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A mod error
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Author:  Evangel [ Fri May 22, 2009 2:39 pm ]
Post subject:  A mod error

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

Author:  djmorrsee [ Fri May 22, 2009 5:15 pm ]
Post subject:  Re: A mod error

open up your doors.ini, hit control g, go to line 336, and copy and paste all surrounding code here. make sure you use the code display thing

we need to see what the problem is before we can help you

Author:  Evangel [ Tue May 26, 2009 5:39 pm ]
Post subject:  Re: A mod error

*Edited*

Author:  djmorrsee [ Tue May 26, 2009 7:38 pm ]
Post subject:  Re: A mod error

to use the control g thing, make sure word wrap is turned off in notepad

but anyway, i copied it into a notepad document, found the line, and i think i found the problem

you have:
SpriteAnimMode = 5

i could be wrong but isnt that variable a boolean value? meaning only 1 or 0?

also, when commenting things out in the file, use forward slashes. not back. // not \\

Author:  ProjektTHOR [ Wed May 27, 2009 12:36 am ]
Post subject:  Re: A mod error

Jesus christ.

www.pastebin.com

A wonderful resource.

Author:  Seraph [ Wed May 27, 2009 1:08 am ]
Post subject:  Re: A mod error

To translate what Thor is trying to say: Please don't quote a massive block of code, use that site and link to it, it's easier to help you that way.

Author:  Duh102 [ Wed May 27, 2009 1:11 am ]
Post subject:  Re: A mod error

djmorrsee wrote:
could be wrong but isnt that variable a boolean value? meaning only 1 or 0?

No, it's an enum for several modes. I believe 5 is ping-pong while moving.

Author:  djmorrsee [ Wed May 27, 2009 3:14 am ]
Post subject:  Re: A mod error

ah. ive never used that so i wasnt sure

well, idk what else could be wrong then.

Author:  Evangel [ Wed May 27, 2009 1:28 pm ]
Post subject:  Re: A mod error

Ahh sorry to you all.
This is my first mod,Iv enjoyed the game without them,and I was told that this game was ment to be played with mods so i decied to get 1 and try it out.
I went with mod pack 3 from the daterealms mod archive post and this was the olny one that dident work out of the pack....

Sorry Thor but as you can see im olny 3 post in and this is my third....so im till grasping how all this is working.....sorry

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