Actors not showing up on Buy List
Well, I started working on my first mod. I first started working on an actor, then the equipment (medkits and such). But when I created the equipment for the actor, he didn't show up on the buy list. I am in rage, srsly... this modding system is really driving me nuts.
I used Browncoats.rte as a template, and only few things are changed in the script (just this):
Code:
AddActor = AHuman
InstanceName = Mercenary
Description = A gun for hire, cheap but fierceful!
AddToGroup = Actors
Buyable = 1
Mass = 50
GoldValue = 200
HitsMOs = 1
GetsHitByMOs = 1
ScriptPath = Base.rte/Actors/AI/HumanAI.lua
SpriteFile = ContentFile
FilePath = BF3_A.rte/Actors/Soldier/US_Assault/Default/TorsoAssault_us_normal.bmp
FrameCount = 1
SpriteOffset = Vector
X = -5
Y = -12
AngularVel = 0
EntryWound = AEmitter
CopyOf = Wound Flesh Entry
ExitWound = AEmitter
CopyOf = Wound Flesh Exit
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Kevlared Flesh
Resolution = 4
Depth = 0
DeepGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Civilian Stuff
Resolution = 6
Depth = 3
DeepCheck = 0
BodyHitSound = Sound
CopyOf = Flesh Body Blunt Hit
PainSound = Sound
CopyOf = Human Pain
DeathSound = Sound
CopyOf = Human Death
DeviceSwitchSound = Sound
CopyOf = Device Switch
Status = 0
Health = 100
ImpulseDamageThreshold = 3100
AimAngle = 0
AimDistance = 33
Perceptiveness = 0.9
CharHeight = 105
HolsterOffset = Vector
X = -6
Y = -4
Head = Attachable
CopyOf = US Assault Head
ParentOffset = Vector
X = 2
Y = -8
Jetpack = AEmitter
CopyOf = Jetpack Heavy
SpriteFile = ContentFile
FilePath = BF3_A.rte/Actors/Soldier/JetpackAssault.bmp
ParentOffset = Vector
X = -7
Y = 3
DrawAfterParent = 0
JumpTime = 5 // Secs
AddAttachable = Attachable
CopyOf = Gun Sling
ParentOffset = Vector
X = -6
Y = -8
FGArm = Arm
CopyOf = Browncoat Arm FG A
ParentOffset = Vector
X = -1
Y = -4
BGArm = Arm
CopyOf = Browncoat Arm BG A
ParentOffset = Vector
X = 4
Y = -5
FGLeg = Leg
CopyOf = Browncoat Leg FG A
ParentOffset = Vector
X = 0
Y = 3
BGLeg = Leg
CopyOf = Browncoat Leg BG A
ParentOffset = Vector
X = 4
Y = 3
HandGroup = AtomGroup
CopyOf = HandGroup
FGFootGroup = AtomGroup
CopyOf = Foot
BGFootGroup = AtomGroup
CopyOf = Foot
// StrideSound = Sound
// CopyOf = Robot Stride
StandLimbPath = LimbPath
PresetName = Browncoat Stand Path
StartOffset = Vector
X = -1
Y = 16
StartSegCount = 0
SlowTravelSpeed = 0.1
NormalTravelSpeed = 0.5
FastTravelSpeed = 1.5
PushForce = 8000
StandLimbPathBG = LimbPath
CopyOf = Browncoat Stand Path
StartOffset = Vector
X = 7
Y = 16
WalkLimbPath = LimbPath
PresetName = Browncoat Walk Path
StartOffset = Vector
X = 10
Y = -2
StartSegCount = 3
AddSegment = Vector
X = 0
Y = 2
AddSegment = Vector
X = 0
Y = 2
AddSegment = Vector
X = 0
Y = 5
AddSegment = Vector
X = 0
Y = 5
AddSegment = Vector
X = -6
Y = 4
AddSegment = Vector
X = -4
Y = 0
AddSegment = Vector
X = -4
Y = 0
AddSegment = Vector
X = -4
Y = 1
AddSegment = Vector
X = -3
Y = 1
AddSegment = Vector
X = 0
Y = -2
SlowTravelSpeed = 1.9
NormalTravelSpeed = 3.2
FastTravelSpeed = 4.5
PushForce = 8000
CrouchLimbPath = LimbPath
PresetName = Browncoat Crouch Path
StartOffset = Vector
