Joined: Sun Jan 15, 2012 10:12 pm Posts: 207 Location: Burrowed, waiting for you to come by.
Where did I go wrong?
Here's the code.
Code:
AddEffect = Attachable PresetName = Light Scavenger Head AddToGroup = Scavenger Parts Mass = 14.24 Sharpness = 1.2 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = DuskScavengers.rte/Soldiers/Light/HeadA.bmp FrameCount = 1 SpriteOffset = Vector X = -5 Y = -5 AngularVel = 6 EntryWound = AEmitter CopyOf = Wound Bone Entry ExitWound = AEmitter CopyOf = Wound Bone Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 6 Depth = 2 DeepCheck = 1 JointStrength = 45 JointStiffness = 0.1 BreakWound = AEmitter CopyOf = Wound Bone Break JointOffset = Vector X = 0 Y = 6 DrawAfterParent = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Brain Case Gib A Offset = Vector X = 0 Y = 0 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Dark Tiny A Offset = Vector X = -6 Y = 0 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Dark Tiny A Offset = Vector X = 0.5 Y = 2.5 Count = 3 Spread = 0 MinVelocity = 0 MaxVelocity = 0 GibImpulseLimit = 150 GibWoundLimit = 7 GibSound = Sound CopyOf = Bone Crack AddActor = Arm CopyOf = Robot FG Arm 1 PresetName = Robot BG Arm 1 SpriteFile = ContentFile FilePath = DuskScavengers.rte/Soldiers/Light/ArmFGA.bmp
AddActor = Attachable PresetName = Scavenger Foot FG A
Mass = 2 Sharpness = 0.3 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = DuskScavengers.rte/Soldiers/Light/FootA.bmp FrameCount = 4 SpriteOffset = Vector X = -6 Y = -3 AngularVel = 6 EntryWound = AEmitter CopyOf = Wound Bone Entry ExitWound = AEmitter CopyOf = Wound Bone Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Flesh Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 4 Depth = 2 DeepCheck = 1 JointStrength = 80 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Wound Flesh Body JointOffset = Vector X = -2 Y = -1 DrawAfterParent = 0
AddActor = Attachable CopyOf = Scavenger Foot FG A PresetName = Scavenger Foot BG A
2 Things to really note; Dafuq, I used the pink color you needed for the background of BMP sprites, yet I get a white where the pink is.
Secondly, Why does it only have a head instead of everything else, and why does my icon have inverted color? Thanks for helping if you know what's going on.
Attachments:
File comment: Download and put into your CC and play it. DuskScavngers.rar [319.56 KiB]
Downloaded 166 times
Every .bmp needs to have them, or they lose their colour and CC doesn't know what to do with them. We have a thread or two in the stickies, including a tutorial for using them with GIMP.
Fri Aug 24, 2012 5:28 pm
Chronometer
Joined: Sun Jan 15, 2012 10:12 pm Posts: 207 Location: Burrowed, waiting for you to come by.
Re: Where did I go wrong?
Roast Veg wrote:
Palettes!
Every .bmp needs to have them, or they lose their colour and CC doesn't know what to do with them. We have a thread or two in the stickies, including a tutorial for using them with GIMP.
You solved my color part thank you, but you didn't solve my coding part. When I go to "Dusk Scavengers Tech" The only thing there is "Scavenger Head" AKA The Light units head. And spawning it creates a head.
Fri Aug 24, 2012 5:37 pm
ShadowStorm
Joined: Thu Jan 21, 2010 10:59 pm Posts: 151
Re: Where did I go wrong?
You need to add the AddActor = AHuman part and the rest after that. Actually before that, you need to define a fg and bg leg and the Fg arm. You can just have 1 arm and 1 leg defined, and use the same one as both the fg and bg arm and leg, but at least have a leg defined.
