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Author Topic: big config has gone rong sumwhere  (Read 617 times)

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noidea

  • Guest
big config has gone rong sumwhere
« on: 16 Oct 2004, 15:47:13 »
sry if this is in the rong place but didnt know where else to put it  :-\.

well, ive got a really big config and sumwhere ive got a c instad of a } (thts wat the errer says anyway) i was jst wondering if there is a tool or a way to easily find this error.
thnx for any help

...NoIdea...

Offline Planck

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Re:big config has gone rong sumwhere
« Reply #1 on: 16 Oct 2004, 16:58:05 »
Just load it into a text editor like Notepad and do a search for 'c', eventually you will come across the one you want.

My guess is you are missing a '};' ending a class definition and it comes across the 'c' of the next class definition instead.........so........it complains.



Planck

« Last Edit: 16 Oct 2004, 16:59:50 by Planck »
I know a little about a lot, and a lot about a little.

noidea

  • Guest
Re:big config has gone rong sumwhere
« Reply #2 on: 16 Oct 2004, 17:48:16 »
#define trainingMPTarget01   {9727.4609375,3917.56176757813}
#define minimalStrelPos   {9544.9267578125,4162.08203125}
#define minimalStrelPos2   {9544.86328125,4172.05712890625}
#define minimalStrelPos1   {9545.0224609375,4182.08544921875}
#define minimalcvrcek2   {9510,4234}
#define trainingTarget03   {9476,4182}
#define trainingTarget01   {9476.10546875,4162.01513671875}
#define trainingTarget02   {9476.3056640625,4171.95263671875}
#define trainingSfxCikade2   {9583,4076}
#define trainingSfxCikade03   {10481,4189}
#define minimalWestTarget01   {9659.0869140625,3876.9609375}
#define trainingTarget05   {10650,4127}
#define trainingTarget06   {10650,4112}
#define trainingTarget04   {10659.119140625,4140.22314453125}
#define trainingSfxDog1   {9766,3997}
#define minimalcvrcek1   {9889,4071}
#define minimalcvrcek3   {10585,4121}
#define trainingSfxCikade1   {9637,4017}
#define trainingSfxPramen   {10770.095703125,4165.966796875}
#define minimalOwl1   {10501.1669921875,4132.99951171875}

#define minimalTrainingStart   {9664,3960,100}
#define minimalLodNastup   {9962,4265,100}
#define minimalGrenadeTruck   {10463,4146,100}
#define minimalSeagullPos1   {8897,4349,100}
#define minimalStartTruck   {9656,4104,100}
#define trainingMP01   {9697,3109,100}
#define trainingMP02   {11312,4047,100}
// End of minimal.h include
// Include from eden.h

#define edenTarget01West   {4888.5791015625,11869.6689453125}
#define edenTarget11Empty   {5320.865234375,9980.08203125}
#define edenTarget02West   {4518.8349609375,10424.162109375}
#define edenobjDog5   {4661.39794921875,10747.2744140625}
#define edenobjKravin   {4865.97900390625,10620.740234375}
#define edenobjDog4   {4990.634765625,10902.0087890625}
#define edenSecondary05   {4497,11201}
#define edenobjDog3   {9771.9189453125,1554.40295410156}
#define edenobjDog1   {9509.771484375,1558.4560546875}
#define edenobjDog2   {9565.064453125,1581.89184570313}
#define edenobjCow1   {9431.9091796875,1615.77526855469}
#define edenobjCvrcci   {9851,1577}
#define edenobjBird3   {9363,1556}
#define edenobjBird2   {9925,1735}
#define edenobjBird1   {9638,1751}
#define edenobjCikade   {9591,1676}
#define edenTarget10Empty   {5374.32470703125,6222.34228515625}
#define edenTarget03West   {2139.72705078125,6602.94091796875}
#define edenTarget12Empty   {3869.75170898438,8275.1142578125}
#define edenTarget04Guerilla   {9539.681640625,2965.68408203125}
#define edenTarget05East   {7586.8134765625,4167.7216796875}
#define edenTarget06Guerilla   {9660.2333984375,1482.69152832031}
#define edenTarget07East   {6736.49365234375,5665.87548828125}
#define edenTarget08East   {3318,5077}
#define edenSecondary03   {2276,6554}
#define edenSecondary04   {3915,8256}
#define edenSecondary06   {5019,6865}

#define eden_vil_SaintPhillippe   {4674,10730,50}
#define eden_vil_Regina   {7197,2347,50}
#define eden_vil_Meaux   {4524,9549,100}
#define eden_vil_Tyrone   {4946,9056,50}
#define eden_vil_Montignac   {4935,6994,50}
#define eden_vil_Gravette   {4112,7772,50}
#define eden_vil_EnreDeux   {5735,7059,100}
#define eden_vil_Provins   {5501,6050,50}
#define eden_vil_Chotain   {7057,5987,50}
#define eden_vil_Laruns   {7556,5558,50}
#define eden_vil_Figari   {5283,5375,50}
#define eden_vil_LeMoule   {2590,5384,50}
#define eden_vil_Morton   {5134,3955,100}
#define eden_vil_Lamentin   {1333,5962,100}
#define eden_vil_Levie   {7554,4737,10}
#define eden_vil_Durras   {8835,2710,50}
#define eden_vil_Vernon   {9142,2159,50}
#define eden_vil_SaintPierre   {9662,1605,50}
// End of eden.h include
// Include from abel.h

