Error could not create cob - Page 2

Error could not create cob

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

Tabs: general sharing and customise. I have been going through those for a while and cannot find anything that would matter. . .probably is hiding the usefull tabs :evil: .

The only thing that might matter, which refuses to change itself is the read only thing. It is not checked but has a green square. It has 3 settings it seems . . . not checked (always ignores when I set this and resets its self) green box (why is there a green box?) which it always reversts to, and a check (which I would asume would be the only nessiceary icon for the box :roll: ) which also reverts back to the box if its checked. And yes I am using the apply button etc. etc.

This seams to be true of the entire computer. . .(thank you windows for ignoring the commands of the person incharge of you :x )

newbie friendly = crap. Like buying a car with the hood welded shut.

So, there you have it on the folder. Thanks for helping.
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TheRegisteredOne
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Joined: 10 Dec 2005, 21:39

Post by TheRegisteredOne »

does other scripts compile for you? if not, it is obviously not a problem with the script. have you tried copying your script else where and compile?

EDIT: i cannot read.

do you want to post the script and have one of us compile it for you?
though obviously that would not solve the big problem :P
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MrSpontaneous
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Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

tried both, both failed.

there for, let me reiterate for the third time,


MrSpontaneous Wrote:
I think its what rattle said and for some reason I don't have permission to compile. . .as I tried another script and it would not compile either (that one was already finished, and compiled) and got the same error.

It being most likly that I am lacking the nessiceary permissions, does any one know which one I would be missing and were I can locate it?
note that that other scripte was for a unit that I made in a previous version with a VERY simply script that has already been tested and shown to work fine with the current version of spring.

edit: No, I want to get my computer working, it would be irritating to have to ask some one to compile every buggered time I changed something. :P
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KDR_11k
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Post by KDR_11k »

Properties -> Security settings -> select a usergroup that includes yourself, check "full access".
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MrSpontaneous
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Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

If you are referring to folder options, security is not one I have :?
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VonGratz
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Joined: 03 May 2005, 05:25

Post by VonGratz »

Your script was compiled by my Scriptor without any trouble.
D/L again Scriptor with fixes, that means a version that substitutes the "head" files by the Cavedog original ones found also in an olde Scriptor version, the 0.65.
The download URL is below, but you must to read the Storm comments, that can be very useful to you.
VonGratz :wink:


http://www.fileuniverse.com/?p=showitem&ID=70
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MrSpontaneous
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Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

I already have the latest version (I dled it agian from your link but no change). I think this is a simple problem, and the solution is strait forward, if no one knows how to produce it. (meaning, no one has given me the directions to tell my computer to stop @$!$@#! around.)
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rattle
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Post by rattle »

- Try different directories and partitions.
- Create a link to scriptor and enable 95/98 emulation mode on the attribute's page (use google if you don't know what it is). It sometimes fixes abnormal behaviour (Revenant is the best example).
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MrSpontaneous
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Post by MrSpontaneous »

Tried differnt directories already, I only have one partition on my computer, and I just tried the compatibility mode which, failed to work T_T. Or do you mean I should install Emacs and use that? Sigh, I just want to compile my unit and test it and move on to the next portion of the mod. . .
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rattle
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Post by rattle »

The last option is to get someone else to compile for you. Or use a different computer (when available).
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VonGratz
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Joined: 03 May 2005, 05:25

Post by VonGratz »

rattle wrote:The last option is to get someone else to compile for you. Or use a different computer (when available).
Ive done it some days ago and I can send to you.....eerrrrr..better ..use the link...The bad notice is that the main trouble remains, your Scriptor still dont work. :?
http://www.fileuniverse.com/?p=showitem&ID=3901

VonGratz :wink:
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MrSpontaneous
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Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

well the unit works except its firing script needs to be fixed, and for some reason it lands (when I gave it dontland=1l; :S). I am going to see if I can figure out this problem with my own devices(the compiling one). Thanks every one who tried to help.

p.s. any idea why my unit is landing?
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VonGratz
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Joined: 03 May 2005, 05:25

Post by VonGratz »

I dont know exactly what kind of unit is it, but.... put category= HOVER; and canhover=1;
It never will land.
VonGratz :wink:
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MrSpontaneous
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Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

it still lands :(
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VonGratz
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Post by VonGratz »

OMG! :?: :?: :?: :?:
VonGratz
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MrSpontaneous
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Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

maybe you can find something wrong in the FBI :roll: . oi this is starting to really bug me.

Code: Select all

[UNITINFO]
	{
	//Internal settings
	unitname=AGOSEED;
	version=1;
	side=AGONY;
	objectname=AgoSeed.S3O;
	TEDClass=Seed;
	category=HOVER SEED AGONY BUILDER ALL VTOL;	

	//unit limitations and properties
	ActiveWhenBuilt=1;
	WorkerTime=50;
	builddistance=90;
	BuildTime=1;
	//SoundCategory=ARM_kbot;	
	SightDistance=400;
	radardistance=500;
	MaxDamage=300;
	name=Agony Seed;
	description=:Creates Agony;
	
	//energy and metal related
	BuildCostEnergy=200;
	BuildCostMetal=400;
	EnergyMake=10;
 	MetalMake=5;

	//Pathfinding and related
	FootPrintX=3;
	FootPrintZ=3;
	MaxWaterDepth=0;
	MovementClass=AgonySeed;	
	mobilestandorders=1;
	standingmoveorder=1;
	ovradjust=1;
	smoothanim=1;

	//Abilities
	Builder=1;
	CanMove=1;
	CanPatrol=1;
	CanStop=1;
	canguard=1;
	maxvelocity=3;
	brakerate=0.5;
	acceleration=0.5;
	turnrate=1000;
	steeringmode=1;
	shootme=1;
	canreclamate=1;
	defaultmissiontype=Standby;
	maneuverleashlength=300;
	armourtype=Seed;
	canattack=1;
      canfly=1;
      cruisealt=30;
      autoheal=2;
      commander=1;
 	DontLand=1;
      ExplodeAs=;
      SelfDestructAs=;
      canhover=1;
        
 
	//Weapons and related
	weapon1=SeedZap;
	wpri_badtargetcategory=VTOL;
	nochasecategory=VTOL;
   	maxangledif1=10;
      HoverAttack=1;
	}
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VonGratz
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Post by VonGratz »

category=HOVER SEED AGONY BUILDER ALL VTOL;

VonGratz :wink:
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MrSpontaneous
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Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

removed VTOL. . .and. . .it still lands. . . . . . .
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KDR_11k
Game Developer
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Post by KDR_11k »

Hoverfactor must be non-negative to prevent landing.
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MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

What tag would that be? thanks
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