Here's the error:
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Error!
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Error: weapons.tbl(line 1469:
Error: Required token = [#End] or [$Name:], found [$Impact Spew:]
in weapon: @GEM-176 Shark.
File:\Documents and Settings\Administrator\My Documents\My Source Code\fs2_open\code\parse\parselo.cpp
Line: 673
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
[ This info is in the clipboard so you can paste it somewhere now ]
Use Ok to break into Debugger, Cancel exits.
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OK Anuluj
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If you need more info, here's my weapon table:
$Name: @GEM-176 Shark
+Title: XSTR("GEM-176 Shark", -1)
+Description:
XSTR(
"Standard Issue
Swarm Type
All-Purpose Missile", 3326)
$end_multi_text
+Tech Title: XSTR("GEM-176 Shark",-1)
+Tech Anim: none
+Tech Description:
XSTR(
"Shark missiles are standard weapon in every hangar. Before you fire it's needed to lock it.", -1)
$end_multi_text
$Model File: missile1.pof
$Mass: 0.1
$Velocity: 190.0
$Fire Wait: 1.0
$Damage: 25.0 ;;
damage applied when within inner radius
$Blast Force: 0.2
$Inner Radius: 10.0
;; radius at which damage is full (0 for impact only)
$Outer Radius: 20.0
;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed: 0 ;;
velocity of shockwave. 0 for none.
$Armor Factor: 1.5
$Shield Factor: 0.7
$Subsystem Factor: 0.1
$Lifetime: 10.0
$Energy Consumed: 0.0
;; Energy used when fired
$Cargo Size: 0.5
;; Amount of space taken up in weapon cargo
$Homing: YES
;; the following indented fields are only required when $Homing is YES
+Type: ASPECT
;; Legal: HEAT, ASPECT
+Turn Time: 1.15
+Min Lock Time: 2.5
;; Minimum lock time (in seconds)
+Lock Pixels/Sec: 60 ;; Pixels
moved per sec while locking
+Catch-up Pixels/Sec: 100
;; Pixels moved per sec while catching up
+Catch-up Penalty: 30
;; Extra pixels to move after catching up
$Swarm: 6
$LaunchSnd: 89 ;;
The sound it makes when fired
$ImpactSnd: 88 ;;
The sound it makes when it hits something
$FlyBySnd: -1
$Rearm Rate: 1.0
;; number of missiles/sec that are rearmed
$Flags: ( "in tech database" "player allowed"
"particle spew") ;;
$Trail: ;; Trail cannot be
set if Exhaust is set
+Start Width: 0.25 ;; Width of trail
nearest missile
+End Width: 0.5 ;; Width of trail
before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 2.5 ;;
how many seconds before trail disappears
+Bitmap: trail1
;; Bitmap used to draw trail
$Icon: iconHornet
$Anim: hornet
$Impact Explosion: explo3
$Impact Explosion Radius: 5.0
$Impact Spew:
;;Used when ship collides with something
+Texture: ParticleSmoke02 ;;Texture or animated texture for particle
+Relative Position: 30 ;;Position relative to collision point (vector)
+Relative Velocity: 30 ;;Velocity relative to ship (vector)
+Relative Normal: 30 ;;Direction particles are emitted from (vector)
+Normal Variance: 2 ;;How spread particles are from the center. From 0-2, I think.
+Min Radius: 10 ;;Smallest particle radius
+Max Radius: 50 ;;Largest particle radius
+Min Speed: 40 ;;Slowest particle
+Max Speed: 80 ;;Fastest particle
+Min Lifetime: 5 ;;Shortest particle lifetime
+Max Lifetime: 10 ;;Longest particle lifetime
+Min Particles: 5 ;;Smallest number of particles to emit
+Max Particles: 15 ;;Largest number of particles to emit