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Units appear to be missing (all files are accounted for)
Posted: 18 Oct 2007, 22:14
by Complicated
Code: Select all
Bad morph dst type: armgen
Bad morph src type: armgen
Bad morph src type: armpfus
Bad morph dst type: corgen
Bad morph src type: corgen
Bad cloakShield unit type: armgen
Bad cloakShield unit type: corgen
~
Couldnt find wreckage info armgen
Couldnt find wreckage info corgen
Help? ;[
Re: Units appear to be missing (all files are accounted for)
Posted: 18 Oct 2007, 22:17
by Forboding Angel
Complicated wrote:Code: Select all
Bad morph dst type: armgen
Bad morph src type: armgen
Bad morph src type: armpfus
Bad morph dst type: corgen
Bad morph src type: corgen
Bad cloakShield unit type: armgen
Bad cloakShield unit type: corgen
~
Couldnt find wreckage info armgen
Couldnt find wreckage info corgen
Help? ;[
Your unit names are all fuxxored.
in order: Armwin, Armwin, Armfus, Corwin, Corwin, Armwin, Corwin, Armwin, Corwin
luarules/configs/unit_morph.lua
Posted: 18 Oct 2007, 22:20
by Complicated
Nup, nothing to do with the morphing
simple spawning failed.
I tried .give armgen and .give corgen after .cheat
failed, apparently the units arn't there but they are :S
Posted: 18 Oct 2007, 22:25
by Forboding Angel
for a unit to be able to be spawned you need
OBJECT (3do or s3o)
FBI
SCRIPT (COB)
Posted: 18 Oct 2007, 22:32
by Complicated
Forboding Angel wrote:for a unit to be able to be spawned you need
OBJECT (3do or s3o)
FBI
SCRIPT (COB)
checked,
Code: Select all
armgen.fbi
corgen.fbi
corgen.s3o
corgen_dead.3do
armgen.3do
armgen_dead.3do
armgen.cob
corgen.cob
that's the files I have besides unit pics
Posted: 18 Oct 2007, 22:53
by Forboding Angel
Then the error lies in your FBI. Post those
Posted: 19 Oct 2007, 11:55
by Complicated
Arm General
armgen.fbi
Code: Select all
[UNITINFO] // Generated with TAS Modit v2.2 Beta
{
name=General;
unitname=armgen;
buildcostenergy=2500;
buildcostmetal=2500;
buildtime=75000;
category=ARM COMMANDER WEAPON NOTAIR NOTSUB CTRL_C NOTSHIP LEVEL10 ALL;
description=Commander;
footprintx=2;
footprintz=2;
maxdamage=7000;
objectname=ARMGEN;
side=ARM;
//soundcategory=ARM_COM;
tedclass=COMMANDER;
brakerate=0.375;
movementclass=AKBOT2;
acceleration=0.3;
canmove=1;
maxvelocity=1.75;
maxslope=20;
turnrate=1348;
builddistance2120;
builder=1;
workertime=350;
TerraformSpeed=650;
energymake=150;
energyuse=0;
metalmake=2.5;
canattack=1;
candgun=1;
cancapture=1;
canstop=1;
autoheal=5;
idletime=1800;
idleautoheal=5;
activatewhenbuilt=0;
radardistance=700;
sightdistance=450;
sonardistance=300;
cloakcost=100;
cloakcostmoving=1000;
mincloakdistance=50;
weapon1=CORE_LASERH1;
weapon3=ARM_DISINTEGRATOR;
wpri_badtargetcategory=ANTILASER;
wspe_badtargetcategory=VTOL;
badtargetcategory=ANTILASER;
explodeas=COMMANDER_BLAST;
selfdestructas=COMMANDER_BLAST;
selfdestructcountdown=10;
nochasecategory=ALL;
maxwaterdepth=35;
corpse=ARMGEN_DEAD;
smoothanim=1;
upright=1;
hidedamage=1;
commander=1;
buildpic=ARMCOM.DDS;
icontype=armcommander;
