
 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.