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 Actors not showing up on Buy List 
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Joined: Tue Jan 31, 2012 1:19 pm
Posts: 3
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Post 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


Wed Mar 14, 2012 8:41 pm
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Joined: Sun Dec 25, 2011 7:23 am
Posts: 269
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Post Re: Actors not showing up on Buy List
Mind if you upload the entire mod so we can try it out ourselves?


Wed Mar 14, 2012 11:17 pm
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Joined: Fri Sep 10, 2010 1:48 am
Posts: 666
Location: Halifax, Canada
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Post Re: Actors not showing up on Buy List
I know very little of the ini code so I might just sound dumb here but I'll try anyway. Isn't it because you've got addtogroup and buyable tabbed under the description when they're supposed to be on the same tabbing as it (though in that case I don't understand how CC starts up)?


Wed Mar 14, 2012 11:29 pm
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Joined: Sat Oct 15, 2011 4:19 pm
Posts: 322
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Post Re: Actors not showing up on Buy List
Bad Boy wrote:
I know very little of the ini code so I might just sound dumb here but I'll try anyway. Isn't it because you've got addtogroup and buyable tabbed under the description when they're supposed to be on the same tabbing as it (though in that case I don't understand how CC starts up)?

your correct.
the group and buyable flags need to be moved back one tab.


Thu Mar 15, 2012 3:44 am
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Joined: Tue Jan 31, 2012 1:19 pm
Posts: 3
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Post Re: Actors not showing up on Buy List
Thats an problem when I put the ini lines in Code, actually, it is correctly positioned in the real code. I'll post the mod soon, I will try to (again) see and work out on fixing the problem. :P


Thu Mar 15, 2012 12:38 pm
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