| Author | Message | 
        
			| vagyr 
					Joined: Sun Jan 11, 2009 10:54 am
 Posts: 365
   |   random error heeelp!?!?!?now i have another random error!!! it says error on line 5(it cannot mach property) and sometimes it will say error on line 43(it cannot mach property)!?!?!? what do i do wrong??? it has an error on the mass?!?!? and on the color?!?!? Code: AddEffect = AttachableInstanceName = Sniper Pulse Muzzle
 ScreenEffect = ContentFile
 FilePath = Tau.rte/Pulse Rifle auto fire/pulseglow.bmp
 Mass = 0.0001
 HitsMOs = 0
 GetsHitByMOs = 0
 SpriteFile = ContentFile
 FilePath = Tau.rte/Pulse Rifle auto fire/pulsebeam.bmp
 FrameCount = 2
 SpriteOffset = Vector
 X = 0 //-8
 Y = -9
 AtomGroup = AtomGroup
 AutoGenerate = 1
 Material = Material
 CopyOf = Air
 Resolution = 2
 Depth = 100
 DeepGroup = AtomGroup
 AutoGenerate = 1
 Material = Material
 CopyOf = Air
 Resolution = 3
 Depth = 100
 DeepCheck = 0
 JointStrength = 10000
 JointStiffness = 1
 DrawAfterParent = 0
 
 AddEffect = MOPixel
 InstanceName = Particle Rail Glow
 Mass = 0.013
 //RestThreshold = 500
 GlobalAccScalar = 0
 LifeTime = 500
 Sharpness = 0.0001
 HitsMOs = 0
 GetsHitByMOs = 0
 Color = Color
 R = 0
 G = 0
 B = 200
 Atom = Atom
 Material = Material
 CopyOf = Bullet Metal
 TrailColor = Color
 R = 200
 G = 200
 B = 255
 TrailLength = 4
 ScreenEffect = ContentFile
 FilePath = Base.rte/Effects/Glows/BlueSmall.bmp
 EffectStartTime = 0
 EffectStopTime = 500
 EffectStartStrength = 1.0
 EffectStopStrength = 0.1
 EffectAlwaysShows = 1
 
 AddEffect = MOPixel
 InstanceName = Particle 1
 Mass = 0.05
 RestThreshold = 500
 LifeTime = 300
 Sharpness = 50
 HitsMOs = 1
 GetsHitByMOs = 0
 Color = Color
 R = 255
 G = 255
 B = 255
 Atom = Atom
 Material = Material
 CopyOf = Metal
 TrailColor = Color
 R = 100
 G = 100
 B = 255
 TrailLength = 40
 
 AddAmmo = AEmitter
 PresetName = Particle Rail Rifle
 Mass = 4
 HitsMOs = 0
 GetsHitByMOs = 0
 SpriteFile = ContentFile
 FilePath = Coalition.rte/Devices/Rifles/SniperCasing.bmp
 LifeTime = 1
 FrameCount = 1
 SpriteOffset = Vector
 X = 0
 Y = -9
 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 = 1
 AddEmission = Emission
 EmittedParticle = MOPixel
 CopyOf = Particle 1
 ParticlesPerMinute = 1
 BurstSize = 2
 Spread = 0.0
 MaxVelocity = 220
 MinVelocity = 190
 PushesEmitter = 0
 AddEmission = Emission
 EmittedParticle = MOPixel
 CopyOf = Particle Rail Glow
 ParticlesPerMinute = 1
 BurstSize = 6
 Spread = 0.0
 MaxVelocity = 120
 MinVelocity = 10
 PushesEmitter = 0
 AddEmission = Emission
 EmittedParticle = MOPixel
 CopyOf = Particle Rail Glow
 PresetName = Particle Rail Glow Large
 ScreenEffect = ContentFile
 FilePath = Base.rte/Effects/Glows/BlueBig.bmp
 EffectStartTime = 0
 EffectStopTime = 500
 EffectStartStrength = 0.9
 EffectStopStrength = 0.1
 EffectAlwaysShows = 1
 ParticlesPerMinute = 1
 BurstSize = 3
 Spread = 0.0
 MaxVelocity = 100
 MinVelocity = 10
 PushesEmitter = 0
 EmissionEnabled = 1
 EmissionsIgnoreThis = 0
 BurstTriggered = 1
 
 AddAmmo = Round
 InstanceName = Round 1
 ParticleCount = 1
 Particle = AEmitter
 CopyOf = Particle Rail Rifle
 Shell = None
 FireVelocity = 10
 ShellVelocity = 0
 Separation = 0
 
