Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: HotSnoJ on October 16, 2003, 06:06:31 pm
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So I made this weapon below, and I open fred2_open_3_5_1 and get this error
Warning: weapons.tbl(101):
Error: Required token = [$Flags:], found [$Rearm rate: 1000 ]
in weapon: @Flechette XH-1.
File:C:\fs2_open\fs2_open\code\Parse\PARSELO.CPP
Line: 350
Call stack:
------------------------------------------------------------------
fred2_open_3_5_1.exe 00516f99()
fred2_open_3_5_1.exe 0051d928()
fred2_open_3_5_1.exe 0051f353()
fred2_open_3_5_1.exe 0052076d()
fred2_open_3_5_1.exe 00520a26()
fred2_open_3_5_1.exe 004486dd()
fred2_open_3_5_1.exe 00432c3e()
fred2_open_3_5_1.exe 00432ac6()
fred2_open_3_5_1.exe 007c4512()
fred2_open_3_5_1.exe 00800e45()
fred2_open_3_5_1.exe 00800f3d()
fred2_open_3_5_1.exe 00800faa()
fred2_open_3_5_1.exe 00800f71()
fred2_open_3_5_1.exe 00446181()
fred2_open_3_5_1.exe 007bafd2()
------------------------------------------------------------------
; ----------------------------------------------------------------------------------
; Flechette
;
$Name: @Flechette XH-1
+Title: XSTR("GTW Fechetti XH-1", -1)
+Description:
XSTR(
"Standard Issue
Level 3 Hull Damage
Level 2 Shield Damage", -1)
$end_multi_text
+Tech Title: XSTR("Flechette XH-1", -1)
+Tech Anim: Tech_Subach_HL-7
+Tech Description:
XSTR(
"", -1)
$end_multi_text
$Model File: none
; The following fields (preceded by @) are only required for laser
; rendering, which requires that "Model File:" be none.
; These are the same values that used to be hard-coded:
@Laser Bitmap: Flechette
@Laser Glow: 2_laserglow03
@Laser Color: 255, 255, 255
@Laser Color2: 255, 255, 250
@Laser Length: 10.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.90
$Mass: 0.0
$Velocity: 500.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.2 ;; in seconds
$Damage: 18
$Armor Factor: 1.2
$Shield Factor: 0.1
$Subsystem Factor: 0.3
$Lifetime: 8.0 ;; How long this thing lives
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 0.001 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 76 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
+Weapon Range: 100000 ;; Limit to range at which weapon will actively target object
$Rearm rate: 1000 ;; 1000 per
$Flags: ("ballistic" "in tech database" "player allowed" ) ;;
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none
Am I forgetting something?
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I think the syntax for balistics is a bit too strict, I know some of the things I've done could be made more user frendly (like the particle spew thingy)
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Originally posted by Bobboau
I think the syntax for balistics is a bit too strict, I know some of the things I've done could be made more user frendly (like the particle spew thingy)
Well for what it's worth I don't have a problem with it.
It must just be Fred that doesn't like it. Cuz I found it works just fine in fs2_open_3_5.exe :\
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it's your entry-order which _IS_ important with the tables, these are NOT ini's where it searches
I'll take a look at the code when i get home and tell you where it needs to be - but it's certainly going to be _after_ flags
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that's interesting.. it's in the right place... - but weapon range is out of place - it needs to be _after_ Rearm Rate
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Originally posted by Kazan
that's interesting.. it's in the right place... - but weapon range is out of place - it needs to be _after_ Rearm Rate
Wierd... :blah: I kept everything the same from the original weapon. How strang is that!
Next one the list, where does $Fof go?
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Where can I get a list of SCP's new weapon flags?
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never mind I found it.
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Last time I looked bob had said something about needing to repair $Fof: if he's fixed it, he can tell you where to put it, I think it goes at the end of the entry, but I'm not shure.