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weapon ini crashes on line 1 http://45.55.195.193/viewtopic.php?f=1&t=45682 |
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Author: | jonah12888 [ Tue May 06, 2014 9:48 pm ] |
Post subject: | weapon ini crashes on line 1 |
as it says in the title when i go to start my game with my first gun the game crashes when it gets to loading my mod and then syas it crashed on line 1 but to my knowlege there is nothing wrong with line 1 any help plz |
Author: | dragonxp [ Tue May 06, 2014 11:23 pm ] |
Post subject: | Re: weapon ini crashes on line 1 |
What error does it give? E.G Missing property on line 1 Also, the line of code in question might be helpful. |
Author: | jonah12888 [ Wed May 07, 2014 4:53 pm ] |
Post subject: | Re: weapon ini crashes on line 1 |
the error message says " could not match property error happened in AI.rte/devices/m4/m4.ini at line 1 the file is AddAmmo = Round // Creates a round that can be used by an HDFirearm.
InstanceName = M4 Round // what the name of the round will be. ParticleCount = 1 // how many particles will be created when this round is fired. Particle = MOPixel // What type of particle will be fired. InstanceName = M4 Bullet // what the name of the particle will be. Mass = 0.05 // How heavy the particle will be in kilograms. AirResistance = 0.018 // Will slow down the bullet every frame, I don't exactly know by how much. GlobalAccScalar = 0.1 // How will gravity affect the bullet (can be applied to other objects as well) for example(0 : no gravity ; 0.5 half gravity ; -1 inverse gravity) RestThreshold = 500 // After how many thousandths of a second vith no velocity and in contact with the terrain it will become terrain. LifeTime = 500 // How long the particle will exist in thousandths of a second, before it ceases to exist. Sharpness = 150 // How much penetration the particle will have, refer to ( viewtopic.php?f=1&t=14662 ) for more information. HitsMOs = 1 // Will it hit other objects? 1 = yes, 0 = no. GetsHitByMOs = 0 // Will it get hit by other objects? 1 = yes, 0 = no. Never set a MOPixel to GetsHitByMOs = 1, the game will crash. Color = Color // The colour of the pixel. R = 143 // The amount of Red in the colour. G = 143 // The amount of Green in the colour. B = 143 // The amount of Blue in the colour. Atom = Atom // Defines what the particle is made out of. Material = Material // What material the particle is made out of. CopyOf = Bullet Metal // Insert material here. TrailColor = Color // Colour of the rounds motion trail. R = 155 // The amount of Red in the colour. G = 155 // The amount of Green in the colour. B = 155 // The amount of Blue in the colour. TrailLength = 15 // How long the trail will be, in pixels when velocity = 100. Cannot exceed the distance that the pixel travels in one frame update. ScreenEffect = ContentFile // Defines what glow effect is displayed. FilePath = Base.rte/Effects/Glows/YellowTiny.bmp // The location of the .bmp file used to create the glow. EffectStartTime = 0 // How long the effect will take to be displayed, in thousandths of a second, after the particle is created. EffectStartStrength = 0.7 // At what opacity the effect will start out in. EffectStopTime = 100 // How long the effect will take to stop, in thousandths of a second, after the particle is created. EffectStopStrength = 0.0 // At what opacity the effect will end at. will fade to this opacity for the duration of the particles existence. Shell = AEmitter // Defines what type of particle will be created as a shell casing for the round. CopyOf = Casing // Insert particle here. FireVelocity = 120 // How fast the round will travel, in pixels, in one second. ShellVelocity = 10 // How fast the shell casing will travel, in pixels, in one second. Separation = 0 // Variation, in pixels of the original position of the particles the variation is parallel to the aim angle. Too much separation can make some particles appear behind the actor. AddAmmo = Round // Creates a round that can be used by an HDFirearm. InstanceName = M4 Tracer Round // what the name of the round will be. ParticleCount = 1 // how many particles will be created when this round is fired. Particle = MOPixel // What type of particle will be fired. InstanceName = M4 Tracer // what