#define minimalStrelPos   {9544.9267578125,4162.08203125}
#define minimalStrelPos2   {9544.86328125,4172.05712890625}
#define minimalStrelPos1   {9545.0224609375,4182.08544921875}
#define minimalcvrcek2   {9510,4234}
#define trainingTarget03   {9476,4182}
#define trainingTarget01   {9476.10546875,4162.01513671875}
#define trainingTarget02   {9476.3056640625,4171.95263671875}
#define trainingSfxCikade2   {9583,4076}
#define trainingSfxCikade03   {10481,4189}
#define minimalWestTarget01   {9659.0869140625,3876.9609375}
#define trainingTarget05   {10650,4127}
#define trainingTarget06   {10650,4112}
#define trainingTarget04   {10659.119140625,4140.22314453125}
#define trainingSfxDog1   {9766,3997}
#define minimalcvrcek1   {9889,4071}
#define minimalcvrcek3   {10585,4121}
#define trainingSfxCikade1   {9637,4017}
#define trainingSfxPramen   {10770.095703125,4165.966796875}
#define minimalOwl1   {10501.1669921875,4132.99951171875}

#define minimalTrainingStart   {9664,3960,100}
#define minimalLodNastup   {9962,4265,100}
#define minimalGrenadeTruck   {10463,4146,100}
#define minimalSeagullPos1   {8897,4349,100}
#define minimalStartTruck   {9656,4104,100}
#define abelGuerInvasion   {5182,6226,100}
#define abelWestInvasion   {8074,4048,100}
#define abelEastInvasion   {6887,11232,100}
#define abelEastNewPort   {7693,11995,100}
#define abelWestNewPort   {8434,4577,100}
#define arcadeLocStart   {2632,2695,100}
#define arcadeLocFriends   {4967,1856,100}
#define arcadeLocBMP   {5420,2757,100}
#define arcadeLocJeep   {3732,3028,100}
#define arcadeLocUH60   {5370,4127,100}
#define arcadeLocHeliPort   {8038,9607,100}
#define Abel_vil_SaintLouis   {7144,8963,130}
#define Abel_vil_Larche   {6034,8599,200}
#define Abel_vil_LaTrinite   {7268,7944,200}
#define Abel_vil_Goisse   {3593,8528,150}
#define Abel_vil_LaPessagne   {3111,6326,100}
#define Abel_vil_Vigny   {3075,6831,100}
#define Abel_vil_Houdan   {7117,6069,100}
#define Abel_vil_SainteMarie   {5563,4217,100}
#define Abel_vil_Chapoi   {5841,3527,200}
#define Abel_vil_LePort   {8193,3129,100}
#define Abel_vil_Cancon   {5388,2786,100}
#define Abel_vil_LaRiviere   {3744,3257,200}
#define Abel_vil_Arudy   {5518,6981,100}
#define Abel_vil_Dourdan   {7029,7125,100}
#define Abel_vil_Lolisse   {7623,4799,100}
// End of abel.h include
// Include from cain.h

#define cainTarget05East   {6548,3555}
#define cainTarget07East   {4330,3198}
#define cainTarget08East   {7835,5549}
#define cainTarget04Guerilla   {5900,6360}
#define cainTarget01West   {8538.48046875,9240.9658203125}
#define cainTarget03West   {4542,8032}
#define cainTarget06Guerilla   {7192,7280}
#define cainTarget12Empty   {2636,6959}
#define cainPrimary01   {9458,9292}

#define cainWestInvasion   {7078,4111,100}
#define cainEastInvasion   {6147,8101,100}
#define cainEastRecon01   {5703,6516,100}
#define cainWestRecon01   {5280,5375,100}
#define cainGuerInvasion   {5891,6570,100}
#define cainGuerRecon01   {6188,5065,100}
#define cainEastNewPort   {5955,8227,100}
#define cainWestNewPort   {7295,3917,100}
#define cainEastRecon02   {3331,7211,100}
#define cainEastRecon03   {9427,10232,100}
#define cainEastRecon04   {9455,9300,100}
#define cainEastRecon05   {8369,6887,100}
#define cainEastRecon06   {7254,4629,100}
#define cainEastRecon07   {4530,3655,100}
#define cainEastRecon08   {4318,5828,100}
#define cainWestRecon02   {5335,3345,100}
#define cainWestRecon03   {7931,5970,100}
#define cainWestRecon04   {9455,9850,100}
#define cainWestRecon05   {7635,7959,100}
#define cainWestRecon06   {4191,7183,100}
#define cainWestRecon07   {1990,7324,100}
#define cainWestRecon08   {3443,4572,100}
#define cainGuerRecon02   {7564,7691,100}
#define cainGuerRecon03   {4093,4615,100}
#define cainGuerRecon04   {3302,6802,100}
#define cainGuerRecon05   {8665,7832,100}
// End of cain.h include

// 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
// used for show entry

#define private 0 //! item is never visible
#define protected 1 //! "advanced designer" switch must

be activated to use it
#define public 2 //! anyone can see/use it

#define ReadAndWrite 0 //! any modifications enabled
#define ReadAndCreate 1 //! only adding new class members

is allowed
#define ReadOnly 2 //! no modifications enabled
#define ReadOnlyVerified 3 //! no modifications enabled, CRC test applied


#define Private      1
#define

Corporal   2
#define Sergeant   3
#define Lieutnant   4
#define Captain      5
#define Major         6
#define Colonel      7
#define General      

8

#define GTHeal      1
#define GTRepair   2
#define GTRefuel   3
#define GTReammo   4

//define Experiences

class
// It is therefore not neccessary (and it is not possible) to define materials
// for textures that are assigned to shape runtime (like dammaged windows).
// Original materials will be used for such faces.

class CfgExperience
{
   access=1
   destroyUnit[]={"unit1","unit2","unit3","unit4"};
   unit1[]={2000,0};
   unit2[]={200000,200};
   unit3[]={500000,500};
   unit4[]={1000000,1000};
   destroyEnemy=1
   destroyFriendly=4294967289
   destroyCivilian=4294967294
   destroyYourUnit=-0.200000;
   renegadeLimit=4294964296
   playerKilled=0
   commandCompleted=0
   commandFailed=0
   followMe=0
   missionCompleted=0
   missionFailed=0
   ranks[]={0,500,1500,2500,3500,5000,7500};
   courage[]={0.200000,0.350000,0.550000,0.650000,0.700000,0.800000,0.900000};
};
class CfgTextureToMaterial
{
   class CarGlass
   {
      textures[]

