Data Realms Fan Forums http://45.55.195.193/ |
|
Actor not showing up ingame or in actor viewer http://45.55.195.193/viewtopic.php?f=1&t=46212 |
Page 1 of 1 |
Author: | gridbull [ Mon Sep 25, 2017 5:00 am ] |
Post subject: | Actor not showing up ingame or in actor viewer |
I made a robot mech actor, and for some reason I can't find it anywhere ingame, shop or actor viewer. I've checked and triple checked everything I can think of, including indexes. I've asked several friends to take a look, and they can't figure it out. Here's the .ini code, thanks in advance for taking a look. Code: AddEffect = Attachable PresetName = Shoulderplate Mass = 10 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = cindy.rte/characters/Mech/Shoulderplate.bmp FrameCount = 1 SpriteOffset = Vector X = -7 Y = -8 AngularVel = 6 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Metal Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 350000 JointStiffness = 0.25 BreakWound = AEmitter CopyOf = Wound Bone Break JointOffset = Vector X = 0 Y = 0 DrawAfterParent = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 8 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 6 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 5 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Fire Ball 1 Count = 5 Spread = 2.25 MaxVelocity = 5 MinVelocity = 0 GibImpulseLimit = 150000 GibWoundLimit = 18 CopyOf = Bone Crack AddEffect = Attachable PresetName = Chestplate Mass = 60 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = cindy.rte/characters/Mech/Chestplate.bmp FrameCount = 1 SpriteOffset = Vector X = -7 Y = -8 AngularVel = 6 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Metal Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 350000 JointStiffness = 0.25 BreakWound = AEmitter CopyOf = Wound Bone Break JointOffset = Vector X = 0 Y = 0 DrawAfterParent = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 8 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 6 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 5 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Fire Ball 1 Count = 5 Spread = 2.25 MaxVelocity = 5 MinVelocity = 0 GibImpulseLimit = 150000 GibWoundLimit = 18 GibSound = Sound CopyOf = Bone Crack AddEffect = Attachable PresetName = Mech Head Mass = 1 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = cindy.rte/characters/Mech/Head.bmp FrameCount = 1 SpriteOffset = Vector X = -14 Y = -14 AngularVel = 6 EntryWound = AEmitter CopyOf = Dent Metal Light ExitWound = AEmitter CopyOf = Dent Metal Light AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Metal Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 9999 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = -2 Y = 3 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 8 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 6 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 5 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Fire Ball 1 Count = 5 Spread = 2.25 MaxVelocity = 5 MinVelocity = 0 GibImpulseLimit = 3750 GibWoundLimit = 7 GibSound = Sound CopyOf = Flesh Body Blunt Hit AddActor = Arm PresetName = Mech Arm FG Mass = 30 RestThreshold = 500 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = cindy.rte/characters/Mech/ArmFG.bmp FrameCount = 8 SpriteOffset = Vector X = -26 Y = -20 AngularVel = 6 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Metal Resolution = 4 Depth = 0 DeepCheck = 0 ParentOffset = Vector X = 0 Y = 0 JointStrength = 25000 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Fire Leak JointOffset = Vector X = -15 Y = -9 DrawAfterParent = 1 HeldDevice = None Hand = ContentFile FilePath = cindy.rte/characters/Mech/FGHand.bmp MaxLength = 42 IdleOffset = Vector X = 20 Y = 20 MoveSpeed = 0.2 AddAttachable = Attachable CopyOf = Shoulderplate ParentOffset = Vector X = -6 Y = -1 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 8 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 6 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 5 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Fire Ball 1 Count = 5 Spread = 2.25 MaxVelocity = 5 MinVelocity = 0 GibImpulseLimit = 50 GibWoundLimit = 25 GibSound = Sound CopyOf = Flesh Body Blunt Hit AddActor = Arm PresetName = Mech Arm BG Mass = 30 RestThreshold = 500 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = cindy.rte/characters/Mech/ArmBG.bmp FrameCount = 8 SpriteOffset = Vector X = -26 Y = -20 AngularVel = 6 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Metal Resolution = 4 Depth = 0 DeepCheck = 0 ParentOffset = Vector X = 0 Y = 0 