 AddAmmo = Magazine
 InstanceName = Magazine Pulse
 Mass = 2
 HitsMOs = 0
 GetsHitByMOs = 0
 SpriteFile = ContentFile
 FilePath = Base.rte/Null.bmp
 FrameCount = 1
 SpriteOffset = Vector
 X = 28
 Y = -5
 EntryWound = AEmitter
 CopyOf = Dent Metal
 ExitWound = AEmitter
 CopyOf = Dent Metal
 AtomGroup = AtomGroup
 AutoGenerate = 1
 Material = Material
 CopyOf = Grass
 Resolution = 2
 Depth = 0
 DeepGroup = AtomGroup
 AutoGenerate = 1
 Material = Material
 CopyOf = Grass
 Resolution = 3
 Depth = 1
 DeepCheck = 1
 JointStrength = 200
 JointStiffness = 1
 JointOffset = Vector
 X = 0
 Y = -3
 ParentOffset = Vector
 X = 1
 Y = 0
 DrawAfterParent = 0
 RoundCount = 60
 RTTRatio = 4
 RegularRound = Round
 CopyOf = Round 1
 AddGib = Gib
 GibParticle = MOSParticle
 CopyOf = Tiny Smoke Ball 1
 Count = 10
 Spread = 1
 MaxVelocity = 4
 MinVelocity = 4
 GibImpulseLimit = 0.00001
 
 AddDevice = HDFirearm
 PresetName = Pulse Rifle/single fire
 Description = The Tau have developed rifle-sized plasma weapons immune to ovetrheat and catostrophic failure, a feat never before acheived, not even by the Eldar. They are used as standard-issue weapons. They have a high armor penetration value(medioum range)this weapon has been seted on single fire.
 AddToGroup = Weapons
 AddToGroup = T'au
 Mass = 20
 HitsMOs = 0
 GetsHitByMOs = 1
 SpriteFile = ContentFile
 FilePath = Tau.rte/Pulse Rifle 1shot/pulserifle.bmp
 FrameCount = 2
 SpriteOffset = Vector
 X = -16
 Y = -7
 EntryWound = AEmitter
 CopyOf = Dent Metal
 ExitWound = AEmitter
 CopyOf = Dent Metal
 GoldValue = 150
 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 = 1
 JointStrength = 75
 JointStiffness = 0.5
 JointOffset = Vector
 X = -3
 Y = 3
 DrawAfterParent = 0
 StanceOffset = Vector
 X = 6
 Y = 5
 SharpStanceOffset = Vector
 X = 7
 Y = -2
 SupportOffset = Vector
 X = 5
 Y = 4
 SharpLength = 480
 Magazine = Magazine
 CopyOf = Magazine Pulse
 ParentOffset = Vector
 X = 3
 Y = 1
 Flash = Attachable
 CopyOf = Sniper Pulse Muzzle
 FireSound = Sound
 AddSample = ContentFile
 FilePath = Tau.rte/Pulse Rifle 1shot/shot.ogg
 AddSample = ContentFile
 FilePath = Tau.rte/Pulse Rifle 1shot/shot2.ogg
 EmptySound = Sound
 AddSample = ContentFile
 FilePath = Tau.rte/Pulse Rifle 1shot/empty.ogg
 ReloadStartSound = Sound
 AddSample = ContentFile
 FilePath = Tau.rte/Pulse Rifle 1shot/relostart.ogg
 ReloadEndSound = Sound
 AddSample = ContentFile
 FilePath = Tau.rte/Pulse Rifle 1shot/reloend.ogg
 RateOfFire = 50
 ReloadTime = 2000
 FullAuto = 0
 FireIgnoresThis = 1
 ShakeRange = 0
 SharpShakeRange = 0
 NoSupportFactor = 0
 ParticleSpreadRange = 2
 ShellSpreadRange = 8
 ShellAngVelRange = 2
 MuzzleOffset = Vector
 X = 40
 Y = 0
 EjectionOffset = Vector
 X = -8
 Y = -1
 AddGib = Gib
 GibParticle = MOPixel
 CopyOf = Spark Yellow 1
 Count = 6
 Spread = 2.25
 MaxVelocity = 20
 MinVelocity = 8
 AddGib = Gib
 GibParticle = MOPixel
 CopyOf = Spark Yellow 2
 Count = 5
 Spread = 2.25
 MaxVelocity = 20
 MinVelocity = 8
 AddGib = Gib
 GibParticle = MOPixel
 CopyOf = Drop Oil
 Count = 4
 Spread = 2.25
 MaxVelocity = 10
 MinVelocity = 1
 AddGib = Gib
 GibParticle = MOSParticle
 CopyOf = Gib Metal Rust Micro A
 Count = 6
 Spread = 2.25
 MaxVelocity = 15
 MinVelocity = 5
 AddGib = Gib
 GibParticle = MOSParticle
 CopyOf = Gib Metal Grey Micro A
 Count = 18
 Spread = 2.25
 MaxVelocity = 15
 MinVelocity = 5
 GibWoundLimit = 18
 
 
    							Last edited by vagyr on Mon Feb 16, 2009 10:30 pm, edited 3 times in total. 
 