={"data\jeep4x4_glass.paa","data\jeep_kab_sklo1.paa","data\jeep_kab_sklo2.paa","data\jepp4x4_glass.paa","data\jepp_kab_sklo1.paa","data\jepp_kab_sklo2.paa","data\scu

d_sklo.paa","data\scud_sklo2.paa","data\scud_sklo3.paa","data\scud_sklo4.paa"};
      material="#SpecularGlass";
   };
   class AirborneGlass
   {
      textures[]

={"data\jeep_kab_sklo1.paa","data\uh60_kab_sklo2.paa","data\uh30_cargo_pilotdoors.paa","data\uh60_cargo_dvereokno.paa","data\uh60_gunner_okna.paa","data\ah-1_kab

ina_predokno.paa","data\ah-1_kabina_zadokno.paa","data\ah-1_kabina_topokno.paa"};
      material="#SpecularGlass";
   };
   class Metal
   {
      textures[]={"data\mutt_frontg.pac","data\mutt_kapotag.pac","data\mutt_sklog.pac","data\mutt_sideg.pac"};
      material="#Metal";
   };
   class AirBorneMetal
   {
      textures[]

={"data\ah-1_1_pokus.pac","data\ah-1_2_pokus.pac","data\ah-1_opak_pokus.pac","data\ah-1_kabina_predo.paa","data\ah-1_kabina_topokno.paa","data\ah-1_kabina_zadok

no.paa","data\cobra_rotor_top.pac","data\cobra_rotor_top.pac","data\cobra2_kridlo_predni.pac","data\cobra2_kanon_front_b.pac","data\cobra2_kulas_front.paa","data\cobr

a2_kanon_side.pac","data\cobra2_vejfuk.paa","data\cobra3_cumak.pac","data\ah-1_bottom1.pac","data\ah-1_bottom2.pac"};
      material="#Metal";
   };

noidea

  • Guest
Re:big config has gone rong sumwhere
« Reply #3 on: 16 Oct 2004, 17:48:53 »
class RifleMetal
   {
      textures[]=
      {
         "data\m16_pmp_1s.pac",
         "data\m16_pmp_ph.pac",
         "data\m16_pmp_lod.paa",
         "data\m16_pmp_lod_gif.pac",
         "data\m4_1.pac",
         "data\m4_2.pac",
         "data\m4_miridla.pac",
         "data\xm177_1s.pac",
         "data\xm177_ph.pac",
         "data\xm177_details.pac"
      };
      material=#RifleMetal;
   };
   
   // FDF Kegetys - 13.6.2003 19:26
   // Paipperi metalli   
   class PiperMetal
   {
      textures[]=
      {
         "fdf_a\piper\side.paa",
         "fdf_a\piper\moottori.paa"
      };
      material=#PiperMetal;
   };   
   class PiperMetalWing
   {
      textures[]=
      {
         "fdf_a\piper\siipitop.paa",
         "fdf_a\piper\siipibottom.paa"
      };
      material=#PiperMetalWing;
   };      
   
   
   // FDF Kegetys - 16.6.2003 11:11
   // Efektejä :P
   class SkodaMetal
   {
      textures[]=
      {         
         "data\sk_back.pac",
         "data\sk_front.pac",
         "data\sk_kapot.pac",
         "data\sk_side2.pac",
         "data\sk_side2_tga.paa",
         "data\sk_z_k.pac",
         "data\sk_strch.pac",

         "data\blue_sk_back.pac",
         "data\blue_sk_front.pac",
         "data\blue_sk_kapot.pac",
         "data\blue_sk_side2.pac",
         "data\blue_sk_side2_tga.paa",
         "data\blue_sk_z_k.pac",
         "data\blue_sk_strch.pac",
         
         "data\red_sk_back.pac",
         "data\red_sk_front.pac",
         "data\red_sk_kapot.pac",
         "data\red_sk_side2.pac",
         "data\red_sk_side2_tga.paa",
         "data\red_sk_z_k.pac",
         "data\red_sk_strch.pac",
         
         "data\green_sk_back.pac",
         "data\green_sk_front.pac",
         "data\green_sk_kapot.pac",
         "data\green_sk_side2.pac",
         "data\green_sk_side2_tga.paa",
         "data\green_sk_z_k.pac",
         "data\green_sk_strch.pac",
         
         "data\rapid_naraznik.pac",
         "data\rapid_narazniky.pac",
         "data\rapid_predzadp.pac",
         "data\rapid_predzady.pac",
         "data\rapid_sidep.pac",
         "data\rapid_sidey.pac",
         "data\rapid_strechap.pac",
         "data\rapid_strechay.pac",
         "data\rapid_topbackp.pac",
         "data\rapid_topbacky.pac",
         "data\rapid_toprearp.pac",
         "data\rapid_topreary.pac"
      };
      material=#SkodaMetal;
   };      
   
   class CessnaMetal
   {
      textures[]=
      {   
   
         "data\new_cessna_cumak2.pac",
         "data\new_cessna_kola.pac",
         "data\new_cessna_side1.pac",
         "data\new_cessna_side2.pac",
         "data\new_cessna_side3.pac",
         "data\new_cessna_spod1.pac",
         "data\new_cessna_spod2.pac",
         "data\new_cessna_top_bck.pac",
         "data\new_cess_kridltop.pac",
         "data\new_cess_kryt_mot.pac",
         "data\new_cess_sid_lod.paa",
         "data\new_cess_zadkridl.pac",
         
         "o\vehl\moto01.pac",
         "o\vehl\moto02.pac",
         "o\vehl\moto03.pac",            
      };
      material=#CessnaMetal;
   };   
   
         
};

class CfgMaterials
{
   class Water
   {
      ambient[] = {1,1,1,1};
      diffuse[] = {1,1,1,1};
      //diffuse[] = {0,0,0,0};
      //ambient[] = {0,0,0,0};
      //diffuse[] = {0,0,0,0};
      forcedDiffuse[] = {0,0,0,0};
      specular[] = {0.4,0.4,0.45,0};
      //specular[] = {1,1,1,0};
      specularPower = 6;
      emmisive[] = {0,0,0,0};
      //emmisive[] = {0,0.5,0.5,0};         
   };
   class Terrain
   {
      ambient[]={1,1,1,1};
      diffuse[]={1,1,1,1};
      forcedDiffuse[]={0,0,0,0};
      specular[]={0.030000,0.030000,0.030000,0};
      specularPower=3
      emmisive[]={0,0,0,0};
   };
   class SpecularGlass
   
      ambient[] = {1,1,1,1};
      diffuse[] = {1,1,1,1};
      forcedDiffuse[] = {0,0,0,0};
      
      // FDF - Kegetys 16.6.2003 11:54
      // A little bit more neutral color
      specular[] = {0.8,0.8,1.0,0};   
      //specular[] = {0.8,0.8,0.8,0};
      specularPower = 5;
      emmisive[] = {0,0,0,0};
   };
   {
      ambient[] = {1,1,1,1};
      diffuse[] = {1,1,1,1};
      forcedDiffuse[] = {0,0,0,0};
      
      // FDF - Kegetys 16.6.2003 11:54
      // A little bit more neutral color
      specular[] = {0.2,0.2,0.35,0};
      
      //specular[] = {0.2,0.2,0.2,0};
      //specular[] = {1,1,1,1};
      specularPower = 5;
      emmisive[] = {0,0,0,0};
   };
   class RifleMetal
   {
      ambient[] = {1,1,1,1};
      diffuse[] = {1,1,1,1};
      forcedDiffuse[] = {0,0,0,0};
      // FDF - Kegetys 16.6.2003 11:54
      // A little bit more neutral color
      specular[] = {0.2,0.2,0.35,0};

      //specular[] = {0.2,0.2,0.2,0};
      //specular[] = {1,1,1,1};
      specularPower = 5;
      emmisive[] = {0,0,0,0};
   };
   
   // FDF Kegetys - 13.6.2003 19:26
   // Paipperi metalli
   class PiperMetal
   {
      ambient[] = {1,1,1,1};
      diffuse[] = {1,1,1,1};
      forcedDiffuse[] = {0,0,0,0};
      specular[] = {0.4,0.4,0.7,0};
      //specular[] = {1,1,1,1};
      specularPower = 12;
      emmisive[] = {0,0,0,0};
   };   
   
   

noidea

  • Guest
Re:big config has gone rong sumwhere
« Reply #4 on: 16 Oct 2004, 17:49:22 »
class PiperMetalWing
   {
      ambient[] = {1,1,1,1};
      diffuse[] = {1,1,1,1};
      forcedDiffuse[] = {0,0,0,0};
      specular[] = {0.2,0.2,0.5,0};
      specularPower = 50;
      emmisive[] = {0,0,0,0};
   };   
   
   class SkodaMetal
   {
      ambient[] = {1,1,1,1};
      diffuse[] = {1,1,1,1};
      forcedDiffuse[] = {0,0,0,0};
      specular[] = {0.3,0.3,0.6,0};
      specularPower = 12;
      emmisive[] = {0,0,0,0};
   };   
   
   class CessnaMetal
   {
      ambient[] = {1,1,1,1};
      diffuse[] = {1,1,1,1};
      forcedDiffuse[] = {0,0,0,0};
      specular[] = {0.4,0.4,0.7,0};
      specularPower = 10;
      emmisive[] = {0,0,0,0};
   };
};
// End of cfgMaterials.hpp include

// Include from cfgModels.hpp
// describe some properties models need to meet
// this was introduces in order to maintain consistent
// section management for HW T&L

class CfgModels
{
   class Default
   {
      sections[]={};
      sectionsInherit="";
   };
   class Head: Default
   {
      sections[]={"osobnost","brejle"};
   };
   class Man: Default
   {
      sections[]={"head injury","body injury","l arm injury","r arm injury","p arm injury","l leg injury","r leg injury","p leg injury","medic","hlava","krk","zasleh"};
      sectionsInherit="Head";
   };
   class Vehicle: Default
   {
      sections[]={"cislo","grupa","side","sektor","clan","podsvit pristroju","poskozeni","L svetlo","P svetlo","zasleh"};
   };
   
