Data Realms Fan Forums http://45.55.195.193/ |
|
Actors not showing up on Buy List http://45.55.195.193/viewtopic.php?f=1&t=30715 |
Page 1 of 1 |
Author: | DasPoochiez [ Wed Mar 14, 2012 8:41 pm ] |
Post subject: | 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 |
Author: | ryry1237 [ Wed Mar 14, 2012 11:17 pm ] |
Post subject: | Re: Actors not showing up on Buy List |
Mind if you upload the entire mod so we can try it out ourselves? |
Author: | Bad Boy [ Wed Mar 14, 2012 11:29 pm ] |
Post subject: | 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)? |
Author: | Galacticruler [ Thu Mar 15, 2012 3:44 am ] |
Post subject: | 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. |
Author: | DasPoochiez [ Thu Mar 15, 2012 12:38 pm ] |
Post subject: | 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. |
Page 1 of 1 | All times are UTC [ DST ] |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |