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SkeletalCarp
Joined: Sun Mar 07, 2010 9:55 am Posts: 7
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Loading problems?
I'm having a problem with two of my weapons in my little mod. At the loading screen, it will simply stop loading my mod as soon as it gets to those two guns, skipping the rest of my mods content entirely, and just jumping to the next module.
Anyone have an idea of what's going on?
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Wed Jun 23, 2010 11:58 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Loading problems?
Probably a tabbing error. You have too many or too little tabs on the last line that it reads. Try typing in nonsense and moving back until you find the line, then correct it.
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Wed Jun 23, 2010 12:03 pm |
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SkeletalCarp
Joined: Sun Mar 07, 2010 9:55 am Posts: 7
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Re: Loading problems?
I looked at the .ini, and i found quite a lot of extra tabs, but it didn't seem to fix my problem. Here's the file, for your viewing pleasure. Code: //////////////// // Particles
AddEffect = MOPixel PresetName = Particle FIRELOL 1 ScreenEffect = ContentFile FilePath = Base.rte/Effects/Glows/YellowTiny.bmp EffectStartTime = 0 EffectStopTime = 1000 EffectStartStrength = 0.75 EffectStopStrength = 0.2 Mass = 1 AirResistance = 0.032 GlobalAccScalar = 0.8 LifeTime = 1100 Sharpness = 0.4 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 255 G = 226 B = 0 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 234 G = 129 B = 28 TrailLength = 1
AddEffect = MOPixel PresetName = Grenade Fragment Fire ScreenEffect = ContentFile FilePath = Base.rte/Effects/Glows/YellowTiny.bmp Mass = 100 // kg LifeTime = 10 Sharpness = 100 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 157 G = 239 B = 115 Atom = Atom Material = Material CopyOf = Mega Metal TrailColor = Color R = 157 G = 239 B = 115 TrailLength = 1
AddEffect = MOPixel PresetName = Particle FIRELOL 2 ScreenEffect = ContentFile FilePath = Base.rte/Effects/Glows/YellowBig.bmp EffectStartTime = 0 EffectStopTime = 30 EffectStartStrength = 0.7 EffectStopStrength = 0.2 Mass = 0.1 AirResistance = 0.03 GlobalAccScalar = 0.8 LifeTime = 800 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 255 G = 255 B = 255 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 255 G = 226 B = 0 TrailLength = 7
AddEffect = MOPixel PresetName = Particle FIRELOL 3 ScreenEffect = ContentFile FilePath = Base.rte/Effects/Glows/YellowSmall.bmp EffectStartTime = 0 EffectStopTime = 730 EffectStartStrength = 0.75 EffectStopStrength = 0.0 Mass = 1.2 AirResistance = 0.03 GlobalAccScalar = 0.8 Sharpness = 4 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 234 G = 153 B = 28 Atom = Atom Material = Material CopyOf = Wet Concrete PresetName = Sticky Napalm 1 Stickiness = 0.5 TrailColor = Color R = 250 G = 246 B = 145 TrailLength = 4
AddEffect = MOSParticle PresetName = Fire Puff Small Napalm Flamer Mass = 3 RestThreshold = -1 LifeTime = 310 Sharpness = 0.1 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Effects/Pyro/FirePuffSmall.bmp FrameCount = 6 SpriteOffset = Vector X = -8 Y = -8 AngularVel = 0 Atom = Atom Material = Material CopyOf = Air TrailLength = 0 Framerate = 0
///////////////// // Burning
AddEffect = AEmitter PresetName = Flamethrower Mk1 Fire Mass = 0.001 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Ronin.rte/Devices/Explosives/MolFlame00.bmp FrameCount = 5 SpriteAnimMode = 1 SpriteAnimDuration = 250 SpriteOffset = Vector X = -5 Y = -6 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 0 Depth = 5 EffectStartTime = 0 EffectStartStrength = 1.0 EffectAlwaysShows = 1 BurstTriggered = 0 EmissionEnabled = 1 EmissionsIgnoreThis = 0 ParticlesPerMinute = 0 BurstSize = 0 BurstScale = 0 BurstSpacing = 0 EmissionDamage = 0 FlashOnlyOnBurst = 0 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Grenade Fragment Fire GlobalAccScalar = 0.2 LifeTime = 10 ParticlesPerMinute = 80 BurstSize = 2 Spread = 0.02 MaxVelocity = 50 MinVelocity = 45 PushesEmitter = 0
////////////////// // Flame Launcher
AddAmmo = AEmitter PresetName = Particle Flamethrower Mk1 Mass = 4 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp LifeTime = 1 FrameCount = 1 SpriteOffset = Vector X = -3 Y = -2 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 1 DeepCheck = 0 /* AddEmission = Emission EmittedParticle = MOSParticle CopyOf = Tiny Smoke Ball 1 PresetName = Tiny Smoke Ball Flamer Heavy 2 GlobalAccScalar = 0.2 LifeTime = 460 ParticlesPerMinute = 1 BurstSize = 2 Spread = 0.02 MaxVelocity = 16 MinVelocity = 10 PushesEmitter = 0 */ AddEmission = Emission EmittedParticle = MOSParticle CopyOf = Fire Puff Small Napalm Flamer ParticlesPerMinute = 1 BurstSize = 2 Spread = 0.02 MaxVelocity = 24 MinVelocity = 20 PushesEmitter = 0 AddEmission = Emission EmittedParticle = AEmitter CopyOf = Flamethrower Mk1 Fire ParticlesPerMinute = 3 BurstSize = 3 Spread = 0.0 MaxVelocity = 45 MinVelocity = 35 PushesEmitter = 0 EmissionEnabled = 1 EmissionsIgnoreThis = 1 BurstTriggered = 1
////////////// // Weapon AddAmmo = Round PresetName = Round Flamethrower Mk1 ParticleCount = 1 Particle = AEmitter CopyOf = Particle Flamethrower Mk1 Shell = MOSParticle CopyOf = Small Smoke Ball 1 FireVelocity = 15 ShellVelocity = -3 Separation = -5
AddAmmo = Magazine PresetName = Magazine Flamethrower Mk1 Mass = 6 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = SkeleCarps Crap.rte/Devices/Weapons/Sprites/Non-Particle Based Weapons/FlamethrowerMk1MagA.bmp FrameCount = 1 SpriteOffset = Vector X = -4 Y = -2 JointOffset = Vector X = 0 Y = -3 ParentOffset = Vector X = 6 Y = 0 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Bullet Metal Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Bullet Metal Resolution = 3 Depth = 1 DeepCheck = 0 JointStrength = 200 JointStiffness = 1 DrawAfterParent = 0 RoundCount = 200 RTTRatio = 0 RegularRound = Round CopyOf = Round Flamethrower Mk1 TracerRound = None
