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 Actor crashing the game when she appears on screen. 
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Post Actor crashing the game when she appears on screen.
My actor is causing this really weird and sudden crash, every time she appears on screen or is selected in the actor viewer, the game just crashes. No explaination. and I've been struggling to find out why for a long time now.

Here's her code, I would greatly appreciate anyone pointing out obvious mistakes, I'm simply stumped.

Code:
AddEffect = MOSRotating
   PresetName = Uzira Misc Gib A
   Mass = 7.32
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = uzira.rte/Actors/Uzira/MiscGibA.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -4
      Y = -4
   AngularVel = 6
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Flesh
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Drop Blood
      Count = 15
      Spread = 2.25
      MaxVelocity = 15
      MinVelocity = 5
   GibImpulseLimit = 120
   GibWoundLimit = 2

AddEffect = MOSRotating
   PresetName = Uzira Misc Gib B
   Mass = 5.79
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = uzira.rte/Actors/Uzira/MiscGibB.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -3
      Y = -4
   AngularVel = 6
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Flesh
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Drop Blood
      Count = 15
      Spread = 2.25
      MaxVelocity = 15
      MinVelocity = 5
   GibImpulseLimit = 120
   GibWoundLimit = 2

AddEffect = MOSRotating
   PresetName = Uzira Misc Gib C
   Mass = 4.80
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = uzira.rte/Actors/Uzira/MiscGibC.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -3
      Y = -4
   AngularVel = 6
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Flesh
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Drop Blood
      Count = 15
      Spread = 2.25
      MaxVelocity = 15
      MinVelocity = 5
   GibImpulseLimit = 120
   GibWoundLimit = 2

AddEffect = MOSRotating
   PresetName = Uzira Misc Gib D
   Mass = 4.80
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = uzira.rte/Actors/Uzira/MiscGibD.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -4
      Y = -5
   AngularVel = 6
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Flesh
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Drop Blood
      Count = 15
      Spread = 2.25
      MaxVelocity = 15
      MinVelocity = 5
   GibImpulseLimit = 120
   GibWoundLimit = 2

AddEffect = MOSRotating
   PresetName = Uzira Rib Cage Gib A
   Mass = 27.89
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = uzira.rte/Actors/Uzira/RibCageGibA.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -5
      Y = -7
   AngularVel = 6
   EntryWound = AEmitter
      CopyOf = Wound Flesh Entry
   ExitWound = AEmitter
      CopyOf = Wound Flesh Exit
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Flesh
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Drop Blood
      Count = 85
      Spread = 2.25
      MaxVelocity = 10
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Drop Blood
      Count = 25
      Spread = 2.25
      MaxVelocity = 10
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Uzira Misc Gib A
      Offset = Vector
         X = 3
         Y = -2
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Uzira Misc Gib D
      Offset = Vector
         X = -2
         Y = -0.5
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Flesh Small A
      Offset = Vector
         X = -0.5
         Y = -5
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Uzira Misc Gib B
      Offset = Vector
         X = -1
         Y = 1
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Flesh Tiny A
      Offset = Vector
         X = -2
         Y = -4
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Flesh Tiny A
      Offset = Vector
         X = -1
         Y = 5
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Bone Small D
      Offset = Vector
         X = -1
         Y = 3
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Flesh Small C
      Offset = Vector
         X = 0.5
         Y = 2
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Flesh Small B
      Offset = Vector
         X = -1
         Y = 4
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Uzira Misc Gib C
      Offset = Vector
         X = 2
         Y = 4
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Flesh Micro A
      Offset = Vector
         X = -5
         Y = 0
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Flesh Micro A
      Offset = Vector
         X = -6
         Y = -1
      Count = 1
      Spread = 0
   GibImpulseLimit = 150
   GibWoundLimit = 4
   GibSound = Sound
      CopyOf = Flesh Body Blunt Hit

AddEffect = Attachable
   PresetName = Uzira Head
   Mass = 36
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = uzira.rte/Actors/Uzira/Head.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -7
      Y = -7
   AngularVel = 6
   EntryWound = AEmitter
      CopyOf = Wound Flesh Entry
   ExitWound = AEmitter
      CopyOf = Wound Flesh Exit
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Armoured Flesh
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   JointStrength = 130
   JointStiffness = 0.1
   BreakWound = AEmitter
      CopyOf = Wound Flesh Body
   JointOffset = Vector
      X = 0
      Y = 5
   GibImpulseLimit = 250
   GibWoundLimit = 7
   GibSound = Sound
      CopyOf = Flesh Body Blunt Hit
   AddAttachable = Attachable
      CopyOf = Uzira Helmet A
      ParentOffset = Vector
         X = -1
         Y = -4
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Drop Blood
      Count = 100
      Spread = 2.25
      MaxVelocity = 10
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Flesh Small A
      Offset = Vector
         X = -5
         Y = -1.5
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Flesh Small B
      Offset = Vector
         X = -4
         Y = -4.5
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Bone Small D
      Offset = Vector
         X = 1
         Y = 4.5
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Flesh Tiny A
      Offset = Vector
         X = 1.5
         Y = 3.5
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Bone Small D
      Offset = Vector
         X = 1
         Y = -4.5
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Flesh Small D
      Offset = Vector
         X = 0
         Y = -1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Flesh Micro A
      Offset = Vector
         X = -4
         Y = 3.5
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Flesh Micro A
      Offset = Vector
         X = -6
         Y = -5.5
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Flesh Small D
      Offset = Vector
         X = -3.5
         Y = -5.5
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Flesh Tiny A
      Offset = Vector
         X = -1
         Y = -7.5
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Flesh Micro A
      Offset = Vector
         X = 3.5
         Y = -3
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Flesh Micro A
      Offset = Vector
         X = 0.5
         Y = -8
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Flesh Micro A
      Offset = Vector
         X = 1.5
         Y = -1

AddEffect = Attachable
   PresetName = Uzira Helmet A
   Mass = 3
   Sharpness = 1
   HitsMOs = 0
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = uzira.rte/Actors/Uzira/Helmet.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -7
      Y = -4
   AngularVel = 6
   EntryWound = AEmitter
      CopyOf = Dent Metal Light
   ExitWound = AEmitter
      CopyOf = Dent Metal Light
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   JointStrength = 180
   JointStiffness = 0.6
//   BreakWound = AEmitter
//      CopyOf = Wound Bone Break
   JointOffset = Vector
      X = 0
      Y = 0
   DrawAfterParent = 1
   GibImpulseLimit = 1500
   GibWoundLimit = 6
//   GibSound = Sound
//      CopyOf = Bone Crack
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Military Micro A
      Offset = Vector
         X = 4.5
         Y = 1.5
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Military Micro A
      Offset = Vector
         X = -4.5
         Y = -1.5
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Military Tiny A
      Offset = Vector
         X = 0.5
         Y = 0.5
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Military Tiny A
      Offset = Vector
         X = -6.5
         Y = 2.5
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Metal Grey Small B
      Offset = Vector
         X = -4.5
         Y = -0.5
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Metal Rusty Small D
      Offset = Vector
         X = 2.5
         Y = -0.5
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Military Tiny A
      Offset = Vector
         X = -0.5
         Y = -3.5
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Military Tiny A
      Offset = Vector
         X = -2.5
         Y = -1.5
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Military Tiny A
      Offset = Vector
         X = 1.5
         Y = -3.5