 Tank: Vehicle
   {
      sectionsInherit="Vehicle";
      sections[]={"zadni svetlo","brzdove svetlo","pruh"};
   };
   class Car: Vehicle
   {
      sectionsInherit="Vehicle";
      sections[]={"ammo","sklo predni p","sklo predni l","zadni svetlo","brzdove svetlo"};
   };
   class Helicopter
   {
      sectionsInherit="Vehicle";
      sections[]={"sklo predni p","sklo predni l","velka vrtule staticka","velka vrtule blur","mala vrtule staticka","mala vrtule blur"};
   };
   class Weapon: Default
   {
      sections[]={"zasleh"};
   };
   class hlavaw: Head {};
   class mc_vojakw2: Man {};
   class mc_vojakwo2: Man {};
   class mc_tankistaw2: Man {};
   class mc_pilotw2: Man {};
   class mc_sniperw2: Man {};
   class mc_saboteur: Man {};
   class mc_saboteurday: Man {};
   class mc_vojake2: Man {};
   class mc_vojakeo2: Man {};
   class mc_tankistae2: Man {};
   class mc_pilote2: Man {};
   class mc_snipere2: Man {};
   class mc_vojake2_guba: Man {};
   class angelina: Man {};
   class mc_specnas2: Man {};
   class mc_civil: Man {};
   class mc_civil2: Man {};
   class mc_civil3: Man {};
   class mc_vojakg2: Man {};
   class mc_vojakg3: Man {};
   class mc_vojakgo2: Man {};
   class mc_crewg: Man {};
   class mc_crewg2: Man {};
   class m16_proxy: Weapon {};
   class xm_177e2_proxy: Weapon {};
   class optika_m16: Weapon {};
   class m16_granatomet_proxy: Weapon {};
   class m60_mg_proxy: Weapon {};
   class optika_m60_mg: Weapon {};
   class m21_proxy: Weapon {};
   class optika_snpierw: Weapon {};
   class ak_74_su_proxy: Weapon {};
   class ak_74_granatomet_proxy: Weapon {};
   class pk_mg_proxy: Weapon {};
   class optika_pk: Weapon {};
   class ak_74_proxy: Weapon {};
   class optika_ak47: Weapon {};
   class ak_47_v58_proxy: Weapon {};
   class svd_dragunov_proxy: Weapon {};
   class optika_snpiere: Weapon {};
   class optika_night: Weapon {};
   class ak_47_granatomet_proxy: Weapon {};
   class ak_47_proxy: Weapon {};
   class kozlice: Weapon {};
   class optika_kozlice: Weapon {};
   class Steyr: Weapon {};
   class optika_steyr: Weapon {};
   class G36: Weapon {};
   class G36_optics: Weapon {};
   class XMS: Weapon {};
   class optika_XMS: Weapon {};
   class Bizon: Weapon {};
   class optika_Bizon: Weapon {};
   class 6g30: Weapon {};
   class t80: Tank {};
   class t72: Tank {};
   class t55: Tank {};
   class m1_abrams: Tank {};
   class m60: Tank {};
   class bmp: Tank {};
   class m113: Tank {};
   class m113_ambulance: Tank {};
   class bmp_ambu: Tank {};
   class zsu: Tank {};
   class truck5t: Car {};
   class truck5t2: Car {};
   class truck5trepair: Car {};
   class truck5tfuel: Car {};
   class ural: Car {};
   class uralrepair: Car {};
   class uralfuel: Car {};
   class v3s: Car {};
   class v3sfuel: Car {};
   class v3srepair: Car {};
   class jeep: Car {};
   class uaz: Car {};
   class guaz: Car {};
   class scud: Car {};
   class gjeep: Car {};
   class sguaz: Car {};
   class jeep_mg: Car {};
   class skodovka: Car {};
   class skodovka_blue: Car {};
   class skodovka_red: Car {};
   class skodovka_green: Car {};
   class traktor: Car {};
   class rapid: Car {};
   class rapid_y: Car {};
   class v3scivil: Car {};
   class m2_mg: Vehicle {};
   class uh_60: Helicopter {};
   class uh_60mg: Helicopter {};
   class ah1_cobra: Helicopter {};
   class mi24_hind: Helicopter {};
   class mi17_hip: Helicopter {};
   class a10: Vehicle {};
   class cessna182: Vehicle
   {
      sectionsInherit="Vehicle";
      sections[]={"vrtule staticka","vrtule blur"};
   };
   class Ship
   {
      sectionsInherit="Vehicle";
      sections[]={"zadni svetlo"};
   };
   class hrl: Ship {};
   class pbr: Ship {};
   class Flag: Default
   {
      sections[]={"latka"};
   };
   class flag_vojak: Flag {};
   class flag_stozar: Flag {};
   class flag_alone: Flag {};
   class flag_alone_big: Flag {};
   class flag_auto: Flag {};
   class flag_plane: Flag {};
   class flag_plane_big: Flag {};
   class blok: Default
   {
      sections[]={"papir"};
   };
   class trabant: Car {};
   class m163A1vulcan: Tank {};
   class su25: Vehicle {};
   class ch_47d: Helicopter {};
   class apac: Helicopter {};
   class hmmwv: Car {};
   class brmd: Car {};
   class brdm: Car {};
   class bmp2: Tank {};
   class kiowa: Helicopter {};
   class m2a2: Tank {};
};

