File ownweapon\config.cpp, line 4: 'cfgWeapons.': '{' encountered instead of ':', D*mn error :@ |
File ownweapon\config.cpp, line 4: 'cfgWeapons.': '{' encountered instead of ':', D*mn error :@ |
Nov 9 2010, 06:42
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#1
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Member Group: Members Posts: 131 Joined: 22-May 10 Member No.: 7,651 |
File ownweapon\config.cpp, line 4: 'cfgWeapons.': '{' encountered instead of ':'
So, I was boring and decided just to stick a random model, that I made in 2 secs (a weapon), in ArmA II: OA... I don't have no textures to it yet due to it's a TOTALLY invented model... I've extracted this piece of config.cpp (that I'm using here) from my other post in this section: CODE class cfgWeapons { class AK_74; { model="\ownweapon"; //The directory of the model for the weapon displayname="OWN_WEAPON"; //The display name ingame class Single: Mode_SemiAuto //The semiautomatic firemode class { begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1,1000}; //The firing sound soundBegin[] = {"begin1",1}; //As above, this is a coding relic, to when weapons made different sounds for semi or auto fire back in OFP reloadTime = 0.1; //How fast the weapon fires recoil = "recoil_single_primary_4outof10"; //The recoil, as defined in cfgrecoils, you'll usually just want to use one of the predefined values for this recoilProne = "recoil_single_primary_prone_4outof10"; //As above, but for prone-firing dispersion = 0.00125; //The dispersion minRange = 2;minRangeProbab = 0.3; //For AI, the minimum engagement range with this weapon midRange = 300;midRangeProbab = 0.7; //For AI, the medium engagement range with this weapon maxRange = 600;maxRangeProbab = 0.04; //For AI, the maximum engagement range with this weapon }; class Burst: Mode_Burst { begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1,1000}; soundBegin[] = {"begin1",1}; soundBurst = 0; reloadTime = 0.1; ffCount = 3; recoil = "recoil_auto_primary_3outof10"; recoilProne = "recoil_auto_primary_prone_3outof10"; dispersion = 0.00125; minRange = 50;minRangeProbab = 0.3; midRange = 200;midRangeProbab = 0.7; maxRange = 500;maxRangeProbab = 0.05; }; class FullAuto: Mode_FullAuto { begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1,1000}; soundBegin[] = {"begin1",1}; reloadTime = 0.1; ffCount = 30; recoil = "recoil_auto_primary_4outof10"; recoilProne = "recoil_auto_primary_prone_4outof10"; dispersion = 0.00125; minRange = 0;minRangeProbab = 0.1; midRange = 150;midRangeProbab = 0.7; maxRange = 300;maxRangeProbab = 0.05; }; }; }; I don't care what sound it has, or if it has muzzleflash or not, or any detail... I just want my weapon to appear and being able to fire it. Now the error that turns out to be the title of my post is the error that I get when trying to initialize the game Really have no idea of what's going on, so if any of you got the idea, post it and also (if you feel kindfull) explain how to give my weapon to a unit. Thanks to ya'll |
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Nov 9 2010, 22:30
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#2
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Member Group: Members Posts: 131 Joined: 22-May 10 Member No.: 7,651 |
Hey, and how to make the animation of the magazine going down when reloading and the aiming and that the little handle on the breech of the weapon moves back and foward when shooting?
Also, I noticed a bug! I've already rotated the weapon, due to it was oriented to the right of the payer and now, it's oriented to the front like all the others... But the aiming bar (remember that there are 3 bars, 2 curved and a straigh one that points where the bullet's going) is still oriented to the right :S That means that I have my weapon oriented foward and the 2 curved bars, but the straight one is still to the right of the player, witch means that I fire to the right D:! What to do ? EDIT: Sorry for posting new post, I totally forgot about it :S This post has been edited by SGJackson: Nov 9 2010, 22:36 |
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