mass=5000;
bmcode=1;
seismicsignature=0;
firestandorders=1;
standingfireorder=2;
defaultmissiontype=Standby;
canpatrol=1;
mobilestandorders=1;
standingmoveorder=0;
canguard=1;
steeringmode=2;
maneuverleashlength=640;
canreclamate=1;
immunetoparalyzer=1;
norestrict=1;
showplayername=1;
amphibious=1;
reclaimable=0;
captureSpeed=600;
[SFXTypes]
{
explosiongenerator0=custom:COMGATE;
}
}
Core General
corgen.fbi
Code: Select all
[UNITINFO] // Generated with TAS Modit v2.2 Beta
{
name=General;
unitname=corgen;
buildcostenergy=2500;
buildcostmetal=2500;
buildtime=75000;
category=CORE COMMANDER WEAPON NOTAIR NOTSUB CTRL_C NOTSHIP LEVEL10 ALL;
description=Commander;
footprintx=2;
footprintz=2;
maxdamage=7000;
objectname=CORGEN;
side=CORE;
soundcategory=CORE_COM;
tedclass=COMMANDER;
brakerate=0.375;
movementclass=AKBOT2;
acceleration=0.3;
canmove=1;
maxvelocity=1.75;
maxslope=20;
turnrate=1433;
builddistance=220;
builder=1;
workertime=350;
TerraformSpeed=650;
energymake=150;
energyuse=0;
metalmake=2.5;
canattack=1;
candgun=1;
cancapture=1;
canstop=1;
autoheal=10;
idletime=1800;
idleautoheal=5;
activatewhenbuilt=1;
radardistance=900;
sightdistance=750;
sonardistance=600;
cloakcost=100;
cloakcostmoving=1000;
mincloakdistance=50;
weapon1=CORE_LASERH1;
weapon3=ARM_DISINTEGRATOR;
wpri_badtargetcategory=ANTILASER;
wspe_badtargetcategory=VTOL;
badtargetcategory=ANTILASER;
explodeas=COMMANDER_BLAST;
selfdestructas=COMMANDER_BLAST;
selfdestructcountdown=10;
nochasecategory=ALL;
maxwaterdepth=35;
corpse=CORGEN_DEAD;
smoothanim=1;
upright=1;
hidedamage=1;
commander=1;
buildpic=CORGEN.DDS;
icontype=corcommander;
mass=5000;
bmcode=1;
seismicsignature=0;
firestandorders=1;
standingfireorder=2;
defaultmissiontype=Standby;
canpatrol=1;
mobilestandorders=1;
standingmoveorder=0;
canguard=1;
steeringmode=2;
maneuverleashlength=640;
canreclamate=1;
immunetoparalyzer=1;
norestrict=1;
showplayername=1;
amphibious=1;
reclaimable=0;
ObjectName=corgen.s3o;
captureSpeed=600;
[SFXTypes]
{
explosiongenerator0=custom:COMGATE;
}
}
Posted: 19 Oct 2007, 12:15
by KDR_11k
Do you actually have that COMGATE explosion generator?
Posted: 19 Oct 2007, 12:22
by Complicated
Don't think so, removing...
edit: Success :]
I'll re-upload the file tonight.
Posted: 19 Oct 2007, 16:23
by KDR_11k
Careful, when you remove an explo gen from the fbi any emit-sfx calls to it will crash Spring.
Posted: 19 Oct 2007, 16:47
by Forboding Angel
ok that's why
you need armgen
and corgen.s3o for "Objectname="
in other words
objectname=armgen;
objectname=corgen.s3o;
in your corgen fbi you are calling "Objectname" twice.
are you sure armgen is a 3do?
Posted: 19 Oct 2007, 22:44
by Complicated
yeah it's a 3do, I checked it through five times, just the wreckages atm, I can sort that through the wreckage files.
I'll be adding all missing wreckages.
Posted: 20 Oct 2007, 03:37
by MadRat
Is lua case sensitive?
Posted: 20 Oct 2007, 03:59
by Complicated
yes.... and don't worry about this.
All C++ is litterally case sensitive with minor exceptions