noidea

  • Guest
Re:big config has gone rong sumwhere
« Reply #5 on: 16 Oct 2004, 17:49:45 »
class CfgVehicleActions
{
   m113gunner="M113Gunner";
   m113driver="M113Driver";
   m113driverOut="M113DriverOut";
   m113medic="M113Medic";
   m113injured="Nemocnej";
   m60driver="M60Driver";
   m60gunner="M60Gunner";
   m60commander="M60Commander";
   m60driverOut="M60DriverOut";
   m60commanderOut="M60CommanderOut";
   m1A1driver="M1A1Driver";
   m1A1gunner="M1A1Gunner";
   m1A1commander="M1A1Commander";
   m1A1driverOut="M1A1DriverOut";
   m1A1commanderOut="M1A1CommanderOut";
   bmpdriver="BMPDriver";
   bmpgunner="BMPGunner";
   bmpgunnerOut="BMPGunnerOut";
   bmpcommander="BMPCommander";
   bmpdriverOut="BMPDriverOut";
   bmpcommanderOut="BMPCommanderOut";
   t72driver="T72Driver";
   t72gunner="T72Gunner";
   t72gunnerOut="T72GunnerOut";
   t72commander="T72Commander";
   t72driverOut="T72DriverOut";
   t72commanderOut="T72CommanderOut";
   t80driver="T72Driver";
   t80gunner="T72Gunner";
   t80gunnerOut="T80GunnerOut";
   t80commander="T72Commander";
   t80driverOut="T72DriverOut";
   t80commanderOut="T80CommanderOut";
   t55driver="T72Driver";
   t55gunner="T55Gunner";
   t55gunnerOut="T55Gunner";
   t55commander="T55Commander";
   t55driverOut="T55DriverOut";
   t55commanderOut="T55CommanderOut";
   uh60pilot="UH60Pilot";
   uh60gunner="UH60Gunner";
   ah1pilot="AH1Pilot";
   ah1gunner="AH1Gunner";
   a10pilot="A10Pilot";
   cessnaPilot="cesnaPilot";
   cessnaCoPilot="cesnaPilot";
   cessnaCargo="cesnaCargo";
   mi17pilot="Mi17Pilot";
   mi24pilot="Mi24Pilot";
   mi24gunner="Mi24Gunner";
   jeepDriver="JeepDriver";
   jeepGunner="JeepGunner";
   jeepCoDriver="JeepCoDriver";
   jeepCoDriverBack="JeepCoDriverBack";
   truck5TDriver="5TDriver";
   truck5TCoDriver="5TCoDriver";
   uralDriver="uralDriver";
   uralCoDriver="uralCoDriver";
   skodaDriver="skodaDriver";
   skodaCoDriver="skodaCoDriver";
   skodaCoDriverBack="skodaCoDriverBack";
   pbrDriver="pbrDriver";
   pbrGunner="pbrGunner";
   hrlDriver="pbrDriver";
   hrlGunner="hrlGunner";
   m2gunner="m2Gunner";
   ScudDriver="ScudDriver";
   ScudCoDriver="ScudCoDriver";
   v3sDriver="v3sDriver";
   v3sCoDriver="v3sCoDriver";
   cargo="Cargo";
   UAZDriver="UAZDriver";
   UAZCoDriver="UAZCoDriver";
   ZSUDriver="ZSUDriver";
   ZSUGunner="ZSUGunner";
   ZSUGunnerOut="ZSUGunnerOut";
   ZSUCommander="ZSUCommander";
   ZSUCommanderOut="ZSUCommanderOut";
   tractorDriver="TractorDriver";
   shipCargo="Cargo";
   shipDriver="Cargo";
   para="Para";
};
class CfgManActions
{
   access=3
   Stop="";
   StopRelaxed="";
   TurnL="";
   TurnR="";
   TurnLRelaxed="";
   TurnRRelaxed="";
   ReloadMagazine="";
   ReloadMGun="";
   ReloadAT="";
   ReloadMortar="";
   ThrowGrenade="";
   WalkF="";
   WalkLF="";
   WalkRF="";
   WalkL="";
   WalkR="";
   WalkLB="";
   WalkRB="";
   WalkB="";
   SlowF="";
   SlowLF="";
   SlowRF="";
   SlowL="";
   SlowR="";
   SlowLB="";
   SlowRB="";
   SlowB="";
   FastF="";
   FastLF="";
   FastRF="";
   FastL="";
   FastR="";
   FastLB="";
   FastRB="";
   FastB="";
   Down="";
   Up="";
   Lying="";
   Stand="";
   Combat="";
   Crouch="";
   Civil="";
   CivilLying="";
   FireNotPossible="";
   Die="";
   WeaponOn="";
   WeaponOff="";
   Default="";
   JumpOff="";
   StrokeFist="";
   StrokeGun="";
   SitDown="";
   Salute="";
   BinocOn="";
   BinocOff="";
   PutDown="";
   Medic="";
   Treated="";
   LadderOnDown="";
   LadderOnUp="";
   LadderOff="";
   LadderOffTop="";
   LadderOffBottom="";
   GetInCar="";
   GetOutCar="";
   GetInTank="";
   GetOutTank="";
   TakeFlag="";
   HandGunOn="";
};
class CfgMovesMC
{
   access=1
   vehicleActions="CfgVehicleActions";
   class Actions
   {
      class NoActionsAll: CfgManActions
      {
         access=3
      };
      class NoActions: NoActionsAll
      {
         ladderOnDown="LadderDownStart";
         ladderOnUp="LadderUpStart";
         turnSpeed=1
         upDegree=4294967295
         limitFast=5
      };
      class DeadActions: NoActions
      {
         upDegree=0
      };
      class CargoActions: NoActions
      {
         die="DeadState";
      };
      class WeaponActions: NoActions
      {
         stop="Weapon";
         upDegree=1
         weaponOn="Weapon";
         weaponOff="Crouch";
         handGunOn="HandGunCrouch";
         down="Lying";
         up="Combat";
         lying="Lying";
         combat="Combat";
         crouch="Crouch";
         stand="Stand";
         die="WeaponDead";
         civilLying="CivilLying";
         civil="Civil";
         walkF="WeaponWalkF";
         walkLF="WeaponWalkLF";
         walkRF="WeaponWalkRF";
         walkL="WeaponWalkL";
         walkR="WeaponWalkR";
         walkLB="WeaponWalkLB";
         walkRB="WeaponWalkRB";
         walkB="WeaponWalkB";
         slowF="WeaponWalkF";
         slowLF="WeaponWalkLF";
         slowRF="WeaponWalkRF";
         slowL="WeaponWalkL";
         slowR="WeaponWalkR";
         slowLB="WeaponWalkLB";
         slowRB="WeaponWalkRB";
         slowB="WeaponWalkB";
         fastF="WeaponWalkF";
         fastLF="WeaponWalkLF";
         fastRF="WeaponWalkRF";
         fastL="WeaponWalkL";
         fastR="WeaponWalkR";
         fastLB="WeaponWalkLB";
         fastRB="WeaponWalkRB";
         fastB="WeaponWalkB";
         turnL="WeaponTurnL";
         turnR="WeaponTurnR";
         default="Combat";
         getInCar="CombatGetInCar";
         getOutCar="Combat";
         getInTank="CombatGetInTank";
         getOutTank="CombatGetOutTank";
         reloadAT="WeaponReloadAT";
      };
      class StandActions: NoActions
      {
         stop="Stand";
         default="Stand";
         walkF="StandWalkF";
         walkLF="StandWalkLF";
         walkRF="StandWalkRF";
         walkL="StandWalkL";
         walkR="StandWalkR";
         walkLB="StandWalkLB";
         walkRB="StandWalkRB";
         walkB="StandWalkB";
         slowF="StandWalkF";
         slowLF="StandWalkLF";
         slowRF="StandWalkRF";
         slowL="StandWalkL";
         slowR="StandWalkR";
         slowLB="StandWalkLB";
         slowRB="StandWalkRB";
         slowB="StandWalkB";
         fastF="StandRunF";
         fastLF="StandWalkLF";
         fastRF="StandWalkRF";
         fastL="StandWalkL";
         fastR="StandWalkR";
         fastLB="StandWalkLB";
         fastRB="StandWalkRB";
         fastB="StandWalkB";
         down="Combat";
         up="Combat";
         weaponOn="Weapon";
         weaponOff="Stand";
         binocOn="BinocStand";
         binocOff="Stand";
         handGunOn="HandGunStand";
         strokeFist="StandStrokeFist";
         strokeGun="";
         lying="Lying";
         combat="Combat";
         crouch="Crouch";
         stand="Stand";
         civil="Civil";
         civilLying="CivilLying";
         fireNotPossible="Combat";
         throwGrenade="StandThrowGrenadeStart";
         turnL="StandTurnL";
         turnR="StandTurnR";
         getInCar="StandGetInCar";
         getOutCar="Stand";
         getInTank="StandGetInTank";
         getOutTank="StandGetOutTank";
         sitDown="StandToSitDown";
         salute="EffectStandSaluteStart";
         turnSpeed=4
         limitFast=2.500000;
         die="StandDead";
         takeFlag="StandToStandTakeFlag";
         putDown="StandPutDown";
         upDegree=10
      };