AddActor = Arm
   PresetName = Uzira Arm FG
   Mass = 7
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = uzira.rte/Actors/Uzira/ArmFG.bmp
   FrameCount = 5
   SpriteOffset = Vector
      X = -6
      Y = -3
   AngularVel = 6
   EntryWound = AEmitter
      CopyOf = Wound Flesh Entry
   ExitWound = AEmitter
      CopyOf = Wound Flesh Exit
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Flesh
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   ParentOffset = Vector
      X = -1
      Y = -4
   JointStrength = 190
   JointStiffness = 0.5
   BreakWound = AEmitter
      CopyOf = Wound Flesh Body
   JointOffset = Vector
      X = -3.5
      Y = -1
   DrawAfterParent = 1
   HeldDevice = None
   Hand = ContentFile
      FilePath = FilePath = uzira.rte/Actors/Uzira/HandFG.bmp
   MaxLength = 14
   IdleOffset = Vector
      X = 5
      Y = 8
   MoveSpeed = 0.2
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Drop Blood
      Count = 25
      Spread = 2.25
      MaxVelocity = 10
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Uzira Misc Gib C
      Offset = Vector
         X = 3
         Y = 0
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Bone Small A
      Offset = Vector
         X = -4
         Y = 1
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Bone Small E
      Offset = Vector
         X = 0
         Y = 1
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Flesh Micro A
      Offset = Vector
         X = -2
         Y = 4
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Bone Micro A
      Offset = Vector
         X = -4
         Y = -1
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Grey Micro A
      Offset = Vector
         X = -4
         Y = -2
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Grey Tiny A
      Offset = Vector
         X = -5
         Y = -4
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Panel White Tiny A
      Offset = Vector
         X = -3
         Y = -2
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Military Tiny A
      Offset = Vector
         X = -3
         Y = 1
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Military Tiny A
      Offset = Vector
         X = 1
         Y = -2
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Military Tiny A
      Offset = Vector
         X = 0
         Y = 1
      Count = 1
      Spread = 0
   GibImpulseLimit = 65
   GibWoundLimit = 5
   GibSound = Sound
      CopyOf = Flesh Body Blunt Hit
AddActor = Arm
   PresetName = Uzira Arm BG
   Mass = 7
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = uzira.rte/Actors/Uzira/ArmBG.bmp
   FrameCount = 5
   SpriteOffset = Vector
      X = -6
      Y = -4
   AngularVel = 6
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Wound Flesh Exit Strong
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Armoured Flesh
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   ParentOffset = Vector
      X = 5
      Y = 6
   JointStrength = 200
   JointStiffness = 0.5
   BreakWound = AEmitter
      CopyOf = Wound Flesh Body Strong
   JointOffset = Vector
      X = 6
      Y = 3
   DrawAfterParent = 1
   HeldDevice = None
   Hand = ContentFile
      FilePath = FilePath = uzira.rte/Actors/Uzira/HandBG.bmp
   MaxLength = 15
   IdleOffset = Vector
      X = 5
      Y = 6
   MoveSpeed = 0.2
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Drop Blood
      Count = 25
      Spread = 2.25
      MaxVelocity = 10
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Uzira Misc Gib A
      Offset = Vector
         X = -2
         Y = 1
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Uzira Misc Gib C
      Offset = Vector
         X = 4
         Y = 1
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Flesh Small C
      Offset = Vector
         X = 2
         Y = 0
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Bone Small B
      Offset = Vector
         X = 6
         Y = -1
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Flesh Micro A
      Offset = Vector
         X = 3
         Y = -2
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Flesh Micro A
      Offset = Vector
         X = 0
         Y = 1
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Grey Micro A
      Offset = Vector
         X = -5
         Y = -3
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Panel White Micro A
      Offset = Vector
         X = -3
         Y = 3
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Military Micro A
      Offset = Vector
         X = -1
         Y = 1
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Military Tiny A
      Offset = Vector
         X = -4
         Y = 0
      Count = 1
      Spread = 0
   GibImpulseLimit = 75
   GibWoundLimit = 7
   GibSound = Sound
      CopyOf = Flesh Body Blunt Hit

AddActor = Attachable
   PresetName = Uzira Foot FG
   Mass = 4
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = uzira.rte/Actors/Uzira/FootFG.bmp
   FrameCount = 4
   SpriteOffset = Vector
      X = -6
      Y = -3
   AngularVel = 6
   EntryWound = AEmitter
      CopyOf = Wound Bone Entry
   ExitWound = AEmitter
      CopyOf = Wound Bone Exit
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Flesh
      Resolution = 4
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Civilian Stuff
      Resolution = 4
      Depth = 2
   DeepCheck = 1
   JointStrength = 80
   JointStiffness = 0.5
   BreakWound = AEmitter
      CopyOf = Wound Flesh Body
   JointOffset = Vector
      X = -2
      Y = -1
   DrawAfterParent = 0

AddActor = Attachable
   PresetName = Uzira Foot BG
   Mass = 4
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = uzira.rte/Actors/Uzira/FootBG.bmp
   FrameCount = 4
   SpriteOffset = Vector
      X = -6
      Y = -3
   AngularVel = 6
   EntryWound = AEmitter
      CopyOf = Wound Bone Entry
   ExitWound = AEmitter
      CopyOf = Wound Bone Exit
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Flesh
      Resolution = 4
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Civilian Stuff
      Resolution = 4
      Depth = 2
   DeepCheck = 1
   JointStrength = 80
   JointStiffness = 0.5
   BreakWound = AEmitter
      CopyOf = Wound Flesh Body
   JointOffset = Vector
      X = -2
      Y = -1
   DrawAfterParent = 0