the name of the particle will be. Mass = 0.05 // How heavy the particle will be in kilograms. AirResistance = 0.018 // Will slow down the bullet every frame, I don't exactly know by how much. GlobalAccScalar = 0.1 // How will gravity affect the bullet (can be applied to other objects as well) for example(0 : no gravity ; 0.5 half gravity ; -1 opposite gravity) RestThreshold = 500 // After how many thousandths of a second vith no velocity and in contact with the terrain it will become terrain. LifeTime = 500 // How long the particle will exist in thousandths of a second, before it ceases to exist. Sharpness = 150 // How much penetration the particle will have, refer to ( viewtopic.php?f=1&t=14662 ) for more information. HitsMOs = 1 // Will it hit other objects? 1 = yes, 0 = no. GetsHitByMOs = 0 // Will it get hit by other objects? 1 = yes, 0 = no. Never set a MOPixel to GetsHitByMOs = 1, the game will crash. Color = Color // The colour of the pixel. R = 183 // The amount of Red in the colour. G = 183 // The amount of Green in the colour. B = 183 // The amount of Blue in the colour. Atom = Atom // Defines what the particle is made out of. Material = Material // What material the particle is made out of. CopyOf = Bullet Metal // Insert material here. TrailColor = Color // Colour of the rounds motion trail. R = 255 // The amount of Red in the colour. G = 255 // The amount of Green in the colour. B = 255 // The amount of Blue in the colour. TrailLength = 35 // How long the trail will be, in pixels when velocity = 100. Cannot exceed the distance that the pixel travels in one frame update. ScreenEffect = ContentFile // Defines what glow effect is displayed. FilePath = Base.rte/Effects/Glows/YellowTiny.bmp // The location of the .bmp file used to create the glow. EffectStartTime = 0 // How long the effect will take to be displayed, in thousandths of a second, after the particle is created. EffectStartStrength = 1 // At what opacity the effect will start out in. EffectStopTime = 500 // How long the effect will take to stop, in thousandths of a second, after the particle is created. EffectStopStrength = 0.5 // At what opacity the effect will end at. will fade to this opacity for the duration of the particles existence. Shell = AEmitter // Defines what type of particle will be created as a shell casing for the round. CopyOf = Casing // Insert particle here. FireVelocity = 115 // How fast the round will travel, in pixels, in one second. ShellVelocity = 11 // How fast the shell casing will travel, in pixels, in one second. Separation = 0 // Variation, in pixels of the original position of the particles the variation is parallel to the aim angle. Too much separation can make some particles appear behind the actor. AddAmmo = Magazine // Creates a Magazine that can be used by an HDFirearm. InstanceName = M4 Magazine // What the name of the magazine will be. Mass = 2 // How heavy the Magazine will be in kilograms. HitsMOs = 0 // Will it hit other objects? 1 = yes, 0 = no. GetsHitByMOs = 0 // Will it get hit by other objects? 1 = yes, 0 = no. SpriteFile = ContentFile // Defines what sprite will be used. FilePath = AI.rte/Devices/M4/M4mag.bmp // The location of the .bmp file used to create the magazine. FrameCount = 1 // How many frames the magazine will have. Add 000 after the first sprites name, then 001, 002, 003 etc. Eg pistol000, pistol001, pistol002 only if there are more than one frame. SpriteOffset = Vector // Defines where the sprite is located, from the upper left corner of the sprite. X = 0 // How far to the right the sprite will be located, in pixels. Negative is Left. Y = 0 // How far down the sprite will be located, in pixels. Negative is Up. ParentOffset = Vector // Defines where the object is located on the object it is attached to, from the upper left corner of the sprite. Here this object is an HDFirearm. X = -3 // How far to the right the Object will be located, in pixels. Negative is Left. Y = 0 // How far down the Object will be located, in pixels. Negative is Up. EntryWound = AEmitter // Defines the wound that the object has when it is penetrated by a pixel. CopyOf = Dent Metal // Insert wound here. ExitWound = AEmitter // Defines the wound that the object has when the pixel travels through the object and exits the other