X = 10
Y = 3
StartSegCount = 0
SlowTravelSpeed = 0.1
NormalTravelSpeed = 0.5
FastTravelSpeed = 1.5
PushForce = 8000
CrawlLimbPath = LimbPath
PresetName = Browncoat Crawl Path
StartOffset = Vector
X = -12
Y = -8
StartSegCount = 2
AddSegment = Vector
X = 12
Y = 0
AddSegment = Vector
X = 8
Y = 2
AddSegment = Vector
X = 0
Y = 8
AddSegment = Vector
X = 0
Y = 10
SlowTravelSpeed = 1.5
NormalTravelSpeed = 1.8
FastTravelSpeed = 4.5
PushForce = 8000
ArmCrawlLimbPath = LimbPath
PresetName = Browncoat Arm Crawl Path
StartOffset = Vector
X = -8
Y = -5
StartSegCount = 2
AddSegment = Vector
X = 0
Y = -4
AddSegment = Vector
X = 3
Y = -3
AddSegment = Vector
X = 4
Y = 0
AddSegment = Vector
X = 4
Y = 4
AddSegment = Vector
X = 0
Y = 10
SlowTravelSpeed = 1.5
NormalTravelSpeed = 1.5
FastTravelSpeed = 4.5
PushForce = 6000
ClimbLimbPath = LimbPath
PresetName = Browncoat Climb Path
StartOffset = Vector
X = -8
Y = -10
StartSegCount = 6
AddSegment = Vector
X = 0
Y = -4
AddSegment = Vector
X = 3
Y = -3
AddSegment = Vector
X = 8
Y = 0
AddSegment = Vector
X = 4
Y = 4
AddSegment = Vector
X = 0
Y = 8
AddSegment = Vector
X = 0
Y = 14
AddSegment = Vector
X = -5
Y = 5
AddSegment = Vector
X = -3
Y = 0
SlowTravelSpeed = 1.5
NormalTravelSpeed = 1.5
FastTravelSpeed = 4.5
PushForce = 8000
JumpLimbPath = LimbPath
PresetName = Browncoat Jump Path
StartOffset = Vector
X = 0
Y = 8
StartSegCount = 3
AddSegment = Vector
X = 0
Y = -10
AddSegment = Vector
X = 0
Y = 4
AddSegment = Vector
X = 0
Y = 4
AddSegment = Vector
X = -8
Y = 14
SlowTravelSpeed = 3
NormalTravelSpeed = 6
FastTravelSpeed = 7
PushForce = 5000
DislodgeLimbPath = LimbPath
PresetName = Browncoat Dislodge Path
StartOffset = Vector
X = 2
Y = -10
StartSegCount = 0
AddSegment = Vector
X = 0
Y = 6
SlowTravelSpeed = 1.5
NormalTravelSpeed = 2.5
FastTravelSpeed = 4.5
PushForce = 10000
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Flesh Small A
Offset = Vector
X = 0.5
Y = -9
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Browncoat Torso Gib A
Offset = Vector
X = 0
Y = -2
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Browncoat Misc Gib A
Offset = Vector
X = 1
Y = -4
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Flesh Small D
Offset = Vector
X = -1.5
Y = -1.5
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Browncoat Misc Gib B
Offset = Vector
X = 3
Y = 1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Browncoat Misc Gib D
Offset = Vector
X = -3
Y = -6
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = -4.5
Y = -3
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = -2.5
Y = 1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Bone Micro A
Offset = Vector
X = -2.5
Y = -1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Tiny A
Offset = Vector
X = -1.5
Y = 2
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel White Tiny A
Offset = Vector
X = -0.5
Y = -5
Count = 1
Spread = 0
GibImpulseLimit = 5000
GibWoundLimit = 24
GibSound = Sound
CopyOf = Flesh Body Blunt Hit
AddInventory = TDExplosive
CopyOf = Medkit
Please, anybody, help!!
P.S I'm not using stuff like Brutality mod or anything, AND I DIDN'T SEEM TO FIND ANY TUTORIALS RELATED TO BUYLISTS