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A mod error http://45.55.195.193/viewtopic.php?f=72&t=14862 |
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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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