Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: HLD_Prophecy on October 17, 2016, 07:39:51 am
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Hey all,
I'm trying to use the retail FS2 effect "Akheton_Particle" as the impact effect for a custom primary weapon. The effect is properly specified in the wep.tbm. When I start the mod, I get this:
For 'Akheton_Particle', 3 of 4 LODs are missing!
ntdll.dll! NtWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_4_SSE2-DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_7_4_SSE2-DEBUG.exe! Warning + 491 bytes
fs2_open_3_7_4_SSE2-DEBUG.exe! weapon_explosions::Load + 654 bytes
fs2_open_3_7_4_SSE2-DEBUG.exe! parse_weapon + 9757 bytes
fs2_open_3_7_4_SSE2-DEBUG.exe! parse_weaponstbl + 180 bytes
fs2_open_3_7_4_SSE2-DEBUG.exe! parse_modular_table + 331 bytes
fs2_open_3_7_4_SSE2-DEBUG.exe! weapon_init + 101 bytes
fs2_open_3_7_4_SSE2-DEBUG.exe! game_init + 1791 bytes
fs2_open_3_7_4_SSE2-DEBUG.exe! game_main + 524 bytes
fs2_open_3_7_4_SSE2-DEBUG.exe! WinMain + 328 bytes
fs2_open_3_7_4_SSE2-DEBUG.exe! invoke_main + 30 bytes
fs2_open_3_7_4_SSE2-DEBUG.exe! __scrt_common_main_seh + 346 bytes
fs2_open_3_7_4_SSE2-DEBUG.exe! __scrt_common_main + 13 bytes
fs2_open_3_7_4_SSE2-DEBUG.exe! WinMainCRTStartup + 8 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
Here's the line (plus the explosion radius) in my wep.tbm:
$Impact Explosion: Akheton_Particle
$Impact Explosion Radius: 2.2
If anyone could help, I'd really appreciate it. Thanks!
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You're looking in the wrong place :)
Weapon explosion effects are defined in weapon_expl.tbl (http://www.hard-light.net/wiki/index.php/Weapon_expl.tbl) or a -wxp.tbm. That's what you need to check and, if necessary, correct.
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You're looking in the wrong place :)
Weapon explosion effects are defined in weapon_expl.tbl (http://www.hard-light.net/wiki/index.php/Weapon_expl.tbl) or a -wxp.tbm. That's what you need to check and, if necessary, correct.
But this is a retail effect, referencing a retail table. Wouldn't that mean that the default FS2 tables are in error?
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Doesn't matter. If you're using an all-new weapon you need the proper lines for the table entry.
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Doesn't matter. If you're using an all-new weapon you need the proper lines for the table entry.
I made up a wxp.tbm with the proper entry - and just one LOD - and it worked, no error message! Thanks! :)