noidea

  • Guest
Re:big config has gone rong sumwhere
« Reply #6 on: 16 Oct 2004, 17:50:05 »
class StandStillActions: StandActions
      {
         stop="EffectStandStill";
         default="EffectStandStill";
      };
      class StandStandActions: StandActions
      {
         stop="EffectStand";
         default="EffectStand";
      };
      class StandSaluteActions: StandActions
      {
         stop="EffectStandSalute";
         default="EffectStandSalute";
         salute="";
      };
      class StandTalkActions: StandActions
      {
         stop="EffectStandTalk";
         default="EffectStandTalk";
      };
      class SitActions: StandActions
      {
         turnL="";
         turnR="";
         stop="EffectStandSitDown";
         default="EffectStandSitDown";
         strokeFist="";
         sitDown="";
         die="SitDownDead";
      };
      class CivilActions: StandActions
      {
         stop="Civil";
         default="Civil";
         walkF="CivilWalkF";
         walkLF="CivilWalkLF";
         walkRF="CivilWalkRF";
         walkL="CivilWalkL";
         walkR="CivilWalkR";
         walkLB="CivilWalkLB";
         walkRB="CivilWalkRB";
         walkB="CivilWalkB";
         slowF="CivilWalkF";
         slowLF="CivilWalkLF";
         slowRF="CivilWalkRF";
         slowL="CivilWalkL";
         slowR="CivilWalkR";
         slowLB="CivilWalkLB";
         slowRB="CivilWalkRB";
         slowB="CivilWalkB";
         fastF="CivilRunF";
         fastLF="CivilRunLF";
         fastRF="CivilRunRF";
         fastL="CivilRunL";
         fastR="CivilRunR";
         fastLB="CivilRunLB";
         fastRB="CivilRunRB";
         fastB="CivilRunB";
         down="CivilLying";
         up="CivilLying";
         lying="Lying";
         combat="Combat";
         crouch="Crouch";
         stand="Stand";
         civil="Civil";
         civilLying="CivilLying";
         throwGrenade="CivilThrowGrenadeStart";
         turnL="CivilTurnL";
         turnR="CivilTurnR";
         handGunOn="HandGunStand";
         die="CivilDead";
         getInCar="CivilGetInCar";
         getOutCar="Civil";
         getInTank="CivilGetInTank";
         getOutTank="CivilGetOutTank";
         takeFlag="CivilToCivilTakeFlag";
         putDown="CivilPutDown";
         limitFast=4
         upDegree=11
      };
      class CombatActions: NoActions
      {
         stop="Combat";
         default="Combat";
         stopRelaxed="CombatRelaxed";
         reloadMagazine="CombatReloadMagazine";
         reloadMGun="CombatReloadMGun";
         reloadMortar="CombatReloadMortarStart";
         throwGrenade="CombatThrowGrenadeStart";
         walkF="CombatWalkF";
         walkLF="CombatWalkLF";
         walkRF="CombatWalkRF";
         walkL="CombatWalkL";
         walkR="CombatWalkR";
         walkLB="CombatWalkLB";
         walkRB="CombatWalkRB";
         walkB="CombatWalkB";
         slowF="CombatRunF";
         slowLF="CombatRunLF";
         slowRF="CombatRunRF";
         slowL="CombatRunL";
         slowR="CombatRunR";
         slowLB="CombatRunLB";
         slowRB="CombatRunRB";
         slowB="CombatRunB";
         fastF="CombatSprintF";
         fastLF="CombatSprintLF";
         fastRF="CombatSprintRF";
         fastL="CombatRunL";
         fastR="CombatRunR";
         fastLB="CombatRunLB";
         fastRB="CombatRunRB";
         fastB="CombatRunB";
         down="Lying";
         up="Crouch";
         lying="Lying";
         combat="Combat";
         crouch="Crouch";
         stand="Stand";
         civil="Civil";
         civilLying="CivilLying";
         die="CombatDead";
         weaponOn="Weapon";
         binocOn="Binoc";
         binocOff="Combat";
         handGunOn="HandGunStand";
         takeFlag="CombatToTakeFlag";
         putDown="PutDown";
         medic="Medic";
         treated="Treated";
         strokeFist="";
         strokeGun="CombatStrokeGun";
         turnL="CombatTurnL";
         turnR="CombatTurnR";
         turnLRelaxed="CombatTurnLRelaxed";
         turnRRelaxed="CombatTurnRRelaxed";
         getInCar="CombatGetInCar";
         getOutCar="Combat";
         getInTank="CombatGetInTank";
         getOutTank="CombatGetOutTank";
         turnSpeed=8
         limitFast=5.500000;
         upDegree=8
      };
      class CrouchActions: CombatActions
      {
         stop="Crouch";
         default="Crouch";
         up="Combat";
         reloadMagazine="CrouchReloadMagazine";
         reloadMG="CrouchReloadMagazine";
         die="CrouchDead";
         weaponOn="Weapon";
         walkF="CrouchWalkF";
         walkLF="CrouchWalkLF";
         walkRF="CrouchWalkRF";
         walkL="CrouchWalkL";
         walkR="CrouchWalkR";
         walkLB="CrouchWalkLB";
         walkRB="CrouchWalkRB";
         walkB="CrouchWalkB";
         slowF="CrouchRunF";
         slowLF="CrouchRunLF";
         slowRF="CrouchRunRF";
         slowL="CrouchRunL";
         slowR="CrouchRunR";
         slowLB="CrouchRunLB";
         slowRB="CrouchRunRB";
         slowB="CrouchRunB";
         fastF="CrouchSprintF";
         fastLF="CrouchSprintLF";
         fastRF="CrouchSprintRF";
         fastL="CrouchRunL";
         fastR="CrouchRunR";
         fastLB="CrouchRunLB";
         fastRB="CrouchRunRB";
         fastB="CrouchRunB";
         binocOn="BinocCrouch";
         binocOff="Crouch";
         handGunOn="HandGunCrouch";
         turnL="CrouchTurnL";
         turnR="CrouchTurnR";
      };
      class CombatStandingUpActions: CombatActions
      {
         die="LyingDead";
      };
      class CombatRunFActions: CombatActions
      {
         throwGrenade="CombatRunThrowGrenadeStart";
         die="CombatRunDead";
      };
      class CombatRunBActions: CombatActions
      {
         die="CombatRunBDead";
      };
      class CivilRunFActions: CivilActions
      {
         throwGrenade="CivilRunThrowGrenadeStart";
      };
      class CrouchRunFActions: CrouchActions
      {
         throwGrenade="CombatRunThrowGrenadeStart";
         die="CombatRunDead";
      };
      class CrouchRunBActions: CrouchActions
      {
         die="CombatRunBDead";
      };
      class CombatRelaxedActions: CombatActions
      {
         die="CombatRelaxedDead";
      };
      class LyingActions: NoActions
      {
         stop="Lying";
         default="Lying";
         reloadMagazine="LyingReloadMagazine";
         reloadMGun="LyingReloadMagazine";
         throwGrenade="LyingThrowGrenadeStart";
         walkF="LyingCrawlF";
         walkLF="LyingCrawlLF";
         walkRF="LyingCrawlRF";
         walkL="LyingCrawlL";
         walkR="LyingCrawlR";
         walkLB="LyingCrawlLB";
         walkRB="LyingCrawlRB";
         walkB="LyingCrawlB";
         slowF="LyingCrawlF";
         slowLF="LyingCrawlLF";
         slowRF="LyingCrawlRF";
         slowL="LyingCrawlL";
         slowR="LyingCrawlR";
         slowLB="LyingCrawlLB";
         slowRB="LyingCrawlRB";
         slowB="LyingCrawlB";
         fastF="LyingFastCrawlF";
         fastLF="LyingCrawlLF";
         fastRF="LyingCrawlRF";
         fastL="LyingCrawlL";
         fastR="LyingCrawlR";
         fastLB="LyingCrawlLB";
         fastRB="LyingCrawlRB";
         fastB="LyingCrawlB";
         down="Combat";
         up="Crouch";
         lying="Lying";
         combat="Combat";
         crouch="Crouch";
         stand="Stand";
         civil="Civil";
         civilLying="CivilLying";
         die="LyingDead";
         weaponOn="Weapon";
         weaponOff="Lying";
         binocOn="BinocLying";
         binocOff="Lying";
         handGunOn="HandGunLying";
         turnL="LyingTurnL";
         turnR="LyingTurnR";
         getInCar="CombatGetInCar";
         getOutCar="Combat";
         getInTank="CombatGetInTank";
         getOutTank="CombatGetOutTank";
         takeFlag="CombatToTakeFlag";
         putDown="PutDownLying";
         medic="Medic";
         treated="TreatedLying";
         turnSpeed=3
         upDegree=4
      };
      class CrawlingActions: LyingActions
      {
         up="CombatRunF";
         combat="CombatRunF";
      };

