Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Unknown Target on November 03, 2003, 06:12:03 am
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Ok, so, FS2 was working fiiiine for awhile, I could play my test mission, etc, etc. But recently, everytime I hit accept, it doesn't start the mission, FS freezes.
But then I did some editing to the tables, and it wouldn't work.
"OK" I thought "I probably need to change some of the ships in the mission around". Done and done. Aaaand...it didn't work.
So after fooling around with it a bit, it STILL won't work! Everything runs fine, tech room shows up fine, but the missions won't load!. So, I decide to remove the tables, and play the default campaign--same thing happens!
Help me!
This is with both fs2_open_e.exe (which, BTW, I never got engine trails on), and stock FS2.
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First try making yourself a new pilot, on the STARTUP screen (not the barracks).
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Nope, didn't do it :(
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Ok, a reinstall fixed the crash, but now I got a problem with my primaries.
I'm trying to implement balistic primaries, and everything runs fine, mission boots up, etc, etc. Only problem is, in the weapons selection screen, the gun I'm trying to put in is not available to be selected (20MM)! However, the Maxim that I also put in is available.
So, I hop into the mission loaded out with the Maxim and the 20MM (I had made it default in the mission, even though it wasn't allowed).
But in the mission, I can't fire the gun! I get an out-of-energy sound, and I can't fire :( And I put the energy requirement to zero, yet the Engine and Weapons energy bars are still there.
Here's the entry for the ship I'm modifying:
-----------------$Allowed PBanks: ( "WT20MMCannon" )
$Allowed Dogfight PBanks: ( "WT20MMCannon" )
$Default PBanks: ( "WT20MMCannon" )
+Pbank Capacity: ( 2000 )
$Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "L Range Missile" "Infyrno" "Fireworks" "Hornet" "Tornado" "S Range Missile" "M Range Missile" "Reflex Missile" "TAG-B" )
$Allowed Dogfight SBanks: ( "Rockeye"" )
$Default SBanks: ( "Rockeye" )
$SBank Capacity: ( 30, 10 )
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And here's the entry for the cannon:
----------$Mass: 0.2
$Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.6 ;; in seconds
$Damage: 40
$Armor Factor: 1.1
$Shield Factor: 0.0
$Subsystem Factor: 0.35
$Lifetime: 2.0
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 1.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 79 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Rearm Rate: 0.0
$Flags: ( "player allowed" "ballistic")
$Icon: iconPromR
$Anim: PromR
$Impact Explosion: none
$decal:
+texture: bullethole.pcx
+radius: 1.5 --------------
On a side note, that damage decal won't work. Ideas? I'm using Bobbau's fs2_open_e.exe build, if that helps.
Oh, yea, and Fred2 will open just fine, and so will both FSO and Stock FS2 exes, but Fred2Open won't run :(
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+PBank Capacity should be $PBank Capacity. :nod:
And damage decals were removed, since they were too much of a slowdown. Talk to Bobboau about putting them back in.
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Same thing :(
And you need to change the readme, then ;)
Alrighty, I'll talk to Bob. Maybe he can try again...
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You should print the entire ship and weapon entries. For example, it's possible that you forgot the "ballistic primaries" ship flag.
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Nope, I put that in.
Here (top part removed for campaign secrecy :)):
$POF file: fighter06.pof
$Detail distance: (0, 80, 300, 900)
$Show damage: YES
$Density: 2
$Damp: 0.7
$Rotdamp: 0.30
$Max Velocity: 60.0, 65.0, 80.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement
$Rotation time: 2.8, 3.2, 2.8
$Rear Velocity: 0.0
$Forward accel: 3.6
$Forward decel: 1.3
$Slide accel: 3.0
$Slide decel: 1.0
$Expl inner rad: 25.0
$Expl outer rad: 75.0
$Expl damage: 25.0
$Expl blast: 1000.0
$Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave
$Allowed PBanks: ( "WT20MMCannon" )
$Allowed Dogfight PBanks: ( "WT20MMCannon" )
$Default PBanks: ( "WT20MMCannon" )
$Pbank Capacity: ( 2000 )
$Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "L Range Missile" "Infyrno" "Fireworks" "Hornet" "Tornado" "S Range Missile" "M Range Missile" "Reflex Missile" "TAG-B" )
$Allowed Dogfight SBanks: ( "Rockeye"" )
$Default SBanks: ( "Rockeye" )
$SBank Capacity: ( 30, 10 )
$Shields: 0
$Shield Color: 100 100 255
$Power Output: 3.0
$Max Oclk Speed: 100.0
$Max Weapon Eng: 150.0
$Hitpoints: 450
$Flags: ("player_ship" "default_player_ship" "fighter" "in tech database" "balistic primaries")
$AI Class: Captain
$Afterburner: YES
+Aburn Max Vel: 0.0, 0.0, 160.0
+Aburn For accel: 0.75
+Aburn Fuel: 400.0
+Aburn Burn Rate: 20.0
+Aburn Rec Rate: 19.0
$Countermeasures: 15
$Scan time: 2000
$EngineSnd: 126 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -30
$Closeup_zoom: 0.5
$Shield_icon: shieldft-02
$Ship_icon: iconfighter2t-02
$Ship_anim: loadfighter2t-03
$Ship_overhead: loadfighter06
$Score: 12
$Trail:
+Offset: 0 -6.91 -6.07
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Subsystem: navigation, 10, 0.0
$Subsystem: weapons, 20, 0.0
$Subsystem: engine, 35, 0.0
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Originally posted by Unknown Target
"balistic primaries"
There's your problem. "Ballistic" is spelled with two L's. :)
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:) That's why I always use cut and paste for things like this :)
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AGH!!!!!!!!! NOOOO! AFTER ALL THAT! :D
Lol, I'll try it when I get home, thanks all :)
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Ack, changed it, still get the "out of energy" sound :(
Switched the launcher to run with a mod (data/tables), and bumped down the cargo hold thingy of the cannon to .1. Now I get an ammo reading, but I have 10 rounds.
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For some reason, PBank Capacity is forced to 1, even if you don't specify it as such. Bugzilla that.
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...:wtf: But you know about it... :lol:
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Alrighty, fixed. It was wierd, the table that didn't work before, but with almost the same info, now works, and the new one doesn't. Oh, well...
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Ok, now this is REALLY, REALLY wierd: I boot up Freespace 2, and I have a ship that I want to display as a Manticore. In the tables, it says the manticore model, in the tech room, it shows as a manticore, but in FRED2, it shows as a Dragon, and in-mission, it shows as a Herc Mk I!!! How to fix??? :confused:
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Apply hammer liberally to your hard drive. Fixes your computer problems and works out stress.
I really don't know what could be causing the problem...possibly a bad effect?