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 I have a question. 
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Joined: Fri Jan 28, 2011 3:47 am
Posts: 42
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Post I have a question.
So i have this problem in this script :

AddActor = Turret
PresetName = Turret
Mass = 0
HitsMOs = 0
GetsHitByMOs = 0
SpriteFile = ContentFile
FilePath = A&CMods.rte/Null.bmp
FrameCount = 1
SpriteOffset = Vector
X = 0
Y = 0
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Air
Resolution = 2
Depth = 1
DeepCheck = 0
JointStrength = 20000
JointStiffness = 0.95
DrawAfterParent = 1
MountedMO = HDFirearm
CopyOf = Gun



Im wondering how I would fix that

My problem is in red

Thanks!


Mon Jan 31, 2011 9:01 pm
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Data Realms Elite
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Post Re: I have a question.
Always put code in code boxes or pastebin, it's easier for us to read.

I'm not sure what your problem is, please explain further.


Mon Jan 31, 2011 9:04 pm
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Post Re: I have a question.
It fails at the red part it says
RTE Aborted! (x_x)
Abortion in file /Users/admin/Development/CortexCommand/cortex/System/Reader.cpp, line 543, because:

Referring to an instance ('Gun') to copy from that hasn't been defined! in A&CMods.rte/Weapons/MiniTurret/MiniTurret.ini at line 299!

Last frame has been aborted to blah blah blah!


Mon Jan 31, 2011 9:15 pm
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Post Re: I have a question.
You don't have an HDFirearm with the PresetName of Gun. That means either you make one, or change the CopyOf to an existing weapon.


Mon Jan 31, 2011 9:19 pm
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Post Re: I have a question.
CC48 ninja, still applies:

Well, this is a turret, and a turret needs a gun to be able to fire. You are looking for a gun that doesn't exist. Make a very small gun, then use the CopyOf to point to it.


Mon Jan 31, 2011 9:20 pm
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Post Re: I have a question.
Im sorry i don't exactly understand what you mean...


Mon Jan 31, 2011 9:22 pm
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Post Re: I have a question.
The Turret actor you are trying to create requires an HDFirearm. When attaching an HDFirearm to a Turret, you use
Code:
   MountedMO = HDFirearm
      CopyOf = <HDFirearm PresetName>

In your code, you have "Gun" in the place of the required HDFirearm's PresetName. The HDFirearm "Gun" does not exists, meaning you did not create it. That means that you either must create an HDFirearm with the PresetName of "Gun", or change "Gun" to the PresetName of an existing HDFirearm.


Mon Jan 31, 2011 9:29 pm
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Post Re: I have a question.
Double ninja. I am unhappy.

A turret is different to a gun. A turret is just a bit on top of a crab. You need to attach a gun before it will be able to fire. This is how the dreadnought can have an upper body-like structure that fragments.


Mon Jan 31, 2011 9:31 pm
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Post Re: I have a question.
So i have this other weapon called Beast i could replace gun with Beast?


Mon Jan 31, 2011 9:31 pm
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Post Re: I have a question.
If it is an HDFirearm, yes. Your turret will use your "Beast" weapon.


Mon Jan 31, 2011 9:33 pm
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Post Re: I have a question.
Thanks but i have another error and using Beast doesn't fix it

Turret = Turret
CopyOf = Light Turret Turret

sorry about not having it in a paste bin.


Mon Jan 31, 2011 9:34 pm
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Post Re: I have a question.
Code:
AddActor = Turret
   CopyOf = Light Turret Turret


Mon Jan 31, 2011 9:37 pm
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Post Re: I have a question.
It still doesn't work!

AddActor = Turret
CopyOf = Light Turret Turret


Mon Jan 31, 2011 9:40 pm
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Post Re: I have a question.
What is the error message?

What does the entire the code look like?