AddActor = Leg
   PresetName = Uzira Leg FG
   Mass = 12
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = uzira.rte/Actors/Uzira/LegFG.bmp
   FrameCount = 5
   SpriteOffset = Vector
      X = -6
      Y = -7
   AngularVel = 6
   EntryWound = AEmitter
      CopyOf = Wound Flesh Entry
   ExitWound = AEmitter
      CopyOf = Wound Flesh Exit
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Flesh
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   JointStrength = 300
   JointStiffness = 0.5
   BreakWound = AEmitter
      CopyOf = Wound Flesh Body
   JointOffset = Vector
      X = -5
      Y = 2
   DrawAfterParent = 0
   Foot = Attachable
      CopyOf = Uzira Foot FG
      ParentOffset = Vector
         X = -11
         Y = -10
   ExtendedOffset = Vector
      X = 15
      Y = 0
   ContractedOffset = Vector
      X = 7.5
      Y = 0
   IdleOffset = Vector
      X = 1
      Y = 3
   MoveSpeed = 0.4
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Drop Blood
      Count = 35
      Spread = 2.25
      MaxVelocity = 10
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Uzira Misc Gib A
      Offset = Vector
         X = 0
         Y = -3
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Uzira Misc Gib B
      Offset = Vector
         X = -3
         Y = 0
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Uzira Misc Gib C
      Offset = Vector
         X = 5
         Y = -1
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Flesh Micro A
      Offset = Vector
         X = 1
         Y = -1
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Flesh Micro A
      Offset = Vector
         X = -3
         Y = -4
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Panel White Micro A
      Offset = Vector
         X = 3
         Y = -5
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Flesh Tiny A
      Offset = Vector
         X = 4
         Y = -4
      Count = 1
      Spread = 0
   GibImpulseLimit = 185
   GibWoundLimit = 6
   GibSound = Sound
      CopyOf = Flesh Body Blunt Hit

AddActor = Leg
   PresetName = Uzira Leg BG
   Mass = 14
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = uzira.rte/Actors/Uzira/LegBG.bmp
   FrameCount = 5
   SpriteOffset = Vector
      X = -6
      Y = -7
   AngularVel = 6
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Wound Flesh Exit Strong
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Armoured Flesh
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   JointStrength = 340
   JointStiffness = 0.5
   BreakWound = AEmitter
      CopyOf = Wound Flesh Body Strong
   JointOffset = Vector
      X = -5
      Y = 2
   DrawAfterParent = 0
   Foot = Attachable
      CopyOf = Uzira Foot BG
      ParentOffset = Vector
         X = -11
         Y = -10
   ExtendedOffset = Vector
      X = 15
      Y = 0
   ContractedOffset = Vector
      X = 7.5
      Y = 0
   IdleOffset = Vector
      X = 1
      Y = 3
   MoveSpeed = 0.4
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Drop Blood
      Count = 35
      Spread = 2.25
      MaxVelocity = 10
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Uzira Misc Gib A
      Offset = Vector
         X = 1
         Y = -2
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Uzira Misc Gib B
      Offset = Vector
         X = -2
         Y = 2
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Uzira Misc Gib C
      Offset = Vector
         X = 5
         Y = 1
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Flesh Small B
      Offset = Vector
         X = 8
         Y = -3
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Flesh Micro A
      Offset = Vector
         X = 8
         Y = 1
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Flesh Micro A
      Offset = Vector
         X = 0
         Y = 0
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Panel White Micro A
      Offset = Vector
         X = -0.5
         Y = -2
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Flesh Tiny A
      Offset = Vector
         X = 3.5
         Y = -3
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Grey Tiny A
      Offset = Vector
         X = 1.5
         Y = -4
      Count = 1
      Spread = 0
   GibImpulseLimit = 195
   GibWoundLimit = 9
   GibSound = Sound
      CopyOf = Flesh Body Blunt Hit