noidea

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Re:big config has gone rong sumwhere
« Reply #7 on: 16 Oct 2004, 17:51:17 »
ok this isnt goin to work lol, if any one wants a look i can email it to u, tis around 800kb so cant attach it here lol
Cheers again
NoIdea

Offline Planck

  • Honoured
  • Former Staff
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  • I'm never wrong ....I'm just not always right !
Re:big config has gone rong sumwhere
« Reply #8 on: 16 Oct 2004, 18:08:31 »
 Just had a quick scan through all that

I noticed that this bit isn't right anyway:

Code: [Select]
class SpecularGlass
                                      <----------- missing '{'
      ambient[] = {1,1,1,1};
      diffuse[] = {1,1,1,1};
      forcedDiffuse[] = {0,0,0,0};
     
      // FDF - Kegetys 16.6.2003 11:54
      // A little bit more neutral color
      specular[] = {0.8,0.8,1.0,0};
      //specular[] = {0.8,0.8,0.8,0};
      specularPower = 5;
      emmisive[] = {0,0,0,0};
  };
                                     <----------- class name missing here
  {
      ambient[] = {1,1,1,1};
      diffuse[] = {1,1,1,1};
      forcedDiffuse[] = {0,0,0,0};

      // FDF - Kegetys 16.6.2003 11:54
      // A little bit more neutral color
      specular[] = {0.2,0.2,0.35,0};
     
      //specular[] = {0.2,0.2,0.2,0};
      //specular[] = {1,1,1,1};
      specularPower = 5;
      emmisive[] = {0,0,0,0};
  };


Planck
I know a little about a lot, and a lot about a little.