Actor not showing up in list?
I'm working on an army of little flying drones, called scouts, each with a different setup for different tasks. I've made the first one, which I'm happy with, but when I copied the AddActor section to make the second drone, the second one dosen't appear in the buy list
There's something obviously wrong with it that I'm missing isn't there?
Quote:
AddActor = ACDropShip
InstanceName = Scout - Salvage
AddToGroup = Craft
Mass = 100
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = Scout.rte/BodyA.bmp
FrameCount = 1
SpriteOffset = Vector
X = 0
Y = 0
EntryWound = AEmitter
CopyOf = Dent Metal
ExitWound = AEmitter
CopyOf = Dent Metal
GoldValue = 20
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Civilian Tech
Resolution = 10
Depth = 0
DeepGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Civilian Tech
Resolution = 20
Depth = 4
DeepCheck = 1
BodyHitSound = Sound
CopyOf = Metal Body Blunt Hit
Health = 50
ImpulseDamageThreshold = 8000
CharHeight = 100
RThruster = AEmitter
CopyOf = Drop Ship Right Engine
ParentOffset = Vector
X = 25
Y = 2
LThruster = AEmitter
CopyOf = Drop Ship Left Engine
ParentOffset = Vector
X = -25
Y = 2
URThruster = AEmitter
CopyOf = Dropship Retro Thruster
ParentOffset = Vector
X = 20
Y = 0
ULThruster = AEmitter
CopyOf = Dropship Retro Thruster
ParentOffset = Vector
X = -20
Y = 0
RHatchDoor = Attachable
CopyOf = Drop Ship Right Hatch
ParentOffset = Vector
X = 2
Y = 0
LHatchDoor = Attachable
CopyOf = Drop Ship Left Hatch
ParentOffset = Vector
X = -2
Y = 0
HatchDoorSwingRange = Matrix
AngleDegrees = 60
HatchDelay = 400
HatchOpenSound = Sound
AddSample = ContentFile
Path = Scout.rte/Hatch.wav
AddExit = Exit
Offset = Vector
X = 0
Y = 28
Velocity = Vector
X = 0
Y = 0
ExitInterval = 1000;
CrashSound = Sound
CopyOf = Metal Body Blunt Hit Large
CanLand = 0
// GibImpulseLimit = 2000
AddActor = ACDropShip
InstanceName = Scout - Combat
AddToGroup = Craft
Mass = 100
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = Scout.rte/BodyB.bmp
FrameCount = 1
SpriteOffset = Vector
X = 0
Y = 0
EntryWound = AEmitter
CopyOf = Dent Metal
ExitWound = AEmitter
CopyOf = Dent Metal
GoldValue = 50
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Civilian Tech
Resolution = 10
Depth = 0
DeepGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Civilian Tech
Resolution = 20
Depth = 4
DeepCheck = 1
BodyHitSound = Sound
CopyOf = Metal Body Blunt Hit
Health = 80
ImpulseDamageThreshold = 8000
CharHeight = 100
RThruster = AEmitter
CopyOf = Drop Ship Right Engine
ParentOffset = Vector
X = 28
Y = 0
LThruster = AEmitter
CopyOf = Drop Ship Left Engine
ParentOffset = Vector
X = -28
Y = 0
URThruster = AEmitter
CopyOf = Dropship Retro Thruster
ParentOffset = Vector
X = 20
Y = 0
ULThruster = AEmitter
CopyOf = Dropship Retro Thruster
ParentOffset = Vector
X = -20
Y = 0
RHatchDoor = Attachable
CopyOf = Right Claw
ParentOffset = Vector
X = 2
Y = 0
LHatchDoor = Attachable
CopyOf = Left Claw
ParentOffset = Vector
X = -2
Y = 0
HatchDoorSwingRange = Matrix
AngleDegrees = -1440
HatchDelay = 300
HatchOpenSound = Sound
AddSample = ContentFile
Path = Scout.rte/Attack.wav
AddExit = Exit
Offset = Vector
X = 0
Y = 28
Velocity = Vector
X = 0
Y = 0
ExitInterval = 1000;
CrashSound = Sound
CopyOf = Metal Body Blunt Hit Large
CanLand = 0
// GibImpulseLimit = 2000
I tried putting in a CopyOf, but that didn't help.