Can anyone tell me how to fix this mod?
heres the error:
Abortion in file .\system\reader.cpp line 493, because:
Could noe match property in Defense Hatch.rte/Doors.ini at line 336!
The last frame has been dumped to 'abortscreen.bmp'
I know you get tired of answering thes but i looked and found a bunch of the same thing but different line, files, ect.ect but i did not find this one.
I also used the forum search and dident come up with anything.
Thank you in advance
Sorry but I dont know if this is the right file because Ctrl+g wasent doing anything so I copied it all.
Code:
AddEffect = MOSRotating
InstanceName = Defense Hatch Motor Gib A
AddToGroup = Door Parts
Mass = 52.75
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 0
SpriteFile = ContentFile
FilePath = Defense Hatch.rte/Images/MotorGibA.bmp
FrameCount = 1
SpriteOffset = Vector
X = -6
Y = -7
AngularVel = 6
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Mangled Metal
Resolution = 4
Depth = 0
DeepCheck = 0
AddEffect = MOSRotating
InstanceName = Defense Hatch Motor Gib B
AddToGroup = Door Parts
Mass = 27.53
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 0
SpriteFile = ContentFile
FilePath = Defense Hatch.rte/Images/MotorGibB.bmp
FrameCount = 1
SpriteOffset = Vector
X = -5
Y = -9
AngularVel = 6
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Mangled Metal
Resolution = 4
Depth = 0
DeepCheck = 0
AddEffect = MOSRotating
InstanceName = Defense Hatch Motor Gib C
AddToGroup = Door Parts
Mass = 48.05
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 0
SpriteFile = ContentFile
FilePath = Defense Hatch.rte/Images/MotorGibC.bmp
FrameCount = 1
SpriteOffset = Vector
X = -8
Y = -7
AngularVel = 6
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Mangled Metal
Resolution = 4
Depth = 0
DeepCheck = 0
AddEffect = MOSRotating
InstanceName = Defense Hatch Base Gib B
AddToGroup = Door Parts
Mass = 50.54
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 0
SpriteFile = ContentFile
FilePath = Defense Hatch.rte/Images/BaseGibB.bmp
FrameCount = 1
SpriteOffset = Vector
X = -10
Y = -6
AngularVel = 6
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Mangled Metal
Resolution = 4
Depth = 0
DeepCheck = 0
AddEffect = MOSRotating
InstanceName = Defense Hatch Mid Gib G
AddToGroup = Door Parts
Mass = 38.44
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 0
SpriteFile = ContentFile
FilePath = Defense Hatch.rte/Images/MidGibG.bmp
FrameCount = 1
SpriteOffset = Vector
X = -8
Y = -6
AngularVel = 6
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Mangled Metal
Resolution = 4
Depth = 0
DeepCheck = 0
AddEffect = MOSRotating
InstanceName = Defense Hatch Mid Gib E
AddToGroup = Door Parts
Mass = 7.29
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 0
SpriteFile = ContentFile
FilePath = Defense Hatch.rte/Images/MidGibE.bmp
FrameCount = 1
SpriteOffset = Vector
X = -5
Y = -2
AngularVel = 6
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Mangled Metal
Resolution = 4
Depth = 0
DeepCheck = 0
AddEffect = Attachable
InstanceName = Defense Hatch Door
AddToGroup = Door Parts
PinStrength = 10000
Mass = 40.02
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = Defense Hatch.rte/Images/SlideShortA.bmp
FrameCount = 1
SpriteOffset = Vector
X = -19
Y = -6
EntryWound = AEmitter
CopyOf = Dent Metal Light
ExitWound = AEmitter
CopyOf = Dent Metal Light
AngularVel = 0
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Door Metal
Resolution = 4
Depth = 0
DeepGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Door Metal
Resolution = 6
Depth = 4
DeepCheck = 1
JointStrength = 300
JointStiffness = 0.5
BreakWound = AEmitter
CopyOf = Wound Bone Break
JointOffset = Vector
X = 0
Y = 0
DrawAfterParent = 1
GibImpulseLimit = 5000
GibWoundLimit = 60
// GibSound = Sound
// CopyOf = Bone Crack
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Micro A
Offset = Vector
X = 4
Y = 4.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Micro A
Offset = Vector
X = 5
Y = -5.5
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Pipe Small C
Offset = Vector
X = 3
Y = 3.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Micro A
Offset = Vector
X = 1.5
Y = 2
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Micro A
Offset = Vector
X = 2.5
Y = -1
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Micro A
Offset = Vector
X = 5.5
Y = 2
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Tiny A
Offset = Vector
X = 0.5
Y = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel Orange Tiny A
Offset = Vector
X = 6.5
Y = 1
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Tiny A
Offset = Vector
X = -0.5
Y = 3
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Micro A
Offset = Vector
X = 6.5
Y = 3
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Micro A
Offset = Vector
X = -14.5
Y = -5
AddEffect = ADoor
InstanceName = Defense Hatch Motor
AddToGroup = Door Parts
Mass = 5
Sharpness = 1
HitsMOs = 0
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = Defense Hatch.rte/Images/MotorA.bmp
SpriteOffset = Vector
X = -16
Y = -7
AngularVel = 6
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Military Stuff
Resolution = 4
Depth = 0
DeepCheck = 0
GibImpulseLimit = 5000
GibWoundLimit = 80
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Tiny A
Offset = Vector
X = -4
Y = -5.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Tiny A
Offset = Vector
X = 8
Y = -5.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Tiny A
Offset = Vector
X = 9
Y = 4.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Tiny A
Offset = Vector
X = -15
Y = -6.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Dark Tiny A
Offset = Vector
X = -4
Y = -3.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Dark Micro A
Offset = Vector
X = 9
Y = 2.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Micro A
Offset = Vector
X = -16
Y = -4.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Micro A
Offset = Vector
X = -4
Y = -1.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Micro A
Offset = Vector
X = -2
Y = -3.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Micro A
Offset = Vector
X = 8
Y = -3.5
AddActor = ADoor
CopyOf = Defense Hatch Motor
InstanceName = Defense Hatch
AddToGroup = Doors
PinStrength = 10000
SpriteAnimMode = 5
SpriteAnimDuration = 250
EntryWound = AEmitter
CopyOf = Leaking Machinery
ExitWound = AEmitter
CopyOf = Leaking Machinery
Status = 0
Health = 100
Team = 0
CharHeight = 40
Door = Attachable
CopyOf = Defense Hatch Door
OpenOffset = Vector
X = -17
Y = 13
ClosedOffset = Vector
X = -17
Y = 28
OpenClosedAngle = Matrix
AngleDegrees = -90
DoorMoveTime = 500
\\ DoorOpenSound
ClosedByDefault = 1
ResetDefaultDelay = 1500
SensorInterval = 100
AddSensor = Sensor
StartOffset = Vector
X = 10
Y = 35
SensorRay = Vector
X = -10
Y = 35
SkipPixels = 6