Put the code in the spoiler in after this part in your code:
AddActor = Attachable CopyOf = Scavenger Foot FG A PresetName = Scavenger Foot BG A
Code:
AddActor = AHuman PresetName = Light Scavenger AddToGroup = Actors Description = ... Mass = 50 GoldValue = 120 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 ScriptPath = Base.rte/Actors/AI/HumanAI.lua SpriteFile = ContentFile FilePath = DuskScavengers.rte/Soldiers/Light/TorsoA.bmp FrameCount = 1 SpriteOffset = Vector X = -8 Y = -12 AngularVel = 0 EntryWound = AEmitter CopyOf = Wound Flesh Entry Strong ExitWound = AEmitter CopyOf = Wound Flesh Exit Strong AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Kevlared Flesh Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 6 Depth = 3 DeepCheck = 0 BodyHitSound = Sound CopyOf = Flesh Body Blunt Hit PainSound = Sound CopyOf = Human Pain DeathSound = Sound CopyOf = Human Death DeviceSwitchSound = Sound CopyOf = Device Switch Status = 0 Health = 100 ImpulseDamageThreshold = 2900 AimAngle = 0 AimDistance = 32 Perceptiveness = 0.9 CharHeight = 100 HolsterOffset = Vector X = -6 Y = -4 Head = Attachable CopyOf = Light Scavenger Head ParentOffset = Vector X = -1 Y = -9 // DrawAfterParent = 0 Jetpack = AEmitter CopyOf = Jetpack Heavy ParentOffset = Vector X = -6 Y = 3 JumpTime = 2 // Secs FGArm = Arm CopyOf = Robot BG Arm 1 ParentOffset = Vector X = -3 Y = -6 BGArm = Arm CopyOf = Robot BG Arm 1 ParentOffset = Vector X = 2 Y = -7 FGLeg = Leg CopyOf = Robot BG Leg 1 ParentOffset = Vector X = 0 Y = 2 BGLeg = Leg CopyOf = Robot BG Leg 1 ParentOffset = Vector X = 3 Y = 2 HandGroup = AtomGroup CopyOf = HandGroup FGFootGroup = AtomGroup CopyOf = Foot BGFootGroup = AtomGroup CopyOf = Foot // StrideSound = Sound // CopyOf = Robot Stride StandLimbPath = LimbPath PresetName = Light Scavenger Stand Path StartOffset = Vector X = -2 Y = 17 StartSegCount = 0 SlowTravelSpeed = 0.1 NormalTravelSpeed = 0.5 FastTravelSpeed = 1.5 PushForce = 8000 StandLimbPathBG = LimbPath CopyOf = Light Scavenger Stand Path StartOffset = Vector X = 8 Y = 17 WalkLimbPath = LimbPath PresetName = Light Scavenger Walk Path StartOffset = Vector X = 10 Y = -4 StartSegCount = 4 AddSegment = Vector X = 0 Y = 2 AddSegment = Vector X = 0 Y = 2 AddSegment = Vector X = 0 Y = 2 AddSegment = Vector X = 0 Y = 5 AddSegment = Vector X = 0 Y = 5 AddSegment = Vector X = -6 Y = 4 AddSegment = Vector X = -4 Y = 0 AddSegment = Vector X = -4 Y = 0 AddSegment = Vector X = -4 Y = 1 AddSegment = Vector X = -3 Y = 1 AddSegment = Vector X = 0 Y = -2 SlowTravelSpeed = 1.5 NormalTravelSpeed = 2.5 FastTravelSpeed = 4.5 PushForce = 10000 CrouchLimbPath = LimbPath PresetName = Light Scavenger Crouch Path StartOffset = Vector X = 10 Y = 3 StartSegCount = 0 SlowTravelSpeed = 0.1 NormalTravelSpeed = 0.5 FastTravelSpeed = 1.5 PushForce = 8000 CrawlLimbPath = LimbPath PresetName = Light Scavenger Crawl Path StartOffset = Vector X = -12 Y = -8 StartSegCount = 2 AddSegment = Vector X = 12 Y = 0 AddSegment = Vector X = 8 Y = 2 AddSegment = Vector X = 0 Y = 8 AddSegment = Vector X = 0 Y = 10 SlowTravelSpeed = 1.5 NormalTravelSpeed = 1.8 FastTravelSpeed = 4.5 PushForce = 8000 ArmCrawlLimbPath = LimbPath PresetName = Light Scavenger Arm Crawl Path StartOffset = Vector X = -6 Y = -5 