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			| Sun Feb 15, 2009 1:20 pm | 
					
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			| Solace 
					Joined: Sun Jun 10, 2007 2:05 am
 Posts: 426
   |   Re: weapon blows up when i use it!!!Have you tried moving the muzzleoffset forward a bit? 
 
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			| Sun Feb 15, 2009 8:27 pm | 
					
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			| vagyr 
					Joined: Sun Jan 11, 2009 10:54 am
 Posts: 365
   |   Re: weapon blows up when i use it!!!muzzleoffset???nooo...
 big mistake!!!
 woops!!!
 
 
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			| Sun Feb 15, 2009 8:37 pm | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: weapon blows up when i use it!!!yeah, emitters emissions arent counted in particlesignorethis or whatever that variable is, took me a while to figure out why my shotgun was exploding too  
 
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			| Mon Feb 16, 2009 5:38 am | 
					
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			| Exalion 
					Joined: Fri Mar 02, 2007 6:59 am
 Posts: 1726
 Location: NSW, Australia
   |   Re: weapon blows up when i use it!!!Remember, if you're using that technique with emitters emitting emitters and new bullets etc, put the muzzle offset a bit further forward than usual, that way you'll still be able to move and shoot. 
 
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			| Mon Feb 16, 2009 8:57 am | 
					
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			| numgun 
					Joined: Sat Jan 13, 2007 11:04 pm
 Posts: 2932
   |   Re: weapon blows up when i use it!!!Code: AddAmmo = RoundInstanceName = Round 1
 ParticleCount = 1   //3 <----
 Particle = AEmitter
 CopyOf = Particle Rail Rifle
 Shell = None
 FireVelocity = 10
 ShellVelocity = 0
 Separation = 0
When using weapons that fire using emitters, always have ParticleCount set to 1. BurstSize on the particles control how many particles shoot out.
 
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			| Mon Feb 16, 2009 1:01 pm | 
					
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			| vagyr 
					Joined: Sun Jan 11, 2009 10:54 am
 Posts: 365
   |   Re: weapon blows up when i use it!!!so if i set the burstsize on 10 the weapon will shoot 10 particles???then what does the particlecound does???
 
 
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			| Mon Feb 16, 2009 1:17 pm | 
					
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			| grenade 
					Joined: Mon Aug 18, 2008 5:29 pm
 Posts: 607
 Location: Ukraine,Odessa in the ASC bunker-base
   |   Re: weapon blows up when i use it!!!It does how much emmiters are shot . 
 
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			| Mon Feb 16, 2009 1:24 pm | 
					
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			| vagyr 
					Joined: Sun Jan 11, 2009 10:54 am
 Posts: 365
   |   Re: weapon blows up when i use it!!!thanks for the help!!!now the pulse rifle is almost perfect!!!
 
 
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			| Mon Feb 16, 2009 1:26 pm | 
					
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			| vagyr 
					Joined: Sun Jan 11, 2009 10:54 am
 Posts: 365
   |   Re: weapon blows up when i use it!!!so i fixed the muzzleoffset... it worked perfectly... now i have another random error!!! it says error on line 5(it cannot mach property) and sometimes it will say error on line 43(it cannot mach property)!?!?!? what do i do wrong??? it has an error on the mass?!?!? and on the color?!?!? Code: AddEffect = AttachableInstanceName = Sniper Pulse Muzzle
 ScreenEffect = ContentFile
 FilePath = Tau.rte/Pulse Rifle auto fire/pulseglow.bmp
 Mass = 0.0001
 HitsMOs = 0
 GetsHitByMOs = 0
 SpriteFile = ContentFile
 FilePath = Tau.rte/Pulse Rifle auto fire/pulsebeam.bmp
 FrameCount = 2
 SpriteOffset = Vector
 X = 0 //-8
 Y = -9
 AtomGroup = AtomGroup
 AutoGenerate = 1
 Material = Material
 CopyOf = Air
 Resolution = 2
 Depth = 100
 DeepGroup = AtomGroup
 AutoGenerate = 1
 Material = Material
 CopyOf = Air
 Resolution = 3
 Depth = 100
 DeepCheck = 0
 JointStrength = 10000
 JointStiffness = 1
 DrawAfterParent = 0
 
 AddEffect = MOPixel
 InstanceName = Particle Rail Glow
 Mass = 0.013
 //RestThreshold = 500
 GlobalAccScalar = 0
 LifeTime = 500
 Sharpness = 0.0001
 HitsMOs = 0
 GetsHitByMOs = 0
 Color = Color
 R = 0
 G = 0
 B = 200
 Atom = Atom
 Material = Material
 CopyOf = Bullet Metal
 TrailColor = Color
 R = 200
 G = 200
 B = 255
 TrailLength = 4
 ScreenEffect = ContentFile
 FilePath = Base.rte/Effects/Glows/BlueSmall.bmp
 EffectStartTime = 0
 EffectStopTime = 500
 EffectStartStrength = 1.0
 EffectStopStrength = 0.1
 EffectAlwaysShows = 1
 
 AddEffect = MOPixel
 InstanceName = Particle 1
 Mass = 0.05
 RestThreshold = 500
 LifeTime = 300
 Sharpness = 50
 HitsMOs = 1
 GetsHitByMOs = 0
 Color = Color
 R = 255
 G = 255
 B = 255
 Atom = Atom
 Material = Material
 CopyOf = Metal
 TrailColor = Color
 R = 100
 G = 100
 B = 255
 TrailLength = 40
 
 AddAmmo = AEmitter
 PresetName = Particle Rail Rifle
 Mass = 4
 HitsMOs = 0
 GetsHitByMOs = 0
 SpriteFile = ContentFile
 FilePath = Coalition.rte/Devices/Rifles/SniperCasing.bmp
 LifeTime = 1
 FrameCount = 1
 SpriteOffset = Vector
 X = 0
 Y = -9
 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 = 1
 AddEmission = Emission
 EmittedParticle = MOPixel
 CopyOf = Particle 1
 ParticlesPerMinute = 1
 BurstSize = 2
 Spread = 0.0
 MaxVelocity = 220
 MinVelocity = 190
 PushesEmitter = 0
 AddEmission = Emission
 EmittedParticle = MOPixel
 CopyOf = Particle Rail Glow
 ParticlesPerMinute = 1
 BurstSize = 6
 Spread = 0.0
 MaxVelocity = 120
 MinVelocity = 10
 PushesEmitter = 0
 AddEmission = Emission
 EmittedParticle = MOPixel
 CopyOf = Particle Rail Glow
 PresetName = Particle Rail Glow Large
 ScreenEffect = ContentFile
 FilePath = Base.rte/Effects/Glows/BlueBig.bmp
 EffectStartTime = 0
 EffectStopTime = 500
 EffectStartStrength = 0.9
 EffectStopStrength = 0.1
 EffectAlwaysShows = 1
 ParticlesPerMinute = 1
 BurstSize = 3
 Spread = 0.0
 MaxVelocity = 100
 MinVelocity = 10
 PushesEmitter = 0
 EmissionEnabled = 1
 EmissionsIgnoreThis = 0
 BurstTriggered = 1
 
 AddAmmo = Round
 InstanceName = Round 1
 ParticleCount = 1
 Particle = AEmitter
 CopyOf = Particle Rail Rifle
 Shell = None
 FireVelocity = 10
 ShellVelocity = 0
 Separation = 0
 
 AddAmmo = Magazine
 InstanceName = Magazine Pulse
 Mass = 2
 HitsMOs = 0
 GetsHitByMOs = 0
 SpriteFile = ContentFile
 FilePath = Base.rte/Null.bmp
 FrameCount = 1
 SpriteOffset = Vector
 X = 28
 Y = -5
 EntryWound = AEmitter
 CopyOf = Dent Metal
 ExitWound = AEmitter
 CopyOf = Dent Metal
 AtomGroup = AtomGroup
 AutoGenerate = 1
 Material = Material
 CopyOf = Grass
 Resolution = 2
 Depth = 0
 DeepGroup = AtomGroup
 AutoGenerate = 1
 Material = Material
 CopyOf = Grass
 Resolution = 3
 Depth = 1
 DeepCheck = 1
 JointStrength = 200
 JointStiffness = 1
 JointOffset = Vector
 X = 0
 Y = -3
 ParentOffset = Vector
 X = 1
 Y = 0
 DrawAfterParent = 0
 RoundCount = 60
 RTTRatio = 4
 RegularRound = Round
 CopyOf = Round 1
 AddGib = Gib
 GibParticle = MOSParticle
 CopyOf = Tiny Smoke Ball 1
 Count = 10
 Spread = 1
 MaxVelocity = 4
 MinVelocity = 4
 GibImpulseLimit = 0.00001
 
