
 Re: Getting a no such operator defined error from only ini
Duh102 wrote:
We could better help you if you gave us the exact error it's giving you and posted the .ini with the code in it, it's hard to do debugging without the document itself.
EDIT:  Nevermind,. I accidentally put a script in my berry.  Lol...
The error is "ERROR: no such operator defined", and here's the whole ini:  (The gibbing is the only part making the error)
Code:
AddEffect = MOPixel
   InstanceName = Juice Blue
   Mass = 0.5
   LifeTime = 5000
   Sharpness = 20
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 53
      G = 115
      B = 197
   Atom = Atom
      Material = Material
         CopyOf = Blood
      TrailColor = Color
         R = 53
         G = 115
         B = 197
      TrailLength = 8
AddEffect = MOPixel
   InstanceName = Juice Purple
   Mass = 0.5
   LifeTime = 5000
   Sharpness = 20
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 100
      G = 115
      B = 197
   Atom = Atom
      Material = Material
         CopyOf = Blood
      TrailColor = Color
         R = 131
         G = 115
         B = 249
      TrailLength = 8
AddDevice = MOSRotating
   PresetName = Berry
   Mass = 2
   RestThreshold = 50
   HitsMOs = 1
   GetsHitByMOs = 1
   OrientToVel = 0
   SpriteFile = ContentFile
      FilePath = SweetDreams.rte/Sprites/Blueberry.bmp
   ScriptPath = SweetDreams.rte/Lua/Pie Bullet.lua
   FrameCount = 1
   SpriteOffset = Vector
      X = 0
      Y = 0
   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 = 0
   DeepCheck = 0
AddDevice = MOSRotating
   PresetName = Pie Bullet
   Mass = 30
   RestThreshold = -500
   HitsMOs = 1
   GetsHitByMOs = 1
   OrientToVel = 0.75
   SpriteFile = ContentFile
      FilePath = SweetDreams.rte/Sprites/PieVert.bmp
   //ScriptPath = SweetDreams.rte/Lua/Pie Bullet.lua
   FrameCount = 1
   SpriteOffset = Vector
      X = -4
      Y = -11.5
   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 = 0
   DeepCheck = 0
   GibImpulseLimit = 30
   GibWoundLimit = 3
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Berry
      Count = 6
      Spread = 360
      MaxVelocity = 10
      MinVelocity = 5
      InheritsVel = 1
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Juice Blue
      Count = 20
      Spread = 360
      MaxVelocity = 10
      MinVelocity = 8
      InheritsVel = 1
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Juice Purple
      Count = 20
      Spread = 360
      MaxVelocity = 10
      MinVelocity = 8
      InheritsVel = 1
   GibSound = Sound
      AddSample = ContentFile
         FilePath = SweetDreams.rte/Sounds/Splat1.wav
      AddSample = ContentFile
         FilePath = SweetDreams.rte/Sounds/Splat2.wav
      AddSample = ContentFile
         FilePath = SweetDreams.rte/Sounds/Splat3.wav
AddAmmo = Round
   PresetName = Round Pie Gun
   ParticleCount = 1
   Particle = MOSRotating
      CopyOf = Pie Bullet
   Shell = None
   FireVelocity = 30
   ShellVelocity = 0
   Separation = 2
AddAmmo = Magazine
   PresetName = Magazine Pie Gun
   Mass = 0
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Null.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = 0
      Y = 0
   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 = 3
      Depth = 1
   DeepCheck = 0
   JointStrength = 200
   JointStiffness = 1
   JointOffset = Vector
      X = 0
      Y = -3
   DrawAfterParent = 0
   RoundCount = -1
   RTTRatio = 0
   RegularRound = Round
      CopyOf = Round Pie Gun
   TracerRound = None
AddDevice = HDFirearm
   PresetName = Pies
   Description = Gibs anything it touches in a blueberry explosion!
   AddToGroup = Weapons
   Buyable = 1
   Mass = 2
   HitsMOs = 0
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = SweetDreams.rte/Sprites/PieVert.bmp
   SpriteOffset = Vector
      X = 0
      Y = 0
   //EntryWound = AEmitter
   //   CopyOf = Dent Metal
   //ExitWound = AEmitter
   //   CopyOf = Dent Metal
   GoldValue = 5
   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 = 0
      Y = 0
   DrawAfterParent = 0
   OneHanded = 1
   StanceOffset = Vector
      X = 12
      Y = 0
   SharpStanceOffset = Vector
      X = 13
      Y = -2
   SupportOffset = Vector
      X = 1
      Y = 2
   SharpLength = 60
   Magazine = Magazine
      CopyOf = Magazine Pie Gun
   Flash = None
   FireSound = Sound
      AddSample = ContentFile
         FilePath = SweetDreams.rte/Sounds/Throw1.wav
      AddSample = ContentFile
         FilePath = SweetDreams.rte/Sounds/Throw2.wav
      AddSample = ContentFile
         FilePath = SweetDreams.rte/Sounds/Throw3.wav
   RateOfFire = 100
   ReloadTime = 1
   FullAuto = 1
   FireIgnoresThis = 1
   ShakeRange = 4
   SharpShakeRange = 1
   NoSupportFactor = 1.2
   ParticleSpreadRange = 0
   ShellSpreadRange = 8
   ShellAngVelRange = 2
   MuzzleOffset = Vector
      X = 5
      Y = 0
   EjectionOffset = Vector
      X = -2
      Y = -1
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 1
      Count = 2
      Spread = 2.25
      MaxVelocity = 20
      MinVelocity = 8
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 2
      Count = 4
      Spread = 2.25
      MaxVelocity = 20
      MinVelocity = 8
   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 = 2
      Spread = 2.25
      MaxVelocity = 15
      MinVelocity = 5
   GibWoundLimit = 30