JointStrength = 25000 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Fire Leak JointOffset = Vector X = -15 Y = -9 DrawAfterParent = 1 HeldDevice = None Hand = ContentFile FilePath = cindy.rte/characters/Mech/BGHand.bmp MaxLength = 42 IdleOffset = Vector X = 20 Y = 20 MoveSpeed = 0.2 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 8 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 6 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 5 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Fire Ball 1 Count = 5 Spread = 2.25 MaxVelocity = 5 MinVelocity = 0 GibImpulseLimit = 50 GibWoundLimit = 25 GibSound = Sound CopyOf = Flesh Body Blunt Hit AddActor = Attachable PresetName = Mech Foot FG Mass = 6 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = cindy.rte/characters/Mech/FootFG.bmp FrameCount = 1 SpriteOffset = Vector X = -6 Y = -4 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 = Leaking Machinery JointOffset = Vector X = -1 Y = -1 DrawAfterParent = 0 AddActor = Attachable PresetName = Mech Foot BG Mass = 6 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = cindy.rte/characters/Mech/FootBG.bmp FrameCount = 1 SpriteOffset = Vector X = -6 Y = -4 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 = Leaking Machinery JointOffset = Vector X = -1 Y = -1 DrawAfterParent = 0 AddActor = Leg PresetName = Mech Leg FG Mass = 25 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 RestThreshold = 500 SpriteFile = ContentFile FilePath = cindy.rte/characters/Mech/LegFG.bmp FrameCount = 2 SpriteOffset = Vector X = -14 Y = -9 AngularVel = 6 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Metal Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 3000 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = -10 Y = 5 DrawAfterParent = 0 Foot = Attachable CopyOf = Mech Foot FG ParentOffset = Vector X = -11 Y = -10 ExtendedOffset = Vector X = 24 Y = 0 ContractedOffset = Vector X = 9 Y = 0 IdleOffset = Vector X = 3 Y = 9 MoveSpeed = 0.4 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 8 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 6 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 5 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 GibImpulseLimit = 50 GibWoundLimit = 18 GibSound = Sound CopyOf = Flesh Body Blunt Hit AddActor = Leg PresetName = Mech Leg BG Mass = 25 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 RestThreshold = 500 SpriteFile = ContentFile FilePath = cindy.rte/characters/Mech/LegBG.bmp FrameCount = 2 SpriteOffset = Vector X = -14 Y = -9 AngularVel = 6 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Metal Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 3000 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = -10 Y = 5 DrawAfterParent = 0 Foot = Attachable CopyOf = Mech Foot BG ParentOffset = Vector X = -11 Y = -10 ExtendedOffset = Vector X = 24 Y = 0 ContractedOffset = Vector X = 9 Y = 0 IdleOffset = Vector X = 3 Y = 9 MoveSpeed = 0.4 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 8 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 6 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 5 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 GibImpulseLimit = 50 GibWoundLimit = 18 GibSound = Sound CopyOf = Flesh Body Blunt Hit AddActor = AHuman PresetName = Mini Mech AddToGroup = Actors AddToGroup = Mecha Description = WIP Mass = 220 GoldValue = 600 Buyable = 1 RestThreshold = -500 HitsMOs = 1 GetsHitByMOs = 1 ScriptPath = Base.rte/Actors/AI/HumanAI.lua SpriteFile = ContentFile FilePath = cindy.rte/characters/Mech/Torso.bmp FrameCount = 1 SpriteOffset = Vector X = -11 Y = -17 AngularVel = 0 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Metal Resolution = 1 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 1 Depth = 3 DeepCheck = 0 AimAngle = 0 AimRange = 0.5 BodyHitSound = Sound CopyOf = Metal Body Blunt Hit Large DeviceSwitchSound = Sound CopyOf = Device Switch Status = 0 Health = 100 ImpulseDamageThreshold = 3000 AimAngle = 0 AimDistance = 30 Perceptiveness = 0.9 CharHeight = 100 HolsterOffset = Vector X = 0 Y = 26 Head = Attachable CopyOf = Mech Head ParentOffset = Vector X = 0 Y = 0 BGLeg = Leg CopyOf = Mech Leg BG ParentOffset = Vector X = 1 Y = 12 FGLeg = Leg CopyOf = Mech Leg FG ParentOffset = Vector X = -4 Y = 12 FGArm = Arm CopyOf = Mech Arm FG ParentOffset = Vector X = -6 Y = -9 BGArm = Arm CopyOf = Mech Arm BG ParentOffset = Vector X = 4 Y = -9 AddAttachable = Attachable CopyOf = Chestplate ParentOffset = Vector X = 7 Y = 5 HandGroup = AtomGroup CopyOf = Mech Hand FootGroup = AtomGroup