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 coding problems.... 
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Joined: Fri May 08, 2009 1:39 am
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Post coding problems....
sup, I'm making a mod of the ronin tommy gun, to test my ability to sprite and mod, and its pretty obvious i can sprit A LOT better than i can mod, because my mods dont load. It's probably a begginer mistake so any modding god who sees this will whve no trouble, and probably flame me for being such a noob, but please help!!!

it just wont load, nd it gives me this in the abort screen : Failed to load datafile object with following path and name : Dt.
then i got to abortscreen .bmp and it says thatit stoppend at : Devices/Dtommy.ini at line 100.
when i checked that it turned out to be: (line98)ParentOffset = Vector
(line99)X = -2
(line100)Y = 1

please help, i dont know what the heck to do :(

oops forgot to put up the folder lols


Attachments:
Dt.rte.rar [205.83 KiB]
Downloaded 176 times


Last edited by wiffles on Thu Jul 09, 2009 1:51 am, edited 1 time in total.

Thu Jul 09, 2009 1:47 am
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Post Re: coding problems....
Use code blocks to clarify.


Thu Jul 09, 2009 1:51 am
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REAL AMERICAN HERO
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Post Re: coding problems....
Failed to load object means that you're referencing something that doesn't exist.

Check your code read order; if it's a gun it should go particle > round > magazine > gun


Thu Jul 09, 2009 1:51 am
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Post Re: coding problems....
yeah i just noticed that :oops:


Thu Jul 09, 2009 1:52 am
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Post Re: coding problems....
the order is fine, i borrowed the code from the ronin tommygun so.......


Thu Jul 09, 2009 1:54 am
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Post Re: coding problems....
Then check capitalization and make sure that particle types match.


Thu Jul 09, 2009 2:07 am
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Post Re: coding problems....
thanx grif ill give that a try!



bonus point and an imaginary cookie to the first person to geuss what made me want to make a tommygun!


Thu Jul 09, 2009 2:14 am
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Post Re: coding problems....
Your name is tommy.

Spoilers: no one cares


Thu Jul 09, 2009 2:15 am
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Post Re: coding problems....
since i still have no idea on what to do heres the text for anyone awesome enough to be bothered to read it {
Code:
AddEffect = MOPixel
   PresetName = Bullet DTommyGun
   Mass = 0.03
   LifeTime = 690
   Sharpness = 75
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 210
      G = 198
      B = 178
   Atom = Atom
      Material = Material
         CopyOf = Bullet Metal
      TrailColor = Color
         R = 210
         G = 120
         B = 180
      TrailLength = 25


AddEffect = MOPixel
   CopyOf = Bullet DTommyGun
   PresetName = Tracer DTommyGun
   Mass = 0.04
   Sharpness = 75
   Color = Color
      R = 255
      G = 226
      B = 0
   Atom = Atom
      Material = Material
         CopyOf = Bullet Metal
      TrailColor = Color
         R = 255
         G = 226
         B = 0
      TrailLength = 35


AddAmmo = Round
   PresetName = Round DTommyGun
   ParticleCount = 1
   Particle = MOPixel
      CopyOf = Bullet DTommyGun
   Shell = MOSParticle
      CopyOf = Casing
   FireVelocity = 95
   ShellVelocity = 12
   Separation = 0


AddAmmo = Round
   PresetName = Tracer DTommyGun
   ParticleCount = 1
   Particle = MOPixel
      CopyOf = Tracer DTommyGun
   Shell = MOSParticle
      CopyOf = Casing
   FireVelocity = 90
   ShellVelocity = 12
   Separation = 0


AddAmmo = Magazine
   PresetName = Magazine DTommyGun
   Mass = 3
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Dt.rte/Sprites/MagazineTommygunFGB
   FrameCount = 1
   SpriteOffset = Vector
      X = -1
      Y = -4
   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 = 3
      Depth = 1
   DeepCheck = 0
   JointStrength = 200
   JointStiffness = 1
   JointOffset = Vector
      X = 0
      Y = -3
   ParentOffset = Vector
      X = -2
      Y = 1
   DrawAfterParent = 0
   RoundCount = 100
   RTTRatio = 5
   RegularRound = Round
      CopyOf = Round DTommyGun
   TracerRound = Round
      CopyOf = Tracer DTommyGun
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 1
      Count = 3
      Spread = 2.25
      MaxVelocity = 20
      MinVelocity = 8
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Rust Micro A
      Count = 5
      Spread = 2.25
      MaxVelocity = 15
      MinVelocity = 5
   GibWoundLimit = 2



