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Thread: Input after end of file?

  1. #1
    This one has me stumped; I've tried just about everything to get this config to work, but I still get the "Input after end of file" error. Problem is, I'm not sure where it thinks the end of the file is. Here's the code:

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

    class CfgPatches
    {
    class titanhg
    {
    units&#91;&#93; = {titanhg};
    weapons&#91;&#93; = {};
    requiredVersion = 1.20;
    };
    class LACtitan
    {
    units&#91;&#93; = {};
    weapons&#91;&#93; = {LACtitan};
    requiredVersion = 1.20;
    };
    class ATMtitan
    {
    units&#91;&#93; = {};
    weapons&#91;&#93; = {ATMtitan};
    requiredVersion = 1.20;
    };
    class LRPtitan
    {
    units&#91;&#93; = {};
    weapons&#91;&#93; = {LRPtitan};
    requiredVersion = 1.20;
    };
    };

    class cfgModels
    {
    class Default {};
    class Vehicle&#58; Default {};
    class Helicopter{};
    class titanhg&#58; Helicopter
    {
    sectionsInherit=&#34;Vehicle&#34;;
    sections&#91;&#93;={&#34;velka vrtule staticka&#34;,&#34;velka vrtule blur&#34;,&#34;mala vrtule staticka&#34;,&#34;mala vrtule blur&#34;};
    };
    class Weapon&#58; Default {};
    class optika_flir_gunner&#58; Weapon {};
    };
    };

    class CfgAmmo
    {
    class Default {};
    class AT3&#58; Default {};
    class Hellfire&#58; AT3 {};
    class ATMtitan &#58; Hellfire
    {
    hit=1600;
    indirectHit=200;
    indirectHitRange=2.500000;
    initTime=0.000000;
    thrustTime=5.500000;
    thrust=1200;
    model = &#34;&#92;titan&#92;stores&#92;damocles&#34;;
    proxyShape=&#34;&#92;titan&#92;stores&#92;damocles &#34;;
    };
    class BulletSingle &#58; Default {};
    class LACtitan&#58; BulletSingle
    {
    hit=35;
    indirectHit=5;
    };
    class Zuni&#58; Hellfire {};
    class LRPtitan&#58; Zuni
    {
    hit=200;
    indirectHit=25;
    indirectHitRange=2;
    minRange=100;
    minRangeProbab=0.200000;
    midRange=200;
    midRangeProbab=0.200000;
    maxRange=400;
    maxRangeProbab=0.050000;
    simulation=&#34;shotRocket&#34;;
    simulationStep=0.050000;
    cost=1000;
    soundHit&#91;&#93;={&#34;Explosions&#92;expl1&#34; ,100.000008,1};
    model=&#34;ZUNI&#34;;
    maneuvrability=0;
    maxControlRange=0;
    thrustTime=3;
    thrust=1200;
    };
    };

    class CfgWeapons
    {
    class Default {};
    class LAWLauncher&#58; Default {};
    class CarlGustavLauncher &#58; LAWLauncher {};
    class AT3Launcher&#58; CarlGustavLauncher {};
    class HellfireLauncher&#58; AT3Launcher {};
    class HellfireLauncherCobra &#58; HellfireLauncher {};
    class ATMtitan &#58; HellfireLauncherCobra
    {
    ammo=&#34;ATMtitan&#34;;
    displayName=&#34;AT-6 Damocles&#34;;
    displayNameMagazine=&#34;ATM&#34;;
    shortNameMagazine=&#34;ATM&#34;;
    count=8;
    };
    class MGun&#58; Default {};
    class MachineGun7_6&#58; MGun {};
    class MachineGun30&#58; MachineGun7_6 {};
    class LACtitan&#58; MachineGun30
    {
    displayName=&#34;PRF-25 Autocannon&#34;;
    displayNameMagazine=&#34;LAC&#34;;
    shortNameMagazine=&#34;LAC&#34;;
    ammo=&#34;LACtitan&#34;;
    count=2400;
    reloadTime=0.0610000;
    sound&#91;&#93;={&#34;&#92;hunter&#92;lacshot.wav& #34;,4.162278,1};
    aiRateOfFire=0; // delay between shots at given distance
    aiRateOfFireDistance=0; // at shorter distance delay goes lineary to zero
    };
    class ZuniLauncher38&#58; AT3Launcher {};
    class LRPtitan&#58; ZuniLauncher38
    {
    ammo=&#34;LRPtitan&#34;;
    displayName=&#34;Vogel-8 Rocket Pod&#34;;
    displayNameMagazine=&#34;LRP&#34;;
    shortNameMagazine=&#34;LRP&#34;;
    count=128;
    reloadTime=0.25;
    aiRateOfFire=0; // delay between shots at given distance
    aiRateOfFireDistance=0; // at shorter distance delay goes lineary to zero
    sound&#91;&#93;={&#34;Weapons&#92;rocket1&#34;,11. 279965,1};
    };

