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MechFox
Joined: Tue Oct 02, 2007 7:01 pm Posts: 27
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Re: Adding a tail as an attachment
Ah, thanks
Well i finished, but i keep getting an error that says it cant read this line
AddEffect = Attachable InstanceName = Tail Mass = 3 Sharpness = 1 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Silver.rte/Tail001.bmp SpriteOffset = Vector X = -3 Y = 2 AngularVel = 6 EntryWound = AEmitter CopyOf = Dent Metal Light ExitWound = AEmitter CopyOf = Dent Metal Light AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 50 JointStiffness = 0.6 JointOffset = Vector X = -7 Y = 0 DrawAfterParent = 1 GibImpulseLimit = 1500 GibWoundLimit = 5
im unsure why it says it cant read it
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Tue Nov 18, 2008 4:05 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: Adding a tail as an attachment
MechFox wrote: Ah, thanks
Well i finished, but i keep getting an error that says it cant read this line
AddEffect = Attachable InstanceName = Tail Mass = 3 Sharpness = 1 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Silver.rte/Tail001.bmp FrameCount = (insert here) SpriteOffset = Vector X = -3 Y = 2 AngularVel = 6 EntryWound = AEmitter CopyOf = Dent Metal Light ExitWound = AEmitter CopyOf = Dent Metal Light AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 50 JointStiffness = 0.6 JointOffset = Vector X = -7 Y = 0 DrawAfterParent = 1 GibImpulseLimit = 1500 GibWoundLimit = 5 You don't have a frame count. also, it isn't tail001.bmp, its tail.bmp, but the files are tail001.bmp. unless its tail001001.bmp. or if it isn't animated.
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Tue Nov 18, 2008 4:15 am |
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Siric
Joined: Wed Oct 25, 2006 7:57 pm Posts: 240 Location: Out there, among the stars.
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Re: Adding a tail as an attachment
crazyMLC wrote: also, it isn't tail001.bmp, its tail.bmp, but the files are tail001.bmp.
unless its tail001001.bmp.
or if it isn't animated. wait, what? Kidding
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Tue Nov 18, 2008 5:35 am |
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MechFox
Joined: Tue Oct 02, 2007 7:01 pm Posts: 27
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Re: Adding a tail as an attachment
crazyMLC wrote: also, it isn't tail001.bmp, its tail.bmp, but the files are tail001.bmp.
unless its tail001001.bmp.
or if it isn't animated. Yeah, i fixed that, but that still leaves the problem listed before
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Tue Nov 18, 2008 8:17 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: Adding a tail as an attachment
crazyMLC wrote: MechFox wrote: Ah, thanks
Well i finished, but i keep getting an error that says it cant read this line
AddEffect = Attachable InstanceName = Tail Mass = 3 Sharpness = 1 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Silver.rte/Tail.bmp FrameCount = (insert here) SpriteOffset = Vector X = -3 Y = 2 AngularVel = 6 EntryWound = AEmitter CopyOf = Dent Metal Light ExitWound = AEmitter CopyOf = Dent Metal Light AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 50 JointStiffness = 0.6 JointOffset = Vector X = -7 Y = 0 DrawAfterParent = 1 GibImpulseLimit = 1500 GibWoundLimit = 5 You don't have a frame count. As I said. It's saying "SpriteOffset = Vector? What about the frame count!"
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Wed Nov 19, 2008 2:58 am |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: Adding a tail as an attachment
Maybe you've lost the tabs
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Wed Nov 19, 2008 4:39 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Adding a tail as an attachment
Nobody listens to me. >_>
You don't have a frame count in your code! Put it in there!
You have it like
FilePath = Silver.rte/Tail.bmp SpriteOffset = Vector
this and its supposed to be
FilePath = Silver.rte/Tail.bmp FrameCount = SpriteOffset = Vector
this.
Sprite offset isn't the problem!
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Wed Nov 19, 2008 5:48 pm |
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MechFox
Joined: Tue Oct 02, 2007 7:01 pm Posts: 27
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Re: Adding a tail as an attachment
The frame count is NOT the problem, each time it says Line 48 which is the line of Sprite Offset! Quote: AddEffect = Attachable InstanceName = Tail Mass = 3 Sharpness = 1 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Silver.rte/Tail.bmp FrameCount = SpriteOffset = Vector X = -3 Y = 2 AngularVel = 6 EntryWound = AEmitter CopyOf = Dent Metal Light ExitWound = AEmitter CopyOf = Dent Metal Light AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 50 JointStiffness = 0.6 JointOffset = Vector X = -7 Y = 0 DrawAfterParent = 1 GibImpulseLimit = 1500 GibWoundLimit =
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Fri Nov 21, 2008 1:41 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Adding a tail as an attachment
Code: AddEffect = Attachable InstanceName = some attachable name. Mass = 3 Sharpness = 1 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = some sprite FrameCount = 1 SpriteOffset = Vector X = -5 Y = -3 AngularVel = 6 EntryWound = AEmitter CopyOf = some wound entry ExitWound = AEmitter CopyOf = some wound entry AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Mega Metal Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 10000 JointStiffness = 0.1 // BreakWound = AEmitter // CopyOf = Wound Bone Break JointOffset = Vector X = 0 Y = 0 DrawAfterParent = 1 GibImpulseLimit = 50000 GibWoundLimit = 80 // GibSound = Sound // CopyOf = Bone Crack
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Fri Nov 21, 2008 1:53 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: Adding a tail as an attachment
Yeah, what DSMK2 said, you need a number. :/
Last edited by CrazyMLC on Fri Nov 21, 2008 2:27 am, edited 1 time in total.
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Fri Nov 21, 2008 2:15 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Adding a tail as an attachment
In most of the cases, the actual error happens before the line the error is reported. crazyMLC wrote: Yeah, what DMSK2 said, you need a number. :/ It's DSMK2 dammit.
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Fri Nov 21, 2008 2:19 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: Adding a tail as an attachment
Misspelling. X_X Call me MLCcrazy any time you want, heh.
Just have to remember you as the DS Lite.
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Fri Nov 21, 2008 2:27 am |
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MechFox
Joined: Tue Oct 02, 2007 7:01 pm Posts: 27
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Re: Adding a tail as an attachment
Thanks again, yet even still it says the frame count is an error. There is only 1 image needed, but still it says its the error
AddEffect = Attachable InstanceName = Tail Mass = 3 Sharpness = 1 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Silver.rte/Tail.bmp FrameCount = 1 SpriteOffset = Vector X = - Y = 2 AngularVel = 6 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Mega Metal Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 10000 JointStiffness = 0.1 // BreakWound = AEmitter // CopyOf = Wound Bone Break JointOffset = Vector X = 0 Y = -7 DrawAfterParent = 1 GibImpulseLimit = 50000 GibWoundLimit = 80 // GibSound = Sound // CopyOf = Bone Crack
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Fri Nov 21, 2008 6:55 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Adding a tail as an attachment
if you still have the sprite labelled Tail000.bmp that wont load. it needs to be Tail.bmp in this case.
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Fri Nov 21, 2008 8:41 am |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: Adding a tail as an attachment
You'd better post the mod .
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Fri Nov 21, 2008 12:13 pm |
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