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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