side. CopyOf = Dent Metal // Insert wound here. AtomGroup = AtomGroup // Defines what the object is made out of. AutoGenerate = 1 // Material = Material // What material the object is made out of. CopyOf = Bullet Metal // Insert material here. Resolution = 2 // Depth = 1 // JointStrength = 400 // The Amount of force required to break the joint between it and its parent object. JointStiffness = 1 // Defines the amount of force that will be transferred to the parent of this object(the pistol) if the magazine is hit (1 means full force, 0.5 half, -1 opposite) JointOffset = Vector // Defines where the joint is located, from the upper left corner of the sprite. X = 0 // How far to the right the joint will be located, in pixels. Negative is Left. Y = -3 // How far down the joint will be located, in pixels. Negative is Up. DrawAfterParent = 0 // will the object appear in front of the parent object? 1 = yes, 0 = no. RoundCount = 8 // Number of rounds contained in the Magazine RTTRatio = 4 // Round to tracer ratio. Number of regular rounds per tracer. 4 would mean 4 regular rounds fired, then a tracer, then repeat. RegularRound = Round // Defines the regular round. CopyOf = M4 Round // Insert Round Here. TracerRound = Round // Defines the tracer round. CopyOf = M4 Tracer Round // Insert Round Here. AddGib = Gib // Add a particle that appears when the object is destroyed. GibParticle = MOPixel // What type of particle is created. CopyOf = Spark Yellow 1 // Insert particle here. Count = 5 // Number of particles created. Spread = 2.25 // The angle in radians that defines the spread of the particles: 3.14(pi) means full circle, 1.57 means half circle, -1.57 means the other half circle. MaxVelocity = 20 // The maximum velocity that the particle will have, In pixels a second. MinVelocity = 8 // The minimum velocity that the particle will have, In pixels a second. AddGib = Gib // Add a particle that appears when the object is destroyed. GibParticle = MOSParticle // What type of particle is created. CopyOf = Gib Metal Rust Micro A // Insert particle here. Count = 4 // Number of particles created. Spread = 2.25 // The angle in radians that defines the spread of the particles: 3.14(pi) means full circle, 1.57 means half circle, -1.57 means the other half circle. MaxVelocity = 15 // The maximum velocity that the particle will have, In pixels a second. MinVelocity = 5 // The minimum velocity that the particle will have, In pixels a second. GibWoundLimit = 1 // The number of wounds that the object can sustain before being destroyed. AddDevice = HDFirearm // Creates an HDFirearm. InstanceName = M4 // What is the name of the HDFirearm. Description = A default weapon reliable and good // Adds a description that can be read ingame. AddToGroup = Weapons // What tab the object will appear in. Buyable = 1 // Is the HDFirearm buyable ingame? 1 = yes, 0 = no. Mass = 1 // The objects weight in kilograms. HitsMOs = 0 // Will it hit other objects? 1 = yes, 0 = no. GetsHitByMOs = 1 // Will it get hit by other objects? 1 = yes, 0 = no. SpriteFile = ContentFile // Defines what sprite will be used. FilePath = AI.rte/Devices/M4.bmp // The location of the .bmp file used to create the pistol. FrameCount = 1 // How many frames the pistol will have. Add 000 after the first sprites name, then 001, 002, 003 etc. Eg pistol000, pistol001, pistol002 only if there are more than one frame. SpriteOffset = Vector // Defines where the sprite is located, from the upper left corner of the sprite. X = -5 // How far to the right the sprite will be located, in pixels. Negative is Left. Y = -2 // How far down the sprite will be located, in pixels. Negative is Up. GoldCost = 15 // The objects cost, in Gold Oz, ingame. EntryWound = AEmitter // Defines the wound that the object has when it is penetrated by a pixel. CopyOf = Dent Metal Light // Insert wound here. ExitWound = AEmitter // Defines the wound that the object has when the pixel travels through the object and exits the other side. CopyOf = Dent Metal Light // Insert wound here. AtomGroup = AtomGroup // Defines what the object is made out of. AutoGenerate = 1 // Material = Material // What material the object is made out of. CopyOf = Military Stuff // Insert material here. Resolution = 2 // Depth = 0 // DeepGroup = AtomGroup // Defines the material that interacts with terrain. AutoGenerate = 1 // Material = Material // What material the object is made out of. CopyOf = Military Stuff // Insert material here. Resolution = 3 // Depth = 1 // DeepCheck = 1 // Wether this object will destroy terrain or not if this object is burried. JointStrength = 2000 // The Amount of force required to break the joint between the HDFirearm and the actor that is holding it. JointStiffness = 0.5 // Defines the amount of force that will be transferred to the parent of this object(the pistol) if the magazine is hit (1 means full force, 0.5 half, -1 opposite) JointOffset = Vector // Defines where the joint is located, from the upper left corner of the sprite. X = -3 // How far to the right the joint will be located, in pixels. Negative is Left. Y = 4 // How far down the joint will be located, in pixels. Negative is Up. DrawAfterParent = 0 // will the object appear in front of the parent object? 1 = yes, 0 = no. StanceOffset = Vector // Where the HDFirearm is held while moving and flying etc. X = 13 // Right direction, in pixels. Negative is left. Y = 4 // Down direction, in pixels. Negative is Up. SharpStanceOffset = Vector // Where the HDFirearm is held while aiming. X = 13 // Right direction, in pixels. Negative is left. Y = 2 // Down direction, in pixels. Negative is Up. SupportOffset = Vector // Where the second hand holds the weapon. X = -4 // Right direction, in pixels. Negative is left. Y = 3 // Down direction, in pixels. Negative is Up. SharpLength = 80 // How far the actor can aim, in pixels, when in sharp aim mode. Magazine = Magazine // Defines the weapons magazine. CopyOf = Pistol Magazine // Insert magazine here. Flash = Attachable // Defines the flash when the weapon is fired. CopyOf = Muzzle Flash Pistol // Insert flash here. FireSound = Sound // Defines the sound the weapon makes when firing. AddSample = ContentFile // Add a sound. FilePath = Base.rte/Sounds/RifleFire // The location of the sound file used. EmptySound = Sound // Defines the sound the weapon makes when it is fired while it has no ammo. AddSample = ContentFile // Add a sound. FilePath = Base.rte/Devices/EmptyClick3.wav // The location of the sound file used. ReloadStartSound = Sound // Defines the sound the weapon makes when the actor begins to reload it. AddSample = ContentFile // Add a sound. FilePath = Base.rte/Devices/ReloadStart.wav // The location of the sound file used. ReloadEndSound = Sound // Defines the sound that the weapon makes when the actor finishes reloading it. AddSample = ContentFile // Add a sound. FilePath = Base.rte/Devices/ReloadEnd.wav // The location of the sound file used. RateOfFire = 800 // The number of rounds fired per minute. ReloadTime = 700 // Time in thousandths of a second that it takes to reload the weapon. FullAuto = 1 // Is this HDFirearm fully automatic or not? 1 = yes, 0 = no. FireIgnoresThis = 1 // Wether or not fired particles will ignore the gun (not hit it) 1=yes, 0=no. ShakeRange = 7 // How much the actors arm will shake, in pixels, when holding the weapon. SharpShakeRange = 2 // How much the actors arm will shake, in pixels, when holding the weapon in sharp aim mode. NoSupportFactor = 2.5 // by what factor the shake ranges will increase when the second arm is not supporting the weapon. ParticleSpreadRange = 0 // How much, in radians, the particles of a round will seperate from one another when fired. ShellSpreadRange = 8 // How much, in degrees, the shell casing can vary from its ejection vector. ShellAngVelRange = 2 OneHanded = 0 MuzzleOffset = Vector X = 10 Y = -1 EjectionOffset = Vector X = 5 Y = -1 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 6 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 5 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 4 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 6 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 4 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Device Small K Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Device Small I Count = 1 Spread = 2.25 MaxVelocity = 10 GibWoundLimit = 2 |
Author: | jonah12888 [ Wed May 07, 2014 4:53 pm ] |
Post subject: | Re: weapon ini crashes on line 1 |
soz for the confusion |
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