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