 AddDevice = HDFirearm
 PresetName = Pulse Rifle/single fire
 Description = The Tau have developed rifle-sized plasma weapons immune to ovetrheat and catostrophic failure, a feat never before acheived, not even by the Eldar. They are used as standard-issue weapons. They have a high armor penetration value(medioum range)this weapon has been seted on single fire.
 AddToGroup = Weapons
 AddToGroup = T'au
 Mass = 20
 HitsMOs = 0
 GetsHitByMOs = 1
 SpriteFile = ContentFile
 FilePath = Tau.rte/Pulse Rifle 1shot/pulserifle.bmp
 FrameCount = 2
 SpriteOffset = Vector
 X = -16
 Y = -7
 EntryWound = AEmitter
 CopyOf = Dent Metal
 ExitWound = AEmitter
 CopyOf = Dent Metal
 GoldValue = 150
 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 = 1
 JointStrength = 75
 JointStiffness = 0.5
 JointOffset = Vector
 X = -3
 Y = 3
 DrawAfterParent = 0
 StanceOffset = Vector
 X = 6
 Y = 5
 SharpStanceOffset = Vector
 X = 7
 Y = -2
 SupportOffset = Vector
 X = 5
 Y = 4
 SharpLength = 480
 Magazine = Magazine
 CopyOf = Magazine Pulse
 ParentOffset = Vector
 X = 3
 Y = 1
 Flash = Attachable
 CopyOf = Sniper Pulse Muzzle
 FireSound = Sound
 AddSample = ContentFile
 FilePath = Tau.rte/Pulse Rifle 1shot/shot.ogg
 AddSample = ContentFile
 FilePath = Tau.rte/Pulse Rifle 1shot/shot2.ogg
 EmptySound = Sound
 AddSample = ContentFile
 FilePath = Tau.rte/Pulse Rifle 1shot/empty.ogg
 ReloadStartSound = Sound
 AddSample = ContentFile
 FilePath = Tau.rte/Pulse Rifle 1shot/relostart.ogg
 ReloadEndSound = Sound
 AddSample = ContentFile
 FilePath = Tau.rte/Pulse Rifle 1shot/reloend.ogg
 RateOfFire = 50
 ReloadTime = 2000
 FullAuto = 0
 FireIgnoresThis = 1
 ShakeRange = 0
 SharpShakeRange = 0
 NoSupportFactor = 0
 ParticleSpreadRange = 2
 ShellSpreadRange = 8
 ShellAngVelRange = 2
 MuzzleOffset = Vector
 X = 40
 Y = 0
 EjectionOffset = Vector
 X = -8
 Y = -1
 AddGib = Gib
 GibParticle = MOPixel
 CopyOf = Spark Yellow 1
 Count = 6
 Spread = 2.25
 MaxVelocity = 20
 MinVelocity = 8
 AddGib = Gib
 GibParticle = MOPixel
 CopyOf = Spark Yellow 2
 Count = 5
 Spread = 2.25
 MaxVelocity = 20
 MinVelocity = 8
 AddGib = Gib
 GibParticle = MOPixel
 CopyOf = Drop Oil
 Count = 4
 Spread = 2.25
 MaxVelocity = 10
 MinVelocity = 1
 AddGib = Gib
 GibParticle = MOSParticle
 CopyOf = Gib Metal Rust Micro A
 Count = 6
 Spread = 2.25
 MaxVelocity = 15
 MinVelocity = 5
 AddGib = Gib
 GibParticle = MOSParticle
 CopyOf = Gib Metal Grey Micro A
 Count = 18
 Spread = 2.25
 MaxVelocity = 15
 MinVelocity = 5
 GibWoundLimit = 18
 
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			| Mon Feb 16, 2009 4:23 pm | 
					
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			| Solace 
					Joined: Sun Jun 10, 2007 2:05 am
 Posts: 426
   |   Re: weapon blows up when i use it!!!numgun wrote: When using weapons that fire using emitters, always have ParticleCount set to 1.BurstSize on the particles control how many particles shoot out.
That's good to know... what's BurstScale do? They sound about the same thing... >.>;
 
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			| Mon Feb 16, 2009 4:42 pm | 
					
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			| vagyr 
					Joined: Sun Jan 11, 2009 10:54 am
 Posts: 365
   |   Re: weapon blows up when i use it!!!Solace wrote: That's good to know... what's BurstScale do? They sound about the same thing... >.>;size??? or somethink like than i guess... any help with my new problem(yes i am realy feeling like a noob)???
 
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			| Mon Feb 16, 2009 4:45 pm | 
					
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