    };

    class CfgVehicles
    {
    class All {};
    class AllVehicles&#58; All {};
    class Air&#58; AllVehicles {};
    class Helicopter&#58; Air {};
    class AH64&#58; Helicopter {};

    class titanhg&#58; AH64
    {
    side=TWest;
    scope=public;
    displayName=&#34;HA-7 Titan&#34;;
    model=&#34;&#92;titan&#92;titan&#34;;
    maxSpeed = 330;
    weapons&#91;&#93;={LACtitan,ATMtitan,LRPtitan,Lase rDesignatorHG};
    magazines&#91;&#93;={LACtitan,ATMtitan,LRPtitan,La serDesignatorHG};
    nameSound=&#34;chopper&#34;;
    vehicleclass=&#34;Heavy Gear - Helicopters&#34;;
    hasGunner=1;
    armor=200;
    transportSoldier=8;
    accuracy=0.08;
    simulation=helicopter;
    driverAction = ManActUH60Pilot;
    gunnerAction = ManActUH60Gunner;
    enableSweep=true;
    gunnerIsCommander=false;
    crew=&#34;SoldierWPilot&#34;
    animated=1;

    class Turret
    {
    gunAxis = &#34;OsaHlavne&#34;;
    turretAxis = &#34;OsaVeze&#34;;
    soundServo&#91;&#93;={,db-40,1.0};
    gunBeg = &#34;usti hlavne&#34;;
    gunEnd = &#34;konec hlavne&#34;;
    minElev=-45; maxElev=+30;
    minTurn=-80; maxTurn=+80;
    body = &#34;OtocVez&#34;;
    gun = &#34;OtocHlaven&#34;;
    };

    class Animations
    {
    class NoseGear
    {
    type=&#34;rotation&#34;;
    animPeriod=2;
    selection=&#34;nosegear&#34;;
    axis=&#34;osa_nosegear&#34;;
    angle0=0;
    angle1=1.553337;
    };
    class LeftGear
    {
    type=&#34;rotation&#34;;
    animPeriod=2;
    selection=&#34;leftgear&#34;;
    axis=&#34;osa_leftgear&#34;;
    angle0=0;
    angle1=-1.5;
    };
    class RightGear
    {
    type=&#34;rotation&#34;;
    animPeriod=2;
    selection=&#34;rightgear&#34;;
    axis=&#34;osa_rightgear&#34;;
    angle0=0;
    angle1=1.5;
    };
    };

    class UserActions
    {

    // Raise and lower gear from pilot or copilot&#39;s seats
    class LowerLandingGear
    {
    displayName=&#34;Lower landing gear&#34;;
    position=&#34;GearArea&#34;;
    radius=3
    condition=&#34;this animationPhase &#34;&#34;nosegear&#34;&#34; &#62;= 0.5 and player in this&#34;;
    statement=&#34;&#91;this, 0&#93; exec &#34;&#34;&#92;titan&#92;geardown.sqs&#34;&#34;&#3 4;;
    };

    class RaiseLandingGear
    {
    displayName=&#34;Raise landing gear&#34;;
    position=&#34;GearArea&#34;;
    radius=3
    condition=&#34;this animationPhase &#34;&#34;nosegear&#34;&#34; &#60; 0.5 and player in this&#34;;
    statement=&#34;&#91;this, 1&#93; exec &#34;&#34;&#92;titan&#92;gearup.sqs&#34;&#34;&#34; ;
    };
    };

    class eventhandlers
    {
    init = &#91;_this select 0&#93; exec &#34;&#92;titan&#92;gear.sqs&#34;;
    };
    };

    class CfgNonAIVehicles
    {
    class ProxyWeapon {};
    class Proxystores &#58; ProxyWeapon {model = &#34;&#92;titan&#92;stores&#92;damocles&#34;; simulation = &#34;maverickweapon&#34;;}
    };
    };
    [/QUOTE]

    Any help is appreciated.

  2. #2
    Can't Shoot Straight Franze's Avatar
    Join Date
    Jan 29 2002
    Posts
    2,490
    Author of the Thread
    Hmm, new problem now; fixed the old one (removed the bottom most "};" on cfgmodels), now when the game starts itll load for a couple secs then kick me back to the desktop. I&#39;ve had this before but I can&#39;t remember how I fixed it/what was wrong with it.

  3. #3
    Can't Shoot Straight Franze's Avatar
    Join Date
    Jan 29 2002
    Posts
    2,490
    Author of the Thread
    I removed one "};" from eventhandlers and changed the base class from "AH64" to "Hind".

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    class eventhandlers
    {
    init = &#91;_this select 0&#93; exec &#34;&#92;titan&#92;gear.sqs&#34;;
    };
    //}; &#60;-- removed
    [/QUOTE]

    I probably shouldn&#39;t have posted this here, but for future reference...

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