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Actor crashing the game when she appears on screen. http://45.55.195.193/viewtopic.php?f=1&t=46210 |
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Author: | gridbull [ Mon Sep 18, 2017 10:43 pm ] |
Post subject: | Actor crashing the game when she appears on screen. |
My actor is causing this really weird and sudden crash, every time she appears on screen or is selected in the actor viewer, the game just crashes. No explaination. and I've been struggling to find out why for a long time now. Here's her code, I would greatly appreciate anyone pointing out obvious mistakes, I'm simply stumped. Code: AddEffect = MOSRotating PresetName = Uzira Misc Gib A Mass = 7.32 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = uzira.rte/Actors/Uzira/MiscGibA.bmp FrameCount = 1 SpriteOffset = Vector X = -4 Y = -4 AngularVel = 6 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Flesh Resolution = 4 Depth = 0 DeepCheck = 0 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 15 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 GibImpulseLimit = 120 GibWoundLimit = 2 AddEffect = MOSRotating PresetName = Uzira Misc Gib B Mass = 5.79 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = uzira.rte/Actors/Uzira/MiscGibB.bmp FrameCount = 1 SpriteOffset = Vector X = -3 Y = -4 AngularVel = 6 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Flesh Resolution = 4 Depth = 0 DeepCheck = 0 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 15 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 GibImpulseLimit = 120 GibWoundLimit = 2 AddEffect = MOSRotating PresetName = Uzira Misc Gib C Mass = 4.80 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = uzira.rte/Actors/Uzira/MiscGibC.bmp FrameCount = 1 SpriteOffset = Vector X = -3 Y = -4 AngularVel = 6 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Flesh Resolution = 4 Depth = 0 DeepCheck = 0 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 15 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 GibImpulseLimit = 120 GibWoundLimit = 2 AddEffect = MOSRotating PresetName = Uzira Misc Gib D Mass = 4.80 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = uzira.rte/Actors/Uzira/MiscGibD.bmp FrameCount = 1 SpriteOffset = Vector X = -4 Y = -5 AngularVel = 6 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Flesh Resolution = 4 Depth = 0 DeepCheck = 0 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 15 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 GibImpulseLimit = 120 GibWoundLimit = 2 AddEffect = MOSRotating PresetName = Uzira Rib Cage Gib A Mass = 27.89 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = uzira.rte/Actors/Uzira/RibCageGibA.bmp FrameCount = 1 SpriteOffset = Vector X = -5 Y = -7 AngularVel = 6 EntryWound = AEmitter CopyOf = Wound Flesh Entry ExitWound = AEmitter CopyOf = Wound Flesh Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Flesh Resolution = 4 Depth = 0 DeepCheck = 0 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 85 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 25 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Uzira Misc Gib A Offset = Vector X = 3 Y = -2 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Uzira Misc Gib D Offset = Vector X = -2 Y = -0.5 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Flesh Small A Offset = Vector X = -0.5 Y = -5 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Uzira Misc Gib B Offset = Vector X = -1 Y = 1 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Tiny A Offset = Vector X = -2 Y = -4 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Tiny A Offset = Vector X = -1 Y = 5 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Bone Small D Offset = Vector X = -1 Y = 3 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Flesh Small C Offset = Vector X = 0.5 Y = 2 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Flesh Small B Offset = Vector X = -1 Y = 4 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Uzira Misc Gib C Offset = Vector X = 2 Y = 4 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = -5 Y = 0 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = -6 Y = -1 Count = 1 Spread = 0 GibImpulseLimit = 150 GibWoundLimit = 4 GibSound = Sound CopyOf = Flesh Body Blunt Hit AddEffect = Attachable PresetName = Uzira Head Mass = 36 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = uzira.rte/Actors/Uzira/Head.bmp FrameCount = 1 SpriteOffset = Vector X = -7 Y = -7 AngularVel = 6 EntryWound = AEmitter CopyOf = Wound Flesh Entry ExitWound = AEmitter CopyOf = Wound Flesh Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Armoured Flesh Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 130 JointStiffness = 0.1 BreakWound = AEmitter CopyOf = Wound Flesh Body JointOffset = Vector X = 0 Y = 5 GibImpulseLimit = 250 GibWoundLimit = 7 GibSound = Sound CopyOf = Flesh Body Blunt Hit AddAttachable = Attachable CopyOf = Uzira Helmet A ParentOffset = Vector X = -1 Y = -4 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 100 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Flesh Small A Offset = Vector X = -5 Y = -1.5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Flesh Small B Offset = Vector X = -4 Y = -4.5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Bone Small D Offset = Vector X = 1 Y = 4.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Tiny A Offset = Vector X = 1.5 Y = 3.5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Bone Small D Offset = Vector X = 1 Y = -4.5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Flesh Small D Offset = Vector X = 0 Y = -1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = -4 Y = 3.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = -6 Y = -5.5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Flesh Small D Offset = Vector X = -3.5 Y = -5.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Tiny A Offset = Vector X = -1 Y = -7.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = 3.5 Y = -3 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = 0.5 Y = -8 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = 1.5 Y = -1 AddEffect = Attachable PresetName = Uzira Helmet A Mass = 3 Sharpness = 1 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = uzira.rte/Actors/Uzira/Helmet.bmp FrameCount = 1 SpriteOffset = Vector X = -7 Y = -4 AngularVel = 6 EntryWound = AEmitter CopyOf = Dent Metal Light ExitWound = AEmitter CopyOf = Dent Metal Light AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 180 JointStiffness = 0.6 // BreakWound = AEmitter // CopyOf = Wound Bone Break JointOffset = Vector X = 0 Y = 0 DrawAfterParent = 1 GibImpulseLimit = 1500 GibWoundLimit = 6 // GibSound = Sound // CopyOf = Bone Crack AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Military Micro A Offset = Vector X = 4.5 Y = 1.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Military Micro A Offset = Vector X = -4.5 Y = -1.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Military Tiny A Offset = Vector X = 0.5 Y = 0.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Military Tiny A Offset = Vector X = -6.5 Y = 2.5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Metal Grey Small B Offset = Vector X = -4.5 Y = -0.5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Metal Rusty Small D Offset = Vector X = 2.5 Y = -0.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Military Tiny A Offset = Vector X = -0.5 Y = -3.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Military Tiny A Offset = Vector X = -2.5 Y = -1.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Military Tiny A Offset = Vector X = 1.5 Y = -3.5 AddActor = Arm PresetName = Uzira Arm FG Mass = 7 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = uzira.rte/Actors/Uzira/ArmFG.bmp FrameCount = 5 SpriteOffset = Vector X = -6 Y = -3 AngularVel = 6 EntryWound = AEmitter CopyOf = Wound Flesh Entry ExitWound = AEmitter CopyOf = Wound Flesh Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Flesh Resolution = 4 Depth = 0 DeepCheck = 0 ParentOffset = Vector X = -1 Y = -4 JointStrength = 190 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Wound Flesh Body JointOffset = Vector X = -3.5 Y = -1 DrawAfterParent = 1 HeldDevice = None Hand = ContentFile FilePath = FilePath = uzira.rte/Actors/Uzira/HandFG.bmp MaxLength = 14 IdleOffset = Vector X = 5 Y = 8 MoveSpeed = 0.2 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 25 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Uzira Misc Gib C Offset = Vector X = 3 Y = 0 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Bone Small A Offset = Vector X = -4 Y = 1 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Bone Small E Offset = Vector X = 0 Y = 1 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = -2 Y = 4 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Bone Micro A Offset = Vector X = -4 Y = -1 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Offset = Vector X = -4 Y = -2 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Tiny A Offset = Vector X = -5 Y = -4 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel White Tiny A Offset = Vector X = -3 Y = -2 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Military Tiny A Offset = Vector X = -3 Y = 1 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Military Tiny A Offset = Vector X = 1 Y = -2 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Military Tiny A Offset = Vector X = 0 Y = 1 Count = 1 Spread = 0 GibImpulseLimit = 65 GibWoundLimit = 5 GibSound = Sound CopyOf = Flesh Body Blunt Hit AddActor = Arm PresetName = Uzira Arm BG Mass = 7 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = uzira.rte/Actors/Uzira/ArmBG.bmp FrameCount = 5 SpriteOffset = Vector X = -6 Y = -4 AngularVel = 6 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Wound Flesh Exit Strong AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Armoured Flesh Resolution = 4 Depth = 0 DeepCheck = 0 ParentOffset = Vector X = 5 Y = 6 JointStrength = 200 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Wound Flesh Body Strong JointOffset = Vector X = 6 Y = 3 DrawAfterParent = 1 HeldDevice = None Hand = ContentFile FilePath = FilePath = uzira.rte/Actors/Uzira/HandBG.bmp MaxLength = 15 IdleOffset = Vector X = 5 Y = 6 MoveSpeed = 0.2 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 25 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Uzira