StartSegCount = 2 AddSegment = Vector X = 0 Y = -4 AddSegment = Vector X = 3 Y = -3 AddSegment = Vector X = 4 Y = 0 AddSegment = Vector X = 4 Y = 4 AddSegment = Vector X = 0 Y = 10 SlowTravelSpeed = 1.5 NormalTravelSpeed = 1.5 FastTravelSpeed = 4.5 PushForce = 6000 ClimbLimbPath = LimbPath PresetName = Light Scavenger Climb Path StartOffset = Vector X = -8 Y = -10 StartSegCount = 6 AddSegment = Vector X = 0 Y = -4 AddSegment = Vector X = 3 Y = -3 AddSegment = Vector X = 10 Y = 0 AddSegment = Vector X = 4 Y = 4 AddSegment = Vector X = 0 Y = 8 AddSegment = Vector X = 0 Y = 14 AddSegment = Vector X = -5 Y = 5 AddSegment = Vector X = -3 Y = 0 SlowTravelSpeed = 1.5 NormalTravelSpeed = 2.0 FastTravelSpeed = 4.5 PushForce = 5000 JumpLimbPath = LimbPath PresetName = Light Scavenger Jump Path StartOffset = Vector X = 0 Y = 8 StartSegCount = 3 AddSegment = Vector X = 0 Y = -10 AddSegment = Vector X = 0 Y = 4 AddSegment = Vector X = 0 Y = 4 AddSegment = Vector X = -8 Y = 14 SlowTravelSpeed = 3 NormalTravelSpeed = 6 FastTravelSpeed = 7 PushForce = 5000 DislodgeLimbPath = LimbPath PresetName = Light Scavenger Dislodge Path StartOffset = Vector X = 2 Y = -10 StartSegCount = 0 AddSegment = Vector X = 0 Y = 6 SlowTravelSpeed = 1.5 NormalTravelSpeed = 2.5 FastTravelSpeed = 4.5 PushForce = 10000 AddGib = Gib GibParticle = MOSRotating CopyOf = Soldier Rib Cage Gib A Offset = Vector X = 0 Y = -4 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Soldier Misc Gib A Offset = Vector X = 1 Y = -6 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel White Micro A Offset = Vector X = 1 Y = -2.5 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel White Micro A Offset = Vector X = -2 Y = -6.5 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel White Tiny A Offset = Vector X = -0.5 Y = -6 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Soldier Misc Gib B Offset = Vector X = 4 Y = -1 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Soldier Misc Gib C Offset = Vector X = -4 Y = -6 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Bone Small D Offset = Vector X = -2.5 Y = -1 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = -3.5 Y = 1 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = -4.5 Y = -4 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = -4.5 Y = -10 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Soldier Misc Gib D Offset = Vector X = 1 Y = 2 Count = 1 Spread = 0 GibImpulseLimit = 4100 GibWoundLimit = 20 GibSound = Sound CopyOf = Flesh Body Blunt Hit
^- May or may not work, haven't tested it yet.
Fri Aug 24, 2012 6:42 pm
Chronometer
Joined: Sun Jan 15, 2012 10:12 pm Posts: 207 Location: Burrowed, waiting for you to come by.
Re: Where did I go wrong?
First off, every time there's a FrameCount = (Whatever) It tends to screw up.
Code:
--------------------------- RTE Aborted! (x_x) --------------------------- Could not match property in DuskScavengers.rte/Soldiers/Light/Light.ini at line 10!
The last frame has been dumped to 'abortscreen.bmp'
You can copy this message with Ctrl+C --------------------------- OK ---------------------------
--------------------------- RTE Aborted! (x_x) --------------------------- Could not match property in DuskScavengers.rte/Soldiers/Light/Light.ini at line 14!
