ERROR[levelpack ingame.req]:Expecting bracket, but none was found.
File : {Unknown}(7)...
ERROR[levelpack ingame.req]:Expecting bracket, but none was found.
File : {Unknown}(7)...
[Properties]
// "Label" is the text displayed in the interface
// "IconTexture" is the icon displayed in the interface
GeometryName = "com_weap_inf_binoculars"
Label = "Binoculars"
IconTexture = "HUD_all_binoculars_icon"
// *WEAPON STATS*
// These stats determine the opperational characteristics of the weapon
//"RoundsPerClip" determines how many Ordnances can be fired from the weapon before it must be reloaded with a fresh clip
//"ShotDelay" is the minimum amount of time between ordnances being fired from the weapon
//"ReloadTime" is the set amount of time it takes to change to a frsh clip
//"FireStateTime" is the time that we fire for (if it's 2.0 then it'll take 2 seconds after you release the trigger for the binocular effect to stop)
RoundsPerClip = 1
ShotDelay = 1.0
ReloadTime = 0.0
LockOnRange = 100.0
FireStateTime = 0.0
// "ZoomMin" is the lowest zoom value in first-person aim mode
// "ZoomMax" is the highest zoom value in first-person aim mode
// "ZoomRate" is the rate of change in zoom
ZoomMin = "5.0"
ZoomMax = "75.0"
ZoomRate = "3.0"
ReticuleTexture = "binocular_reticule"
AnimationBank = "tool"
FirePointName = "hp_fire"
the mshs for it are in the Common/msh. I put the tga in Common/ interface
k did that. no go. it zooms and everything, but just no texture.
Here is everything in the rep_weap_inf_binocular.odf
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "binoculars"
[Properties]
// "Label" is the text displayed in the interface
// "IconTexture" is the icon displayed in the interface
GeometryName = "com_weap_inf_binoculars"
Label = "Binoculars"
IconTexture = "HUD_all_binoculars_icon"
// *WEAPON STATS*
// These stats determine the opperational characteristics of the weapon
//"RoundsPerClip" determines how many Ordnances can be fired from the weapon before it must be reloaded with a fresh clip
//"ShotDelay" is the minimum amount of time between ordnances being fired from the weapon
//"ReloadTime" is the set amount of time it takes to change to a frsh clip
//"FireStateTime" is the time that we fire for (if it's 2.0 then it'll take 2 seconds after you release the trigger for the binocular effect to stop)
RoundsPerClip = 1
ShotDelay = 1.0
ReloadTime = 0.0
LockOnRange = 100.0
FireStateTime = 0.0
// "ZoomMin" is the lowest zoom value in first-person aim mode
// "ZoomMax" is the highest zoom value in first-person aim mode
// "ZoomRate" is the rate of change in zoom
ZoomMin = "5.0"
ZoomMax = "75.0"
ZoomRate = "3.0"
ScopeTexture = "binocular_reticule"
AnimationBank = "tool"
FirePointName = "hp_fire"
And the com_weap_inf_binocular.msh is in the correct msh folder as well as the scope texture.