Misc Gib A Offset = Vector X = -2 Y = 1 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Uzira Misc Gib C Offset = Vector X = 4 Y = 1 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Flesh Small C Offset = Vector X = 2 Y = 0 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Bone Small B Offset = Vector X = 6 Y = -1 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = 3 Y = -2 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = 0 Y = 1 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Offset = Vector X = -5 Y = -3 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel White Micro A Offset = Vector X = -3 Y = 3 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Military Micro A Offset = Vector X = -1 Y = 1 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Military Tiny A Offset = Vector X = -4 Y = 0 Count = 1 Spread = 0 GibImpulseLimit = 75 GibWoundLimit = 7 GibSound = Sound CopyOf = Flesh Body Blunt Hit AddActor = Attachable PresetName = Uzira Foot FG Mass = 4 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = uzira.rte/Actors/Uzira/FootFG.bmp FrameCount = 4 SpriteOffset = Vector X = -6 Y = -3 AngularVel = 6 EntryWound = AEmitter CopyOf = Wound Bone Entry ExitWound = AEmitter CopyOf = Wound Bone Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Flesh Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 4 Depth = 2 DeepCheck = 1 JointStrength = 80 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Wound Flesh Body JointOffset = Vector X = -2 Y = -1 DrawAfterParent = 0 AddActor = Attachable PresetName = Uzira Foot BG Mass = 4 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = uzira.rte/Actors/Uzira/FootBG.bmp FrameCount = 4 SpriteOffset = Vector X = -6 Y = -3 AngularVel = 6 EntryWound = AEmitter CopyOf = Wound Bone Entry ExitWound = AEmitter CopyOf = Wound Bone Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Flesh Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 4 Depth = 2 DeepCheck = 1 JointStrength = 80 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Wound Flesh Body JointOffset = Vector X = -2 Y = -1 DrawAfterParent = 0 AddActor = Leg PresetName = Uzira Leg FG Mass = 12 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = uzira.rte/Actors/Uzira/LegFG.bmp FrameCount = 5 SpriteOffset = Vector X = -6 Y = -7 AngularVel = 6 EntryWound = AEmitter CopyOf = Wound Flesh Entry ExitWound = AEmitter CopyOf = Wound Flesh Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Flesh Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 300 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Wound Flesh Body JointOffset = Vector X = -5 Y = 2 DrawAfterParent = 0 Foot = Attachable CopyOf = Uzira Foot FG ParentOffset = Vector X = -11 Y = -10 ExtendedOffset = Vector X = 15 Y = 0 ContractedOffset = Vector X = 7.5 Y = 0 IdleOffset = Vector X = 1 Y = 3 MoveSpeed = 0.4 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 35 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Uzira Misc Gib A Offset = Vector X = 0 Y = -3 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Uzira Misc Gib B Offset = Vector X = -3 Y = 0 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Uzira Misc Gib C Offset = Vector X = 5 Y = -1 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = 1 Y = -1 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = -3 Y = -4 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel White Micro A Offset = Vector X = 3 Y = -5 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Tiny A Offset = Vector X = 4 Y = -4 Count = 1 Spread = 0 GibImpulseLimit = 185 GibWoundLimit = 6 GibSound = Sound CopyOf = Flesh Body Blunt Hit AddActor = Leg PresetName = Uzira Leg BG Mass = 14 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = uzira.rte/Actors/Uzira/LegBG.bmp FrameCount = 5 SpriteOffset = Vector X = -6 Y = -7 AngularVel = 6 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Wound Flesh Exit Strong AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Armoured Flesh Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 340 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Wound Flesh Body Strong JointOffset = Vector X = -5 Y = 2 DrawAfterParent = 0 Foot = Attachable CopyOf = Uzira Foot BG ParentOffset = Vector X = -11 Y = -10 ExtendedOffset = Vector X = 15 Y = 0 ContractedOffset = Vector X = 7.5 Y = 0 IdleOffset = Vector X = 1 Y = 3 MoveSpeed = 0.4 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 35 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Uzira Misc Gib A Offset = Vector X = 1 Y = -2 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Uzira Misc Gib B Offset = Vector X = -2 Y = 2 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Uzira Misc Gib C Offset = Vector X = 5 Y = 1 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Flesh Small B Offset = Vector X = 8 Y = -3 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = 8 Y = 1 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = 0 Y = 0 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel White Micro A Offset = Vector X = -0.5 Y = -2 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Tiny A Offset = Vector X = 3.5 Y = -3 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Tiny A Offset = Vector X = 1.5 Y = -4 Count = 1 Spread = 0 GibImpulseLimit = 195 GibWoundLimit = 9 GibSound = Sound CopyOf = Flesh Body Blunt Hit AddEffect = Attachable PresetName = Uzira Chest Plate Mass = 10 Sharpness = 1 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = uzira.rte/Actors/Uzira/Chestplate.bmp FrameCount = 1 SpriteOffset = Vector X = -4 Y = -7 AngularVel = 6 EntryWound = AEmitter CopyOf = Dent Metal Light ExitWound = AEmitter CopyOf = Dent Metal Light AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 450 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Wound Bone Break JointOffset = Vector X = 0 Y = 0 DrawAfterParent = 1 GibImpulseLimit = 1500 GibWoundLimit = 8 // GibSound = Sound // CopyOf = Bone Crack AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Metal Grey Small A Offset = Vector X = 0 Y = -4 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Metal Grey Small B Offset = Vector X = 0 Y = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Offset = Vector X = 1 Y = -2 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Dark Micro A Offset = Vector X = -4 Y = -4 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Tiny A Offset = Vector X = -3 Y = -3 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Tiny A Offset = Vector X = 0 Y = -7 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel White Micro A Offset = Vector X = 1 Y = 0 AddActor = AHuman PresetName = Uzira AddToGroup = Actors Description = WIP Mass = 48 GoldValue = 105 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 ScriptPath = Base.rte/Actors/AI/HumanAI.lua SpriteFile = ContentFile FilePath = uzira.rte/Actors/Uzira/Torso.bmp FrameCount = 1 SpriteOffset = Vector X = -7 Y = -12 AngularVel = 0 EntryWound = AEmitter CopyOf = Wound Flesh Entry ExitWound = AEmitter CopyOf = Wound Flesh Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Armoured 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 = 2500 AimAngle = 0 AimDistance = 30 Perceptiveness = 1 CharHeight = 100 HolsterOffset = Vector X = -6 Y = -4 Head = Attachable CopyOf = Uzira Head ParentOffset = Vector X = 0 Y = -10 Jetpack = AEmitter CopyOf = Jetpack Heavy SpriteFile = ContentFile FilePath = uzira.rte/Actors/Uzira/Jetpack.bmp ParentOffset = Vector X = -6 Y = 3 DrawAfterParent = 0 JumpTime = 1.5 // Secs FGArm = Arm CopyOf = Uzira Arm FG ParentOffset = Vector X = -1 Y = -5 BGArm = Arm CopyOf = Uzira Arm BG ParentOffset = Vector X = 4 Y = -7 FGLeg = Leg CopyOf = Uzira Leg FG ParentOffset = Vector X = 1 Y = 1 BGLeg = Leg CopyOf = Uzira Leg BG ParentOffset = Vector X = 4 Y = 1 HandGroup = AtomGroup CopyOf = HandGroup FGFootGroup = AtomGroup CopyOf = Foot BGFootGroup = AtomGroup CopyOf = Foot // StrideSound = Sound // CopyOf = Robot Stride StandLimbPath = LimbPath PresetName = Uzira Stand Path StartOffset = Vector X = -2 Y = 17 StartSegCount = 0 SlowTravelSpeed = 0.1 NormalTravelSpeed = 0.5 FastTravelSpeed = 1.5 PushForce = 8000 StandLimbPathBG = LimbPath CopyOf = Uzira Stand Path StartOffset = Vector X = 8 Y = 17 WalkLimbPath = LimbPath PresetName = Uzira 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 = 1.5 NormalTravelSpeed = 2.8 FastTravelSpeed = 4.5 PushForce = 8000 CrouchLimbPath = LimbPath PresetName = Uzira Crouch Path StartOffset = Vector X = 10 Y = 3 StartSegCount = 0 SlowTravelSpeed = 0.1 NormalTravelSpeed = 0.5 FastTravelSpeed = 1.5 PushForce = 8000 CrawlLimbPath = LimbPath PresetName = Uzira 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 = Uzira 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 = Uzira 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 = Uzira 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 = Uzira 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 = Gib Flesh Small D Offset = Vector X = -1.5 Y = -1.5 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Uzira Rib Cage Gib A Offset = Vector X = 0 Y = -2 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Uzira 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 = Uzira Misc Gib B Offset = Vector X = 3 Y = 1 Count = 1 Spread = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Uzira 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 = 3650 GibWoundLimit = 16 GibSound = Sound CopyOf = Flesh Body Blunt Hit |
Author: | CaveCricket48 [ Tue Sep 19, 2017 12:42 am ] |
Post subject: | Re: Actor crashing the game when she appears on screen. |
I don't remember if this was changed, but the order in which things are defined used to be important. In your code, your actor's head is referencing a CopyOf to the helmet, but the helmet is defined after the actor. Try moving the helmet code so it's before the head code. |
Author: | gridbull [ Tue Sep 19, 2017 2:56 am ] |
Post subject: | Re: Actor crashing the game when she appears on screen. |
CaveCricket48 wrote: I don't remember if this was changed, but the order in which things are defined used to be important. In your code, your actor's head is referencing a CopyOf to the helmet, but the helmet is defined after the actor. Try moving the helmet code so it's before the head code. Yes! That fixed it, thank you! |
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