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vagyr
Joined: Sun Jan 11, 2009 10:54 am Posts: 365
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random error heeelp!?!?!?
now i have another random error!!! it says error on line 5(it cannot mach property) and sometimes it will say error on line 43(it cannot mach property)!?!?!? what do i do wrong??? it has an error on the mass?!?!? and on the color?!?!? Code: AddEffect = Attachable InstanceName = Sniper Pulse Muzzle ScreenEffect = ContentFile FilePath = Tau.rte/Pulse Rifle auto fire/pulseglow.bmp Mass = 0.0001 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Tau.rte/Pulse Rifle auto fire/pulsebeam.bmp FrameCount = 2 SpriteOffset = Vector X = 0 //-8 Y = -9 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 2 Depth = 100 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 3 Depth = 100 DeepCheck = 0 JointStrength = 10000 JointStiffness = 1 DrawAfterParent = 0
AddEffect = MOPixel InstanceName = Particle Rail Glow Mass = 0.013 //RestThreshold = 500 GlobalAccScalar = 0 LifeTime = 500 Sharpness = 0.0001 HitsMOs = 0 GetsHitByMOs = 0 Color = Color R = 0 G = 0 B = 200 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 200 G = 200 B = 255 TrailLength = 4 ScreenEffect = ContentFile FilePath = Base.rte/Effects/Glows/BlueSmall.bmp EffectStartTime = 0 EffectStopTime = 500 EffectStartStrength = 1.0 EffectStopStrength = 0.1 EffectAlwaysShows = 1
AddEffect = MOPixel InstanceName = Particle 1 Mass = 0.05 RestThreshold = 500 LifeTime = 300 Sharpness = 50 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 255 G = 255 B = 255 Atom = Atom Material = Material CopyOf = Metal TrailColor = Color R = 100 G = 100 B = 255 TrailLength = 40
AddAmmo = AEmitter PresetName = Particle Rail Rifle Mass = 4 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Coalition.rte/Devices/Rifles/SniperCasing.bmp LifeTime = 1 FrameCount = 1 SpriteOffset = Vector X = 0 Y = -9 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 1 DeepCheck = 1 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Particle 1 ParticlesPerMinute = 1 BurstSize = 2 Spread = 0.0 MaxVelocity = 220 MinVelocity = 190 PushesEmitter = 0 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Particle Rail Glow ParticlesPerMinute = 1 BurstSize = 6 Spread = 0.0 MaxVelocity = 120 MinVelocity = 10 PushesEmitter = 0 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Particle Rail Glow PresetName = Particle Rail Glow Large ScreenEffect = ContentFile FilePath = Base.rte/Effects/Glows/BlueBig.bmp EffectStartTime = 0 EffectStopTime = 500 EffectStartStrength = 0.9 EffectStopStrength = 0.1 EffectAlwaysShows = 1 ParticlesPerMinute = 1 BurstSize = 3 Spread = 0.0 MaxVelocity = 100 MinVelocity = 10 PushesEmitter = 0 EmissionEnabled = 1 EmissionsIgnoreThis = 0 BurstTriggered = 1
AddAmmo = Round InstanceName = Round 1 ParticleCount = 1 Particle = AEmitter CopyOf = Particle Rail Rifle Shell = None FireVelocity = 10 ShellVelocity = 0 Separation = 0
AddAmmo = Magazine InstanceName = Magazine Pulse Mass = 2 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp FrameCount = 1 SpriteOffset = Vector X = 28 Y = -5 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Grass Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Grass Resolution = 3 Depth = 1 DeepCheck = 1 JointStrength = 200 JointStiffness = 1 JointOffset = Vector X = 0 Y = -3 ParentOffset = Vector X = 1 Y = 0 DrawAfterParent = 0 RoundCount = 60 RTTRatio = 4 RegularRound = Round CopyOf = Round 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Tiny Smoke Ball 1 Count = 10 Spread = 1 MaxVelocity = 4 MinVelocity = 4 GibImpulseLimit = 0.00001
AddDevice = HDFirearm PresetName = Pulse Rifle/single fire Description = The Tau have developed rifle-sized plasma weapons immune to ovetrheat and catostrophic failure, a feat never before acheived, not even by the Eldar. They are used as standard-issue weapons. They have a high armor penetration value(medioum range)this weapon has been seted on single fire. AddToGroup = Weapons AddToGroup = T'au Mass = 20 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Tau.rte/Pulse Rifle 1shot/pulserifle.bmp FrameCount = 2 SpriteOffset = Vector X = -16 Y = -7 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal GoldValue = 150 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 10 DeepCheck = 1 JointStrength = 75 JointStiffness = 0.5 JointOffset = Vector X = -3 Y = 3 DrawAfterParent = 0 StanceOffset = Vector X = 6 Y = 5 SharpStanceOffset = Vector X = 7 Y = -2 SupportOffset = Vector X = 5 Y = 4 SharpLength = 480 Magazine = Magazine CopyOf = Magazine Pulse ParentOffset = Vector X = 3 Y = 1 Flash = Attachable CopyOf = Sniper Pulse Muzzle FireSound = Sound AddSample = ContentFile FilePath = Tau.rte/Pulse Rifle 1shot/shot.ogg AddSample = ContentFile FilePath = Tau.rte/Pulse Rifle 1shot/shot2.ogg EmptySound = Sound AddSample = ContentFile FilePath = Tau.rte/Pulse Rifle 1shot/empty.ogg ReloadStartSound = Sound AddSample = ContentFile FilePath = Tau.rte/Pulse Rifle 1shot/relostart.ogg ReloadEndSound = Sound AddSample = ContentFile FilePath = Tau.rte/Pulse Rifle 1shot/reloend.ogg RateOfFire = 50 ReloadTime = 2000 FullAuto = 0 FireIgnoresThis = 1 ShakeRange = 0 SharpShakeRange = 0 NoSupportFactor = 0 ParticleSpreadRange = 2 ShellSpreadRange = 8 ShellAngVelRange = 2 MuzzleOffset = Vector X = 40 Y = 0 EjectionOffset = Vector X = -8 Y = -1 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 6 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 5 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 4 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 6 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 18 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 GibWoundLimit = 18
Last edited by vagyr on Mon Feb 16, 2009 10:30 pm, edited 3 times in total.
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Sun Feb 15, 2009 1:20 pm |
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Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
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Re: weapon blows up when i use it!!!
Have you tried moving the muzzleoffset forward a bit?
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Sun Feb 15, 2009 8:27 pm |
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vagyr
Joined: Sun Jan 11, 2009 10:54 am Posts: 365
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Re: weapon blows up when i use it!!!
muzzleoffset??? nooo... big mistake!!! woops!!!
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Sun Feb 15, 2009 8:37 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: weapon blows up when i use it!!!
yeah, emitters emissions arent counted in particlesignorethis or whatever that variable is, took me a while to figure out why my shotgun was exploding too
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Mon Feb 16, 2009 5:38 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: weapon blows up when i use it!!!
Remember, if you're using that technique with emitters emitting emitters and new bullets etc, put the muzzle offset a bit further forward than usual, that way you'll still be able to move and shoot.
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Mon Feb 16, 2009 8:57 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: weapon blows up when i use it!!!
Code: AddAmmo = Round InstanceName = Round 1 ParticleCount = 1 //3 <---- Particle = AEmitter CopyOf = Particle Rail Rifle Shell = None FireVelocity = 10 ShellVelocity = 0 Separation = 0 When using weapons that fire using emitters, always have ParticleCount set to 1. BurstSize on the particles control how many particles shoot out.
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Mon Feb 16, 2009 1:01 pm |
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vagyr
Joined: Sun Jan 11, 2009 10:54 am Posts: 365
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Re: weapon blows up when i use it!!!
so if i set the burstsize on 10 the weapon will shoot 10 particles??? then what does the particlecound does???
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Mon Feb 16, 2009 1:17 pm |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: weapon blows up when i use it!!!
It does how much emmiters are shot .
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Mon Feb 16, 2009 1:24 pm |
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vagyr
Joined: Sun Jan 11, 2009 10:54 am Posts: 365
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Re: weapon blows up when i use it!!!
thanks for the help!!! now the pulse rifle is almost perfect!!!
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Mon Feb 16, 2009 1:26 pm |
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vagyr
Joined: Sun Jan 11, 2009 10:54 am Posts: 365
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Re: weapon blows up when i use it!!!
so i fixed the muzzleoffset... it worked perfectly... now i have another random error!!! it says error on line 5(it cannot mach property) and sometimes it will say error on line 43(it cannot mach property)!?!?!? what do i do wrong??? it has an error on the mass?!?!? and on the color?!?!? Code: AddEffect = Attachable InstanceName = Sniper Pulse Muzzle ScreenEffect = ContentFile FilePath = Tau.rte/Pulse Rifle auto fire/pulseglow.bmp Mass = 0.0001 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Tau.rte/Pulse Rifle auto fire/pulsebeam.bmp FrameCount = 2 SpriteOffset = Vector X = 0 //-8 Y = -9 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 2 Depth = 100 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 3 Depth = 100 DeepCheck = 0 JointStrength = 10000 JointStiffness = 1 DrawAfterParent = 0
AddEffect = MOPixel InstanceName = Particle Rail Glow Mass = 0.013 //RestThreshold = 500 GlobalAccScalar = 0 LifeTime = 500 Sharpness = 0.0001 HitsMOs = 0 GetsHitByMOs = 0 Color = Color R = 0 G = 0 B = 200 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 200 G = 200 B = 255 TrailLength = 4 ScreenEffect = ContentFile FilePath = Base.rte/Effects/Glows/BlueSmall.bmp EffectStartTime = 0 EffectStopTime = 500 EffectStartStrength = 1.0 EffectStopStrength = 0.1 EffectAlwaysShows = 1
AddEffect = MOPixel InstanceName = Particle 1 Mass = 0.05 RestThreshold = 500 LifeTime = 300 Sharpness = 50 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 255 G = 255 B = 255 Atom = Atom Material = Material CopyOf = Metal TrailColor = Color R = 100 G = 100 B = 255 TrailLength = 40
AddAmmo = AEmitter PresetName = Particle Rail Rifle Mass = 4 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Coalition.rte/Devices/Rifles/SniperCasing.bmp LifeTime = 1 FrameCount = 1 SpriteOffset = Vector X = 0 Y = -9 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 1 DeepCheck = 1 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Particle 1 ParticlesPerMinute = 1 BurstSize = 2 Spread = 0.0 MaxVelocity = 220 MinVelocity = 190 PushesEmitter = 0 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Particle Rail Glow ParticlesPerMinute = 1 BurstSize = 6 Spread = 0.0 MaxVelocity = 120 MinVelocity = 10 PushesEmitter = 0 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Particle Rail Glow PresetName = Particle Rail Glow Large ScreenEffect = ContentFile FilePath = Base.rte/Effects/Glows/BlueBig.bmp EffectStartTime = 0 EffectStopTime = 500 EffectStartStrength = 0.9 EffectStopStrength = 0.1 EffectAlwaysShows = 1 ParticlesPerMinute = 1 BurstSize = 3 Spread = 0.0 MaxVelocity = 100 MinVelocity = 10 PushesEmitter = 0 EmissionEnabled = 1 EmissionsIgnoreThis = 0 BurstTriggered = 1
AddAmmo = Round InstanceName = Round 1 ParticleCount = 1 Particle = AEmitter CopyOf = Particle Rail Rifle Shell = None FireVelocity = 10 ShellVelocity = 0 Separation = 0
AddAmmo = Magazine InstanceName = Magazine Pulse Mass = 2 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp FrameCount = 1 SpriteOffset = Vector X = 28 Y = -5 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Grass Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Grass Resolution = 3 Depth = 1 DeepCheck = 1 JointStrength = 200 JointStiffness = 1 JointOffset = Vector X = 0 Y = -3 ParentOffset = Vector X = 1 Y = 0 DrawAfterParent = 0 RoundCount = 60 RTTRatio = 4 RegularRound = Round CopyOf = Round 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Tiny Smoke Ball 1 Count = 10 Spread = 1 MaxVelocity = 4 MinVelocity = 4 GibImpulseLimit = 0.00001
AddDevice = HDFirearm PresetName = Pulse Rifle/single fire Description = The Tau have developed rifle-sized plasma weapons immune to ovetrheat and catostrophic failure, a feat never before acheived, not even by the Eldar. They are used as standard-issue weapons. They have a high armor penetration value(medioum range)this weapon has been seted on single fire. AddToGroup = Weapons AddToGroup = T'au Mass = 20 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Tau.rte/Pulse Rifle 1shot/pulserifle.bmp FrameCount = 2 SpriteOffset = Vector X = -16 Y = -7 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal GoldValue = 150 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 10 DeepCheck = 1 JointStrength = 75 JointStiffness = 0.5 JointOffset = Vector X = -3 Y = 3 DrawAfterParent = 0 StanceOffset = Vector X = 6 Y = 5 SharpStanceOffset = Vector X = 7 Y = -2 SupportOffset = Vector X = 5 Y = 4 SharpLength = 480 Magazine = Magazine CopyOf = Magazine Pulse ParentOffset = Vector X = 3 Y = 1 Flash = Attachable CopyOf = Sniper Pulse Muzzle FireSound = Sound AddSample = ContentFile FilePath = Tau.rte/Pulse Rifle 1shot/shot.ogg AddSample = ContentFile FilePath = Tau.rte/Pulse Rifle 1shot/shot2.ogg EmptySound = Sound AddSample = ContentFile FilePath = Tau.rte/Pulse Rifle 1shot/empty.ogg ReloadStartSound = Sound AddSample = ContentFile FilePath = Tau.rte/Pulse Rifle 1shot/relostart.ogg ReloadEndSound = Sound AddSample = ContentFile FilePath = Tau.rte/Pulse Rifle 1shot/reloend.ogg RateOfFire = 50 ReloadTime = 2000 FullAuto = 0 FireIgnoresThis = 1 ShakeRange = 0 SharpShakeRange = 0 NoSupportFactor = 0 ParticleSpreadRange = 2 ShellSpreadRange = 8 ShellAngVelRange = 2 MuzzleOffset = Vector X = 40 Y = 0 EjectionOffset = Vector X = -8 Y = -1 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 6 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 5 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 4 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 6 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 18 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 GibWoundLimit = 18
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Mon Feb 16, 2009 4:23 pm |
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Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
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Re: weapon blows up when i use it!!!
numgun wrote: When using weapons that fire using emitters, always have ParticleCount set to 1. BurstSize on the particles control how many particles shoot out. That's good to know... what's BurstScale do? They sound about the same thing... >.>;
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Mon Feb 16, 2009 4:42 pm |
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vagyr
Joined: Sun Jan 11, 2009 10:54 am Posts: 365
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Re: weapon blows up when i use it!!!
Solace wrote: That's good to know... what's BurstScale do? They sound about the same thing... >.>; size??? or somethink like than i guess... any help with my new problem(yes i am realy feeling like a noob)???
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Mon Feb 16, 2009 4:45 pm |
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