The last frame has been dumped to 'abortscreen.bmp'
You can copy this message with Ctrl+C --------------------------- OK ---------------------------
Line 14 = Angular vel
Code:
AddEffect = Attachable PresetName = Light Scavenger Head AddToGroup = Scavenger Parts Mass = 17.45 Sharpness = 1.3 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = DuskScavengers.rte/Soldiers/Light/HeadA.bmp FrameCount = 1 SpriteOffset = Vector X = -5 Y = -5 AngularVel = 6
Fri Aug 24, 2012 8:09 pm
ShadowStorm
Joined: Thu Jan 21, 2010 10:59 pm Posts: 151
Re: Where did I go wrong?
Every time you mention a .bmp you should add the Framecount = # after it Ie: in your code you have
Code:
AddActor = Arm CopyOf = Robot FG Arm 1 PresetName = Robot BG Arm 1 SpriteFile = ContentFile FilePath = DuskScavengers.rte/Soldiers/Light/ArmFGA.bmp
what you should have is:
Code:
AddActor = Arm CopyOf = Robot FG Arm 1 PresetName = Robot BG Arm 1 SpriteFile = ContentFile FilePath = DuskScavengers.rte/Soldiers/Light/ArmFGA.bmp Framecount = 5
Try replacing the head code with this:
Code:
AddEffect = Attachable PresetName = Light Scavenger Head Mass = 14.24 Sharpness = 1.2 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = DuskScavengers.rte/Soldiers/Light/HeadA.bmp FrameCount = 1 SpriteOffset = Vector X = -5 Y = -5 AngularVel = 6 EntryWound = AEmitter CopyOf = Wound Bone Entry ExitWound = AEmitter CopyOf = Wound Bone Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 4 Depth = 0 DeepCheck = 1 JointStrength = 45 JointStiffness = 0.1 BreakWound = AEmitter CopyOf = Wound Bone Break JointOffset = Vector X = 0 Y = 6 GibImpulseLimit = 250 GibWoundLimit = 7 GibSound = Sound CopyOf = Bone Crack AddGib = Gib GibParticle = MOSRotating CopyOf = Brain Case Gib A Offset = Vector X = 0 Y = 0 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Dark Tiny A Offset = Vector X = -6 Y = 0 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Dark Tiny A Offset = Vector X = 0.5 Y = 2.5 Count = 3 Spread = 0 MinVelocity = 0 MaxVelocity = 0 GibImpulseLimit = 150 GibWoundLimit = 7
Fri Aug 24, 2012 10:08 pm
Chronometer
Joined: Sun Jan 15, 2012 10:12 pm Posts: 207 Location: Burrowed, waiting for you to come by.
Re: Where did I go wrong?
ShadowStorm wrote:
[/code] Try replacing the head code with this:
Code:
AddEffect = Attachable PresetName = Light Scavenger Head Mass = 14.24 Sharpness = 1.2 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = DuskScavengers.rte/Soldiers/Light/HeadA.bmp FrameCount = 1 SpriteOffset = Vector X = -5 Y = -5 AngularVel = 6 EntryWound = AEmitter CopyOf = Wound Bone Entry ExitWound = AEmitter CopyOf = Wound Bone Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 4 Depth = 0 DeepCheck = 1 JointStrength = 45 JointStiffness = 0.1 BreakWound = AEmitter CopyOf = Wound Bone Break JointOffset = Vector X = 0 Y = 6 GibImpulseLimit = 250 GibWoundLimit = 7 GibSound = Sound CopyOf = Bone Crack AddGib = Gib GibParticle = MOSRotating CopyOf = Brain Case Gib A Offset = Vector X = 0 Y = 0 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Dark Tiny A Offset = Vector X = -6 Y = 0 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Dark Tiny A Offset = Vector X = 0.5 Y = 2.5 Count = 3 Spread = 0 MinVelocity = 0 MaxVelocity = 0 GibImpulseLimit = 150 GibWoundLimit = 7
Whenever it gets to sprite offset vector OR framecount it eff's
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