AddDevice = HDFirearm PresetName = Flamethrower Mk1 AddToGroup = Weapons AddToGroup = SkeleCarps Crap Description = Napalm flamethrower. Mass = 12 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = SkeleCarps Crap.rte/Devices/Weapons/Sprites/Non-Particle Based Weapons/FlamethrowerMk1A.bmp FrameCount = 2 SpriteOffset = Vector X = -13 Y = -5 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal GoldValue = 160 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 10 DeepCheck = 0 JointStrength = 75 JointStiffness = 0.5 JointOffset = Vector X = -6 Y = 2 DrawAfterParent = 0 StanceOffset = Vector X = 6 Y = 6 SharpStanceOffset = Vector X = 9 Y = 2 SupportOffset = Vector X = 4 Y = 1 SharpLength = 80 Magazine = Magazine CopyOf = Magazine Flamethrower Mk1 Flash = Attachable CopyOf = Muzzle Flash Shotgun FireSound = Sound AddSample = ContentFile FilePath = Coalition.rte/Devices/Weapons/HeavyFlamerFire.wav LoopSetting = -1 EmptySound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/EmptyClick3.wav ReloadStartSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadStart.wav ReloadEndSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadEnd.wav RateOfFire = 3200 ReloadTime = 4000 FullAuto = 1 FireIgnoresThis = 1 ShakeRange = 1 SharpShakeRange = 1 NoSupportFactor = 2 ParticleSpreadRange = 3 ShellSpreadRange = 8 ShellAngVelRange = 0 MuzzleOffset = Vector X = 18 Y = -1 EjectionOffset = Vector X = 15 Y = -1 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 9 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 9 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 9 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 13 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 14 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSRotating CopyOf = Coalition Weapons Gib I Count = 1 Offset = Vector X = 2 Y = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Coalition Weapons Gib J Count = 1 Offset = Vector X = 3 Y = -1 AddGib = Gib GibParticle = MOSRotating CopyOf = Coalition Weapons Gib K AddGib = Gib GibParticle = MOSRotating CopyOf = Coalition Weapons Gib A Count = 1 Offset = Vector X = -3 Y = 0 GibWoundLimit = 6
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Wed Jun 23, 2010 12:13 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Loading problems?
It's easier for us if you find exactly where the incorrect tabbing is, via the method described above. That being said, it looks like that first emitter block has the emitter's definitions one tab too far out, making it incorrectly in line with the emitted particle itself.
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Wed Jun 23, 2010 1:15 pm |
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SkeletalCarp
Joined: Sun Mar 07, 2010 9:55 am Posts: 7
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Re: Loading problems?
I found out that my gun stopped loading at line 100, but I dont see any problems at all at that line.
I'm mystified.
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Wed Jun 23, 2010 3:55 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Loading problems?
Is this from AbortScreen.bmp? If so, it will only be precise to the nearest 50. It could be line 149 with the problem.
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Thu Jun 24, 2010 8:13 am |
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SkeletalCarp
Joined: Sun Mar 07, 2010 9:55 am Posts: 7
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Re: Loading problems?
411570N3 wrote: Is this from AbortScreen.bmp? If so, it will only be precise to the nearest 50. It could be line 149 with the problem. No, this is from looking at the loading, and taking a screenshot of when it stopped loading my pack.
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Mon Jun 28, 2010 7:33 am |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: Loading problems?
That'd be no different than Abortscreen.bmp.. Does it give an error? or just close the window? if it gives an error it should have two windows pop up, one after you close the other.. If it does that. What does it say? Better yet post a screenshot of it...
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Mon Jun 28, 2010 8:02 am |
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SkeletalCarp
Joined: Sun Mar 07, 2010 9:55 am Posts: 7
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Re: Loading problems?
The problem is, it doesn't give me any errors, it just skips the rest of my module entirely.
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Tue Jun 29, 2010 7:00 pm |
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Darkdoom
Joined: Mon Jun 28, 2010 10:06 pm Posts: 461 Location: STEPPING INTO THE RING
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Re: Loading problems?
have you tried checking Index.ini? maybe you forgot the rest.
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Mon Jul 26, 2010 3:09 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Loading problems?
411570N3 wrote: Probably a tabbing error. You have too many or too little tabs on the last line that it reads. Try typing in nonsense and moving back until you find the line, then correct it. As I said, this is the way to go. It is incredibly difficult to find the error if you don't do this.
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Mon Jul 26, 2010 7:38 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Loading problems?
Try highlighting the code you posted, I think you will find your problem. For the lazy and unco-operative, the error is on line 52, which has a ton of spaces after it. I think this might have been a tab, which I'm pretty sure breaks it.Also, remember to post long documents on pastebin.com.
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Mon Jul 26, 2010 10:14 am |
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