AddDevice = HDFirearm
   PresetName = DTommyGun
   Description = the John Dillinger tommygun which almost never reloads, but when it does, youre boned!turn up the sound and turn on the 100 round full auto!!
   AddToGroup = Weapons

   Mass = 10
   HitsMOs = 0
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = Dt.rte/Sprites/TommyGunB.bmp
   FrameCount = 2
   SpriteOffset = Vector
      X = -12
      Y = -4
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   GoldValue = 100
   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 = 0
   JointStrength = 75
   JointStiffness = 0.5
   JointOffset = Vector
      X = -3
      Y = 2
   DrawAfterParent = 0
   StanceOffset = Vector
      X = 3
      Y = 8
   SharpStanceOffset = Vector
      X = 7
      Y = 0
   SupportOffset = Vector
      X = 6
      Y = 2
   SharpLength = 100
   Magazine = Magazine
      CopyOf = Magazine DTommyGun
   Flash = Attachable
      CopyOf = Muzzle Flash Pistol
   FireSound = Sound
      AddSample = ContentFile
         FilePath = Dt.rte/Thompsonfire.wav
   EmptySound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Devices/EmptyClick3.wav
   ReloadStartSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Devices/ReloadStart.wav
   ReloadEndSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Devices/ReloadEnd.wav
   RateOfFire = 500
   ReloadTime = 2000
   FullAuto = 1
   FireIgnoresThis = 1
   ShakeRange = 12
   SharpShakeRange = 6
   NoSupportFactor = 3.6
   ParticleSpreadRange = 3
   ShellSpreadRange = 7
   ShellAngVelRange = 2
   MuzzleOffset = Vector
      X = 15
      Y = 0
   EjectionOffset = Vector
      X = -2
      Y = -1
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 1
      Count = 4
      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 = 9
      Spread = 2.25
      MaxVelocity = 15
      MinVelocity = 5
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Grey Micro A
      Count = 12
      Spread = 2.25
      MaxVelocity = 15
      MinVelocity = 5
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Ronin Gib C
      Count = 1
      Spread = 2.25
      MaxVelocity = 10
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Ronin Gib I
      Count = 1
      Spread = 2.25
      MaxVelocity = 10
      MinVelocity = 1
   GibWoundLimit = 3


thanx much to whoever fixes it, you will be put on the credit list if i release it

oopas sorry, ty mind


Last edited by wiffles on Thu Jul 09, 2009 5:46 pm, edited 2 times in total.



Thu Jul 09, 2009 3:59 am
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Post Re: coding problems....
Please. Use [code][/code] Put your code in there.


Thu Jul 09, 2009 4:01 am
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Post Re: coding problems....
GODDAMNIT [/CODE]! YOU NEED THE SLASH TO CLOSE IT!

since i cant see anything wrong, its probably incorrect tabbing or caps, especially since you didnt try to copy DT.


Thu Jul 09, 2009 2:33 pm
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Post Re: coding problems....
The magazine sprite doesn't have an extension. Maybe a problem, maybe not.

Also, the abortscreen image shows you the loading process - it increments the loading line number in 100s, so your error isn't at 100. The error message should've told you the exact line.


Thu Jul 09, 2009 3:37 pm
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Post Re: coding problems....
hurm i tried to fix it and when i turned cc on it gave me: could not match property in Dt.rte/Devices/Dtommy.ini at line 12 and the stuff on line 12 is : Atom = Atom



uugh


Thu Jul 09, 2009 5:54 pm
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Post Re: coding problems....
Just post the whole thing.


Thu Jul 09, 2009 6:05 pm
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Post Re: coding problems....
er maxim dude look a few posts above you


Thu Jul 09, 2009 6:12 pm
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