Mon Jan 31, 2011 9:41 pm
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Post Re: I have a question.
Heres the intire part of the code

My problem is Red

AddActor = ACrab
PresetName = Light Turret
PinStrength = 1000
Mass = 15
GlobalAccScalar = 0
Buyable = 0
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = A&CMods.rte/Weapons/MiniTurret/Images/MiniTurretBase.bmp
FrameCount = 1
SpriteOffset = Vector
X = -7
Y = -21
EntryWound = AEmitter
CopyOf = Dent Metal
ExitWound = AEmitter
CopyOf = Dent Metal
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Military Stuff
Bounce = 0.1
StructuralIntegrity = 135
Resolution = 4
Depth = 0
DeepGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Military Stuff
Bounce = 0.1
StructuralIntegrity = 135
Resolution = 6
Depth = 0
DeepCheck = 0
BodyHitSound = Sound
CopyOf = Metal Body Blunt Hit
DeathSound = Sound
CopyOf = Ship Explosion
Health = 100
ImpulseDamageThreshold = 3500
GibImpulseLimit = 15000
GibWoundLimit = 7
AimRange = 1.5708
AimDistance = 350
Perceptiveness = 0.975
CharHeight = 100
AddActor = Turret
CopyOf = MiniTurretBase

ParentOffset = Vector
X = -1
Y = -16
LFGLeg = Leg
CopyOf = Null Leg
ParentOffset = Vector
X = -5
Y = 1
LBGLeg = Leg
CopyOf = Null Leg
ParentOffset = Vector
X = -5
Y = 1
RFGLeg = Leg
CopyOf = Null Leg
ParentOffset = Vector
X = 5
Y = 1
RBGLeg = Leg
CopyOf = Null Leg
ParentOffset = Vector
X = 5
Y = 1
LFootGroup = AtomGroup
CopyOf = CrabFootGroup
RFootGroup = AtomGroup
CopyOf = CrabFootGroup
LStandLimbPath = LimbPath
PresetName = 0 Stand Path Left
StartOffset = Vector
X = 0
Y = 0
PushForce = 0
LWalkLimbPath = LimbPath
PresetName = 0 Walk Path Left
StartOffset = Vector
X = 0
Y = 0
PushForce = 0
LDislodgeLimbPath = LimbPath
PresetName = 0 Dislodge Path Left
StartOffset = Vector
X = -1
Y = -10
StartSegCount = 0
AddSegment = Vector
X = 0
Y = 6
PushForce = 0
RStandLimbPath = LimbPath
CopyOf = 0 Stand Path Left
PresetName = 0 Stand Path Right
StartOffset = Vector
X = 6
Y = 6
RWalkLimbPath = LimbPath
CopyOf = 0 Walk Path Left
PresetName = 0 Walk Path Right
StartOffset = Vector
X = -2
Y = -12
RDislodgeLimbPath = LimbPath
CopyOf = 0 Dislodge Path Left
PresetName = 0 Dislodge Path Right
StartOffset = Vector
X = 2
Y = -10
AddGib = Gib
GibParticle = MOPixel
CopyOf = Glow Particle Yellow Huge
Count = 2
MinVelocity = 5
MaxVelocity = 15
InheritsVel = 0
AddGib = Gib
GibParticle = AEmitter
CopyOf = Fuel Fire Trace Gray
PresetName = Ship Explosion
LifeTime = 175
Count = 8
MaxVelocity = 14
MinVelocity = 7
LifeVariation = 0.2
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Flame Ball 1
Count = 10
Spread = 3.1
MaxVelocity = 16
MinVelocity = 4
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Explosion Smoke 1
Count = 20
Spread = 3.1
MaxVelocity = 10
MinVelocity = 0
LifeVariation = 0.4
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Explosion Smoke 2
Count = 15
Spread = 3.1
MaxVelocity = 15
MinVelocity = 5
LifeVariation = 0.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Base.rte/Explosion Smoke 1
Offset = Vector
X = 0
Y = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Base.rte/Explosion Smoke 2
Offset = Vector
X = 0
Y = 0


Mon Jan 31, 2011 9:43 pm
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