Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: TrashMan on June 04, 2016, 05:46:22 am
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So I started fillding with FSO again and suddenly I keep getting of errors for stuff that worked normally before.
Things like:
ships.tbl(line 5419):
Error: Required token = [#End], [$Subsystem:], or [$Name], found [$animation: triggered]
it complains about all additional flags, like Turret Base FOV too.. what gives?
the subsystem looks like this:
$Subsystem: Turret01a, 20.0, 3.0
$Default PBanks: ( "Heavy Ion Cannon" "Heavy Ion Cannon" )
$Flags: ( "salvo mode" "use multiple guns" "fire on target")
$Turret Base FOV: 300
$animation: triggered
$type: initial
+relative_angle: 90,0,0
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$Turret Base FOV needs to go before $Flags:, just tested it now to confirm on a recent build. I can't answer why it used to work, the parsing code for both of them hasn't changed in ages.
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I just moved the flags to the bottom, no luck:
ships.tbl(line 5421):
Error: Required token = [#End], [$Subsystem:], or [$Name], found [$Flags: ( "salvo mode" "fire o]
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_4_RC1_SSE2.exe! <no symbol>
fs2_open_3_7_4_RC1_SSE2.exe! <no symbol>
fs2_open_3_7_4_RC1_SSE2.exe! <no symbol>
fs2_open_3_7_4_RC1_SSE2.exe! <no symbol>
fs2_open_3_7_4_RC1_SSE2.exe! <no symbol>
fs2_open_3_7_4_RC1_SSE2.exe! <no symbol>
fs2_open_3_7_4_RC1_SSE2.exe! <no symbol>
fs2_open_3_7_4_RC1_SSE2.exe! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
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http://www.hard-light.net/wiki/index.php/Subsystem (http://www.hard-light.net/wiki/index.php/Subsystem)
the only thing that goes after flags is the animation entry..
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Looks like that was it.
I moved it below the flag and now it works!
Thank you.
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Don't use "salvo mode" with "use multiple guns". Remove "salvo mode" if you have two kinds of weapons in single turret in favour of "use multiple guns". If you have single kind of weapon in your turret, use "salvo mode" instead and remove second entry. "Salvo mode" will fire your weapon from all available firepoints which your turret has, even if there is only one weapon entry specified in table.
In your current situation, when you have single type of weapon, you should remove second "Heavy Ion Cannon" entry and "use multiple guns" flag.
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Don't use "salvo mode" with "use multiple guns". Remove "salvo mode" if you have two kinds of weapons in single turret in favour of "use multiple guns". If you have single kind of weapon in your turret, use "salvo mode" instead and remove second entry. "Salvo mode" will fire your weapon from all available firepoints which your turret has, even if there is only one weapon entry specified in table.
In your current situation, when you have single type of weapon, you should remove second "Heavy Ion Cannon" entry and "use multiple guns" flag.
But won't "salvo" force all weapons to fire at once, in contrast to "use multiple guns"? Works better for a battleship.
P.S. - I keep running into more errors:
Unidentified priority group 'Fighter' set for objecttype 'Fighter'
Unidentified priority group 'Bomber' set for objecttype 'Bomber'
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P.S. - I keep running into more errors:
Unidentified priority group 'Fighter' set for objecttype 'Fighter'
Unidentified priority group 'Bomber' set for objecttype 'Bomber'
...And have you defined targeting priority groups called "Fighter" and "Bomber"?