Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Grizzly on April 08, 2007, 03:01:56 pm

Title: Add new ships using modular tables?
Post by: Grizzly on April 08, 2007, 03:01:56 pm
Is it possible to add ships using modular tables? because what I get now is a hellalot of warnings.

Error: extraships-shp.tbm(line 38:
Error: Required token = [#End], [$Subsystem:] or [$Name], found [$Default PBanks: ( "Prometheus R].

File:D:\C++\Freespace\fs2_open CVS\code\Parse\PARSELO.CPP
Line: 688
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Title: Re: Add new ships using modular tables?
Post by: Mobius on April 08, 2007, 03:12:58 pm
I got similar errors, but they were refered to tech descriptions.

That "Prometheus R" worries me. I assume that you deleted a consistent part of the ship's tbl entry...all specs regarding meneuver capabilities and stuff. Maybe you have replaced a line about subsystems with one about the loadout.

Check that suspicious entry and verify if I'm right.


Adding new ships to the list is easy: you have just to copy and paste their tbl entry where appropriate, paying attention on eventual mistakes. The ships tbl, however, has a certain ship limit. But you shouldn't have problems if you add five ships, for example.
Title: Re: Add new ships using modular tables?
Post by: Dark Hunter on April 08, 2007, 03:18:27 pm
I'm not sure, but the Prometheus line looks like a quotation mark was left out, that's all. I'm not sure how that happened, but it does seem to happen a lot.
Title: Re: Add new ships using modular tables?
Post by: Snail on April 08, 2007, 03:28:21 pm
I always get this error. ;)

Can we see it? I've been able to fix it a majority of the time.
Title: Re: Add new ships using modular tables?
Post by: Mobius on April 08, 2007, 04:42:01 pm
How you can make tables work if you get this error?!?

You just have to follow an order. X spec comes first, followed by Y. A couple of times I got this errors because I have deleted important parts of the subsystems part of a tbl entry...by mistake.
Title: Re: Add new ships using modular tables?
Post by: Snail on April 08, 2007, 04:45:44 pm
No, I always miss out commas, speech marks, misspell things, stuff like that. But it usually is fixed in the end.
Title: Re: Add new ships using modular tables?
Post by: Mobius on April 08, 2007, 04:55:39 pm
How can you? Tables are written in your home language!

Even DySkO can set them correctly(he is on vacation, so there are no risks!). :lol:
Title: Re: Add new ships using modular tables?
Post by: Snail on April 08, 2007, 04:58:14 pm
So? Everybody makes typos, even if it is in their home language! :P

Well, the majority of .tbms i make are +nocreate editors, so I only need to include a part of the table. This sometimes causes problems if I forget to include something that is necessary (like using a new FS2Open feature).
Title: Re: Add new ships using modular tables?
Post by: Mobius on April 08, 2007, 05:10:58 pm
So? Everybody makes typos, even if it is in their home language! :P

Not me :P

Anyways, we're turning this board into another Inferno Night Cafè.
Title: Re: Add new ships using modular tables?
Post by: Snail on April 08, 2007, 05:16:47 pm
Yes you did. In Shiv's Mod Thread, you wrote 'ipothetical' instead of 'hypothetical'.

Proof:

We were talking about an ipothetical battle, the main campaigns have nothing to do with that.

(Unless ipothetical is a word, which I have never heard of?)
Title: Re: Add new ships using modular tables?
Post by: Mobius on April 08, 2007, 05:52:28 pm
Since when English is my home language, Snail?
Title: Re: Add new ships using modular tables?
Post by: Wanderer on April 09, 2007, 03:42:51 am
So are there still problems or errors?
Title: Re: Add new ships using modular tables?
Post by: Grizzly on April 09, 2007, 12:37:20 pm
Well, I copied these things from the FSPort ship table and then changed al the FS1 weapons into their FS2 "Equivelents". Probably screwed up something there.

If you really want to know, the fighter was the Apollo
Title: Re: Add new ships using modular tables?
Post by: Snail on April 09, 2007, 01:11:07 pm
Guess it wasn't a typo. Guess it was a spelling error... Whatever.
Title: Re: Add new ships using modular tables?
Post by: Grizzly on April 10, 2007, 02:52:58 am
Hey I got it! I copied all the weapons used in singleplayer to the allowed dogfight PBanks, and accidently copied the Pbanks flag with them, producing something like this:
$Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "Lamprey" "Targeting Laser" )
$Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "Lamprey" "Targeting Laser" )
$Allowed SBanks: ( "Rockeye" "Stiletto" "Tempest" "Harpoon" "Hornet" "Hornet#Weak" "Harpoon#Weak" "EMP Adv." "Infyrno" )
$Allowed SBanks: ( "Rockeye" "Stiletto" "Tempest" "Harpoon" "Hornet" "Hornet#Weak" "Harpoon#Weak" "EMP Adv." )

instead of:
$Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "Lamprey" "Targeting Laser" )
$Allowed Dogfight PBanks: ( "Subach HL-D" "Akheton SDG" "Morning Star" "Prometheus D" "Lamprey" "Targeting Laser" )
$Allowed SBanks: ( "Rockeye" "Stiletto" "Tempest" "Harpoon" "Hornet" "Hornet#Weak" "Harpoon#Weak" "EMP Adv." "Infyrno" )
$$Allowed Dogfight SBanks: ( "Rockeye" "Stiletto" "Tempest" "Harpoon" "Hornet" "Hornet#Weak" "Harpoon#Weak" "EMP Adv." )
Title: Re: Add new ships using modular tables?
Post by: Devrous on April 10, 2007, 03:52:31 pm
Glad you got it to work. Any longer and this post would be flaming  :lol:
Title: Re: Add new ships using modular tables?
Post by: Mobius on April 10, 2007, 05:01:18 pm
Uh, not really.

So, my theory about yout problem was true :)