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				 ajlw 
				
				
					 Joined: Mon Mar 15, 2010 11:46 pm Posts: 67
				 
				 
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				  Why on earth won't this pistol load?  
					
						Code: AddEffect = MOPixel    PresetName = Tracer Beagle    Mass = 0.52    LifeTime = 750    Sharpness = 3    HitsMOs = 1    GetsHitByMOs = 0    Color = Color       R = 248       G = 232       B = 120    Atom = Atom       Material = Material          CopyOf = Bullet Metal       TrailColor = Color          R = 248          G = 232          B = 120       TrailLength = 30
  AddAmmo = Round    PresetName = Tracer PSTL2    ParticleCount = 2    Particle = MOPixel       CopyOf = Tracer Beagle    Shell = MOSParticle       CopyOf = 1UniTec.rte/UniTec Casing    FireVelocity = 125    ShellVelocity = 10    Separation = 5 Any reason why on earth this bit of coding can make my weapon UNSPAWNABLE? If I remove it, everything works! O.o Also, the game loads without an error O.o  
					
  
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			| Thu May 20, 2010 10:55 pm | 
			
				
					 
					
					 
				  
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				 CCnewplayer 
				
				
					 Joined: Wed Feb 24, 2010 11:00 pm Posts: 255 Location: Unknow
				 
				 
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				  Re: Why on earth won't this pistol load?  
					
						I'm not understanding ... specify the problem. 
					
  
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			| Thu May 20, 2010 11:06 pm | 
			
				
					 
					
					 
				  
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				 ajlw 
				
				
					 Joined: Mon Mar 15, 2010 11:46 pm Posts: 67
				 
				 
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				  Re: Why on earth won't this pistol load?  
					
						If I insert this piece of coding into a weapon... (ADDING A TRACER), the weapon will not show up in the spawn menu, or in the buy menu.
 
  If I remove it (AND DISABLE THE TRACER) it works with no problem.
  Edit: Also, the game doesn't crash even though it's clearly not correct somehow. 
					
							
  
							
    							Last edited by ajlw on Thu May 20, 2010 11:16 pm, edited 2 times in total. 
    						 
						
  
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			| Thu May 20, 2010 11:08 pm | 
			
				
					 
					
					 
				  
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				 CCnewplayer 
				
				
					 Joined: Wed Feb 24, 2010 11:00 pm Posts: 255 Location: Unknow
				 
				 
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				  Re: Why on earth won't this pistol load?  
					
						ajlw wrote: =.=
 
  If I insert this piece of coding into a weapon... (ADDING A TRACER), the weapon will not show up in the spawn menu, or in the buy menu.
 
  If I remove it (AND DISABLE THE TRACER) it works with no problem.
  Get it now? Another tracer may have the same name , change the name.  
					
  
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			| Thu May 20, 2010 11:15 pm | 
			
				
					 
					
					 
				  
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				 Urch 
				
				
					 Joined: Mon Sep 28, 2009 2:15 am Posts: 720 Location: A fucking desert.
				 
				 
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				  Re: Why on earth won't this pistol load?  
					
						Quote: AddEffect = MOPixel 	PresetName = Tracer Beagle 	Mass = 0.52 	LifeTime = 750 	Sharpness = 3 	HitsMOs = 1 	GetsHitByMOs = 0 	Color = Color 		R = 248 		G = 232 		B = 120 	Atom = Atom 		Material = Material 			CopyOf = Bullet Metal 		TrailColor = Color 			R = 248 			G = 232 			B = 120 		TrailLength = 30
  AddAmmo = Round 	PresetName = Tracer PSTL2 	ParticleCount = 2 	Particle = MOPixel 		CopyOf = Tracer Beagle 	Shell = MOSParticle 		CopyOf = 1UniTec.rte/UniTec Casing 	FireVelocity = 125 	ShellVelocity = 10 	Separation = 5 that is likely part of the problem.  
					
  
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			| Fri May 21, 2010 12:24 am | 
			
				
					 
					
					 
				  
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				 lolinternets 
				
				
					 Joined: Mon May 17, 2010 9:16 pm Posts: 51
				 
				 
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				  Re: Why on earth won't this pistol load?  
					
						ouch, cross-mod dependencies. :/ 
					
  
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			| Fri May 21, 2010 2:32 am | 
			
				
					 
					
					 
				  
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				 Urch 
				
				
					 Joined: Mon Sep 28, 2009 2:15 am Posts: 720 Location: A fucking desert.
				 
				 
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				  Re: Why on earth won't this pistol load?  
					
						lolinternets wrote: ouch, cross-mod dependencies. :/ that's not it. it's just that, copy of doesn't use filepaths, it uses preset names. although cross-dependencies should be removed at some point.  
					
  
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			| Fri May 21, 2010 3:10 am | 
			
				
					 
					
					 
				  
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				 ajlw 
				
				
					 Joined: Mon Mar 15, 2010 11:46 pm Posts: 67
				 
				 
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				  Re: Why on earth won't this pistol load?  
					
						Urch wrote: lolinternets wrote: ouch, cross-mod dependencies. :/ that's not it. it's just that, copy of doesn't use filepaths, it uses preset names. although cross-dependencies should be removed at some point. I fixed it... apparently the file size was getting way too big >.>; Slamming it into a seperate text file fixed it.  
					
  
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			| Mon May 24, 2010 9:58 pm | 
			
				
					 
					
					 
				  
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				 dragonxp 
				
				
					 Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
				 
				 
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				  Re: Why on earth won't this pistol load?  
					
						No, thats never the problem, probably bad tab syntax. 
					
  
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			| Mon May 24, 2010 10:39 pm | 
			
				
					 
					
					 
				  
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				 Shook 
				
				
					 Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
				 
				 
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				  Re: Why on earth won't this pistol load?  
					
						No, bad tabbing will cause a crash. Hell, if ANYTHING is wrong, it will crash. I know code is meant to be flawless, but holy ♥♥♥♥ Cortex Command has a huge pole up its ass about it. What ajlw says about the text file being too big may actually be true, as i've had some problems with gianormous INI files in the past too.
  Anyways, you say you fixed it. Good. That means i won't have to drone on about dumb things. :U 
					
  
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			| Tue May 25, 2010 12:05 pm | 
			
				
					 
					
					 
				    
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				 411570N3 
				
				
					 Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
				 
				 
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				  Re: Why on earth won't this pistol load?  
					
						Actually, I've found that certain incorrect tabbings will just have Cortex Command ignore everything after the incorrect passage. 
					
  
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			| Tue May 25, 2010 12:34 pm | 
			
				
					 
					
					 
				    
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				 dragonxp 
				
				
					 Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
				 
				 
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				  Re: Why on earth won't this pistol load?  
					
						411570N3 wrote: Actually, I've found that certain incorrect tabbings will just have Cortex Command ignore everything after the incorrect passage. I say what i said earlier on terms of this. http://forums.datarealms.com/viewtopic.php?f=1&t=17301Control had bad tabbing syntax, which led to no crashes but CC to ignore all the code except the first block.  
					
  
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			| Sun May 30, 2010 3:03 am | 
			
				
					 
					
					 
				  
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