CopyOf = Mech Foot ///StrideSound = Sound ///CopyOf = OniTech Mech Step StandLimbPath = LimbPath PresetName = Mech Stand Path StartOffset = Vector X = -5 Y = 19 StartSegCount = 0 SlowTravelSpeed = 0.1 NormalTravelSpeed = 0.5 FastTravelSpeed = 1.5 PushForce = 7500 StandLimbPathBG = LimbPath CopyOf = Mech Stand Path StartOffset = Vector X = 6 Y = 19 WalkLimbPath = LimbPath PresetName = Mech Walk Path StartOffset = Vector X = 12 Y = -3 StartSegCount = 3 AddSegment = Vector X = 2 Y = 4 AddSegment = Vector X = 0 Y = 4 AddSegment = Vector X = 0 Y = 4 AddSegment = Vector X = 0 Y = 4 AddSegment = Vector X = -6 Y = 6 AddSegment = Vector X = -4 Y = 0 AddSegment = Vector X = -4 Y = 0 AddSegment = Vector X = -4 Y = 0 AddSegment = Vector X = -4 Y = 0 AddSegment = Vector X = -3 Y = 0 AddSegment = Vector X = 0 Y = -2 SlowTravelSpeed = 1 NormalTravelSpeed = 2 FastTravelSpeed = 3 PushForce = 16000 CrouchLimbPath = LimbPath PresetName = Mech Crouch Path StartOffset = Vector X = 10 Y = 3 StartSegCount = 0 SlowTravelSpeed = 0.1 NormalTravelSpeed = 0.5 FastTravelSpeed = 1.5 PushForce = 8000 CrawlLimbPath = LimbPath PresetName = Mech Crawl Path StartOffset = Vector X = 10 Y = 5 StartSegCount = 0 SlowTravelSpeed = 3 NormalTravelSpeed = 3 FastTravelSpeed = 3 PushForce = 10000 ClimbLimbPath = LimbPath PresetName = Mech Climb Path StartOffset = Vector X = 2 Y = -26 StartSegCount = 8 AddSegment = Vector X = 0 Y = -4 AddSegment = Vector X = 3 Y = -3 AddSegment = Vector X = 8 Y = 0 AddSegment = Vector X = 8 Y = 0 AddSegment = Vector X = 4 Y = 4 AddSegment = Vector X = 0 Y = 8 AddSegment = Vector X = 0 Y = 8 AddSegment = Vector X = 0 Y = 8 AddSegment = Vector X = 0 Y = 8 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 = Mech 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 = Mech Dislodge Path StartOffset = Vector X = 12 Y = -10 StartSegCount = 1 AddSegment = Vector X = 0 Y = 6 AddSegment = Vector X = 0 Y = 6 AddSegment = Vector X = 0 Y = 6 AddSegment = Vector X = 0 Y = 6 AddSegment = Vector X = 0 Y = 6 AddSegment = Vector X = 0 Y = 6 AddSegment = Vector X = 0 Y = 6 SlowTravelSpeed = 1 NormalTravelSpeed = 1.5 FastTravelSpeed = 2 PushForce = 12000 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 8 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 6 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 5 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Fire Ball 1 Count = 5 Spread = 2.25 MaxVelocity = 5 MinVelocity = 0 GibImpulseLimit = 14000 GibWoundLimit = 50 GibSound = Sound CopyOf = Ship Explosion |
Author: | Hoovytaurus [ Mon Sep 25, 2017 12:08 pm ] |
Post subject: | Re: Actor not showing up ingame or in actor viewer |
at super-fast first glance that .ini looks like it ought to work (the actual actor code anyway) so we'd need the whole .rte to see why it doesnt work try opening up the console in-game, see if it says it couldn't load anything (but booted up anyway, that happens sometimes) and if that shows nothing put in some trash lines into the .ini to see if it reacts at all, if it doesn't it might not even be looking at the file. i can take a quick look to see if everythings structured if you put up the whole .rte though EDIT: oh and just in case the game is still weird about groups try taking away the Mecha and putting it as light infantry or whatever, though i don't see why that'd work you really never know with CC anymore |
Author: | gridbull [ Mon Sep 25, 2017 4:30 pm ] |
Post subject: | Re: Actor not showing up ingame or in actor viewer |
Hoovytaurus wrote: at super-fast first glance that .ini looks like it ought to work (the actual actor code anyway) so we'd need the whole .rte to see why it doesnt work try opening up the console in-game, see if it says it couldn't load anything (but booted up anyway, that happens sometimes) and if that shows nothing put in some trash lines into the .ini to see if it reacts at all, if it doesn't it might not even be looking at the file. i can take a quick look to see if everythings structured if you put up the whole .rte though EDIT: oh and just in case the game is still weird about groups try taking away the Mecha and putting it as light infantry or whatever, though i don't see why that'd work you really never know with CC anymore I took your suggestion and checked the console, it seems I forgot to put 'GibSound = Sound' in front of 'CopyOf = Bone Crack', it works now. that's a really weird thing to only cause it to not show up... Thanks a bunch for the help. |
Page 1 of 1 | All times are UTC [ DST ] |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |