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				 General_Party 
				
				
					 Joined: Fri Jan 28, 2011 3:47 am Posts: 42
				 
				 
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				  I have a question.  
					
						So i have this problem in this script : 
  AddActor = Turret 	PresetName = Turret 	Mass = 0 	HitsMOs = 0 	GetsHitByMOs = 0 	SpriteFile = ContentFile 		FilePath = A&CMods.rte/Null.bmp 	FrameCount = 1 	SpriteOffset = Vector 		X = 0 		Y = 0 	AtomGroup = AtomGroup 		AutoGenerate = 1 		Material = Material 			CopyOf = Air 		Resolution = 2 		Depth = 1 	DeepCheck = 0 	JointStrength = 20000 	JointStiffness = 0.95 	DrawAfterParent = 1 	MountedMO = HDFirearm 		CopyOf = Gun
 
 
  Im wondering how I would fix that 
  My problem is in red
  Thanks! 
					
  
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			| Mon Jan 31, 2011 9:01 pm | 
			
				
					 
					
					 
				  
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				 Roast Veg 
				Data Realms Elite 
				
					 Joined: Tue May 25, 2010 8:27 pm Posts: 4522 Location: Constant motion
				 
				 
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				  Re: I have a question.  
					
						Always put code in code boxes or pastebin, it's easier for us to read.
  I'm not sure what your problem is, please explain further. 
					
  
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			| Mon Jan 31, 2011 9:04 pm | 
			
				
					 
					
					 
				  
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				 General_Party 
				
				
					 Joined: Fri Jan 28, 2011 3:47 am Posts: 42
				 
				 
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				  Re: I have a question.  
					
						It fails at the red part it says               RTE Aborted! (x_x) Abortion in file /Users/admin/Development/CortexCommand/cortex/System/Reader.cpp, line 543, because:
  Referring to an instance ('Gun') to copy from that hasn't been defined! in A&CMods.rte/Weapons/MiniTurret/MiniTurret.ini at line 299!
  Last frame has been aborted to blah blah blah! 
					
  
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			| Mon Jan 31, 2011 9:15 pm | 
			
				
					 
					
					 
				  
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				 CaveCricket48 
				
				
					 Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
				 
				 
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				  Re: I have a question.  
					
						You don't have an HDFirearm with the PresetName of Gun. That means either you make one, or change the CopyOf to an existing weapon. 
					
  
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			| Mon Jan 31, 2011 9:19 pm | 
			
				
					 
					
					 
				  
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				 Roast Veg 
				Data Realms Elite 
				
					 Joined: Tue May 25, 2010 8:27 pm Posts: 4522 Location: Constant motion
				 
				 
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				  Re: I have a question.  
					
						CC48 ninja, still applies:
  Well, this is a turret, and a turret needs a gun to be able to fire. You are looking for a gun that doesn't exist. Make a very small gun, then use the CopyOf to point to it. 
					
  
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			| Mon Jan 31, 2011 9:20 pm | 
			
				
					 
					
					 
				  
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				 General_Party 
				
				
					 Joined: Fri Jan 28, 2011 3:47 am Posts: 42
				 
				 
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				  Re: I have a question.  
					
						Im sorry i don't exactly understand what you mean... 
					
  
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			| Mon Jan 31, 2011 9:22 pm | 
			
				
					 
					
					 
				  
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				 CaveCricket48 
				
				
					 Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
				 
				 
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				  Re: I have a question.  
					
						The  Turret actor you are trying to create requires an  HDFirearm. When attaching an  HDFirearm to a  Turret, you use Code:    MountedMO = HDFirearm       CopyOf = <HDFirearm PresetName>
  In your code, you have "Gun" in the place of the required  HDFirearm's  PresetName. The  HDFirearm "Gun" does not exists, meaning you did not create it. That means that you either must create an  HDFirearm with the  PresetName of "Gun", or change "Gun" to the PresetName of an existing  HDFirearm.  
					
  
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			| Mon Jan 31, 2011 9:29 pm | 
			
				
					 
					
					 
				  
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				 Roast Veg 
				Data Realms Elite 
				
					 Joined: Tue May 25, 2010 8:27 pm Posts: 4522 Location: Constant motion
				 
				 
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				  Re: I have a question.  
					
						Double ninja. I am unhappy.
  A turret is different to a gun. A turret is just a bit on top of a crab. You need to attach a gun before it will be able to fire. This is how the dreadnought can have an upper body-like structure that fragments. 
					
  
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			| Mon Jan 31, 2011 9:31 pm | 
			
				
					 
					
					 
				  
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				 General_Party 
				
				
					 Joined: Fri Jan 28, 2011 3:47 am Posts: 42
				 
				 
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				  Re: I have a question.  
					
						So i have this other weapon called Beast i could replace gun with Beast? 
					
  
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			| Mon Jan 31, 2011 9:31 pm | 
			
				
					 
					
					 
				  
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				 CaveCricket48 
				
				
					 Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
				 
				 
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				  Re: I have a question.  
					
						If it is an HDFirearm, yes. Your turret will use your "Beast" weapon. 
					
  
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			| Mon Jan 31, 2011 9:33 pm | 
			
				
					 
					
					 
				  
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				 General_Party 
				
				
					 Joined: Fri Jan 28, 2011 3:47 am Posts: 42
				 
				 
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				  Re: I have a question.  
					
						Thanks but i have another error and using Beast doesn't fix it
  	Turret = Turret 		CopyOf = Light Turret Turret
  sorry about not having it in a paste bin. 
					
  
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			| Mon Jan 31, 2011 9:34 pm | 
			
				
					 
					
					 
				  
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				 CaveCricket48 
				
				
					 Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
				 
				 
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				  Re: I have a question.  
					
						Code: AddActor = Turret    CopyOf = Light Turret Turret
   
					
  
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			| Mon Jan 31, 2011 9:37 pm | 
			
				
					 
					
					 
				  
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				 General_Party 
				
				
					 Joined: Fri Jan 28, 2011 3:47 am Posts: 42
				 
				 
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				  Re: I have a question.  
					
						It still doesn't work!
  AddActor = Turret 		CopyOf = Light Turret Turret 
					
  
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			| Mon Jan 31, 2011 9:40 pm | 
			
				
					 
					
					 
				  
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				 CaveCricket48 
				
				
					 Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
				 
				 
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				  Re: I have a question.  
					
						What is the error message?
  What does the entire the code look like? 
					
  
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			| Mon Jan 31, 2011 9:41 pm | 
			
				
					 
					
					 
				  
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				 General_Party 
				
				
					 Joined: Fri Jan 28, 2011 3:47 am Posts: 42
				 
				 
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				  Re: I have a question.  
					
