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 random error heeelp!?!?!? 
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Joined: Sun Jan 11, 2009 10:54 am
Posts: 365
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Post 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 = Attachable
   InstanceName = 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.



Sun Feb 15, 2009 1:20 pm
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Joined: Sun Jun 10, 2007 2:05 am
Posts: 426
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Post Re: weapon blows up when i use it!!!
Have you tried moving the muzzleoffset forward a bit?


Sun Feb 15, 2009 8:27 pm
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Joined: Sun Jan 11, 2009 10:54 am
Posts: 365
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Post Re: weapon blows up when i use it!!!
muzzleoffset???
nooo...
big mistake!!!
woops!!!


Sun Feb 15, 2009 8:37 pm
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Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
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Post 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 :P


Mon Feb 16, 2009 5:38 am
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Joined: Fri Mar 02, 2007 6:59 am
Posts: 1726
Location: NSW, Australia
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Post 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.


Mon Feb 16, 2009 8:57 am
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Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
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Post Re: weapon blows up when i use it!!!
Code:
AddAmmo = Round
   InstanceName = 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.


Mon Feb 16, 2009 1:01 pm
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Joined: Sun Jan 11, 2009 10:54 am
Posts: 365
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Post 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???


Mon Feb 16, 2009 1:17 pm
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Joined: Mon Aug 18, 2008 5:29 pm
Posts: 607
Location: Ukraine,Odessa in the ASC bunker-base
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Post Re: weapon blows up when i use it!!!
It does how much emmiters are shot .


Mon Feb 16, 2009 1:24 pm
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Joined: Sun Jan 11, 2009 10:54 am
Posts: 365
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Post Re: weapon blows up when i use it!!!
thanks for the help!!!
now the pulse rifle is almost perfect!!!


Mon Feb 16, 2009 1:26 pm
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Joined: Sun Jan 11, 2009 10:54 am
Posts: 365
Reply with quote
Post 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 = Attachable
   InstanceName = 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


Mon Feb 16, 2009 4:23 pm
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Joined: Sun Jun 10, 2007 2:05 am
Posts: 426
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Post 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... >.>;


Mon Feb 16, 2009 4:42 pm
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Joined: Sun Jan 11, 2009 10:54 am
Posts: 365
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Post 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)???


Mon Feb 16, 2009 4:45 pm
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