
    scopeWeapon=2;
    magazines[]={"FH_bigbollmag"};
    uiPicture="&#92;misc&#92;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="&#92;Meckhauge&#92;mag.paa";
    };
    };



    You are really kind helping me.

  10.   Click here to go to the next Developer post in this thread.   #10
    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">magazines&#91;&#93;={&#34;FH_Bigbollmag& #34;,&#34;FH_Bigbollmag&#34;,&#34;FH_Bigbollmag&#3 4;,&#34;FH_Bigbollmag&#34;,&#34;FH_Bigbollmag&#34; ,&#34;FH_Bigbollmag&#34;,&#34;PipeBomb&#34;,"HandG renade&#34;,&#34;HandGrenade&#34;};[/QUOTE]<span id='postcolor'>

    what is that &quot there?

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