						Heres the intire part of the code
  My problem is Red
  AddActor = ACrab 	PresetName = Light Turret 	PinStrength = 1000 	Mass = 15 	GlobalAccScalar = 0 	Buyable = 0 	HitsMOs = 1 	GetsHitByMOs = 1 	SpriteFile = ContentFile 		FilePath = A&CMods.rte/Weapons/MiniTurret/Images/MiniTurretBase.bmp 	FrameCount = 1 	SpriteOffset = Vector 		X = -7 		Y = -21 	EntryWound = AEmitter 		CopyOf = Dent Metal 	ExitWound = AEmitter 		CopyOf = Dent Metal 	AtomGroup = AtomGroup 		AutoGenerate = 1 		Material = Material 			CopyOf = Military Stuff 			Bounce = 0.1 			StructuralIntegrity = 135 		Resolution = 4 		Depth = 0 	DeepGroup = AtomGroup 		AutoGenerate = 1 		Material = Material 			CopyOf = Military Stuff 			Bounce = 0.1 			StructuralIntegrity = 135 		Resolution = 6 		Depth = 0 	DeepCheck = 0 	BodyHitSound = Sound 		CopyOf = Metal Body Blunt Hit 	DeathSound = Sound 		CopyOf = Ship Explosion 	Health = 100 	ImpulseDamageThreshold = 3500 	GibImpulseLimit = 15000 	GibWoundLimit = 7 	AimRange = 1.5708 	AimDistance = 350 	Perceptiveness = 0.975 	CharHeight = 100 	AddActor = Turret 		CopyOf = MiniTurretBase 		ParentOffset = Vector 			X = -1 			Y = -16 	LFGLeg = Leg 		CopyOf = Null Leg 		ParentOffset = Vector 			X = -5 			Y = 1 	LBGLeg = Leg 		CopyOf = Null Leg 		ParentOffset = Vector 			X = -5 			Y = 1 	RFGLeg = Leg 		CopyOf = Null Leg 		ParentOffset = Vector 			X = 5 			Y = 1 	RBGLeg = Leg 		CopyOf = Null Leg 		ParentOffset = Vector 			X = 5 			Y = 1 	LFootGroup = AtomGroup 		CopyOf = CrabFootGroup 	RFootGroup = AtomGroup 		CopyOf = CrabFootGroup 	LStandLimbPath = LimbPath 		PresetName = 0 Stand Path Left 		StartOffset = Vector 			X = 0 			Y = 0 		PushForce = 0 	LWalkLimbPath = LimbPath 		PresetName = 0 Walk Path Left 		StartOffset = Vector 			X = 0 			Y = 0 		PushForce = 0 	LDislodgeLimbPath = LimbPath 		PresetName = 0 Dislodge Path Left 		StartOffset = Vector 			X = -1 			Y = -10 		StartSegCount = 0 		AddSegment = Vector 			X = 0 			Y = 6 		PushForce = 0 	RStandLimbPath = LimbPath 		CopyOf = 0 Stand Path Left 		PresetName = 0 Stand Path Right 		StartOffset = Vector 			X = 6 			Y = 6 	RWalkLimbPath = LimbPath 		CopyOf = 0 Walk Path Left 		PresetName = 0 Walk Path Right 		StartOffset = Vector 			X = -2 			Y = -12 	RDislodgeLimbPath = LimbPath 		CopyOf = 0 Dislodge Path Left 		PresetName = 0 Dislodge Path Right 		StartOffset = Vector 			X = 2 			Y = -10 	AddGib = Gib 		GibParticle = MOPixel 			CopyOf = Glow Particle Yellow Huge 		Count = 2 		MinVelocity = 5 		MaxVelocity = 15 		InheritsVel = 0 	AddGib = Gib 		GibParticle = AEmitter 			CopyOf = Fuel Fire Trace Gray 			PresetName = Ship Explosion 			LifeTime = 175 		Count = 8 		MaxVelocity = 14 		MinVelocity = 7 		LifeVariation = 0.2 	AddGib = Gib 		GibParticle = MOSRotating 			CopyOf = Flame Ball 1 		Count = 10 		Spread = 3.1 		MaxVelocity = 16 		MinVelocity = 4 	AddGib = Gib 		GibParticle = MOSParticle 			CopyOf = Explosion Smoke 1 		Count = 20 		Spread = 3.1 		MaxVelocity = 10 		MinVelocity = 0 		LifeVariation = 0.4 	AddGib = Gib 		GibParticle = MOSParticle 			CopyOf = Explosion Smoke 2 		Count = 15 		Spread = 3.1 		MaxVelocity = 15 		MinVelocity = 5 		LifeVariation = 0.5 	AddGib = Gib 		GibParticle = MOSParticle 			CopyOf = Base.rte/Explosion Smoke 1 		Offset = Vector 			X = 0 			Y = 0 	AddGib = Gib 		GibParticle = MOSParticle 			CopyOf = Base.rte/Explosion Smoke 2 		Offset = Vector 			X = 0 			Y = 0 
					
  
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			| Mon Jan 31, 2011 9:43 pm | 
			
				
					 
					
					 
				  
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