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General_Party
Joined: Fri Jan 28, 2011 3:47 am Posts: 42
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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!
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Mon Jan 31, 2011 9:01 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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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.
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Mon Jan 31, 2011 9:04 pm |
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General_Party
Joined: Fri Jan 28, 2011 3:47 am Posts: 42
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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!
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Mon Jan 31, 2011 9:15 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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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.
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Mon Jan 31, 2011 9:19 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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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.
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Mon Jan 31, 2011 9:20 pm |
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General_Party
Joined: Fri Jan 28, 2011 3:47 am Posts: 42
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Re: I have a question.
Im sorry i don't exactly understand what you mean...
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Mon Jan 31, 2011 9:22 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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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.
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Mon Jan 31, 2011 9:29 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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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.
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Mon Jan 31, 2011 9:31 pm |
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General_Party
Joined: Fri Jan 28, 2011 3:47 am Posts: 42
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Re: I have a question.
So i have this other weapon called Beast i could replace gun with Beast?
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Mon Jan 31, 2011 9:31 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: I have a question.
If it is an HDFirearm, yes. Your turret will use your "Beast" weapon.
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Mon Jan 31, 2011 9:33 pm |
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General_Party
Joined: Fri Jan 28, 2011 3:47 am Posts: 42
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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.
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Mon Jan 31, 2011 9:34 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: I have a question.
Code: AddActor = Turret CopyOf = Light Turret Turret
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Mon Jan 31, 2011 9:37 pm |
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General_Party
Joined: Fri Jan 28, 2011 3:47 am Posts: 42
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Re: I have a question.
It still doesn't work!
AddActor = Turret CopyOf = Light Turret Turret
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Mon Jan 31, 2011 9:40 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: I have a question.
What is the error message?
What does the entire the code look like?
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Mon Jan 31, 2011 9:41 pm |
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General_Party
Joined: Fri Jan 28, 2011 3:47 am Posts: 42
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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
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Mon Jan 31, 2011 9:43 pm |
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