AddEffect = Attachable
   PresetName = Uzira Chest Plate
   Mass = 10
   Sharpness = 1
   HitsMOs = 0
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = uzira.rte/Actors/Uzira/Chestplate.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -4
      Y = -7
   AngularVel = 6
   EntryWound = AEmitter
      CopyOf = Dent Metal Light
   ExitWound = AEmitter
      CopyOf = Dent Metal Light
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   JointStrength = 450
   JointStiffness = 0.5
   BreakWound = AEmitter
      CopyOf = Wound Bone Break
   JointOffset = Vector
      X = 0
      Y = 0
   DrawAfterParent = 1
   GibImpulseLimit = 1500
   GibWoundLimit = 8
//   GibSound = Sound
//      CopyOf = Bone Crack
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Metal Grey Small A
      Offset = Vector
         X = 0
         Y = -4
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Metal Grey Small B
      Offset = Vector
         X = 0
         Y = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Grey Micro A
      Offset = Vector
         X = 1
         Y = -2
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Dark Micro A
      Offset = Vector
         X = -4
         Y = -4
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Grey Tiny A
      Offset = Vector
         X = -3
         Y = -3
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Grey Tiny A
      Offset = Vector
         X = 0
         Y = -7
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Panel White Micro A
      Offset = Vector
         X = 1
         Y = 0

AddActor = AHuman
   PresetName = Uzira
   AddToGroup = Actors
   Description = WIP
   Mass = 48
   GoldValue = 105
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 1
   ScriptPath = Base.rte/Actors/AI/HumanAI.lua
   SpriteFile = ContentFile
      FilePath = uzira.rte/Actors/Uzira/Torso.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -7
      Y = -12
   AngularVel = 0
   EntryWound = AEmitter
      CopyOf = Wound Flesh Entry
   ExitWound = AEmitter
      CopyOf = Wound Flesh Exit
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Armoured Flesh
      Resolution = 4
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Civilian Stuff
      Resolution = 6
      Depth = 3
   DeepCheck = 0
   BodyHitSound = Sound
      CopyOf = Flesh Body Blunt Hit
   PainSound = Sound
      CopyOf = Human Pain
   DeathSound = Sound
      CopyOf = Human Death
   DeviceSwitchSound = Sound
      CopyOf = Device Switch
   Status = 0
   Health = 100
   ImpulseDamageThreshold = 2500
   AimAngle = 0
   AimDistance = 30
   Perceptiveness = 1
   CharHeight = 100
   HolsterOffset = Vector
      X = -6
      Y = -4
   Head = Attachable
      CopyOf = Uzira Head
      ParentOffset = Vector
         X = 0
         Y = -10
   Jetpack = AEmitter
      CopyOf = Jetpack Heavy
      SpriteFile = ContentFile
         FilePath = uzira.rte/Actors/Uzira/Jetpack.bmp
      ParentOffset = Vector
         X = -6
         Y = 3
      DrawAfterParent = 0
   JumpTime = 1.5 // Secs
   FGArm = Arm
      CopyOf = Uzira Arm FG
      ParentOffset = Vector
         X = -1
         Y = -5
   BGArm = Arm
      CopyOf = Uzira Arm BG
      ParentOffset = Vector
         X = 4
         Y = -7
   FGLeg = Leg
      CopyOf = Uzira Leg FG
      ParentOffset = Vector
         X = 1
         Y = 1
   BGLeg = Leg
      CopyOf = Uzira Leg BG
      ParentOffset = Vector
         X = 4
         Y = 1
   HandGroup = AtomGroup
      CopyOf = HandGroup
   FGFootGroup = AtomGroup
      CopyOf = Foot
   BGFootGroup = AtomGroup
      CopyOf = Foot
//   StrideSound = Sound
//      CopyOf = Robot Stride
   StandLimbPath = LimbPath
      PresetName = Uzira Stand Path
      StartOffset = Vector
         X = -2
         Y = 17
      StartSegCount = 0
      SlowTravelSpeed = 0.1
      NormalTravelSpeed = 0.5
      FastTravelSpeed = 1.5
      PushForce = 8000
   StandLimbPathBG = LimbPath
      CopyOf = Uzira Stand Path
      StartOffset = Vector
         X = 8
         Y = 17
   WalkLimbPath = LimbPath
      PresetName = Uzira Walk Path
      StartOffset = Vector
         X = 10
         Y = -2
      StartSegCount = 3
      AddSegment = Vector
         X = 0
         Y = 2
      AddSegment = Vector
         X = 0
         Y = 2
      AddSegment = Vector
         X = 0
         Y = 5
      AddSegment = Vector
         X = 0
         Y = 5
      AddSegment = Vector
         X = -6
         Y = 4
      AddSegment = Vector
         X = -4
         Y = 0
      AddSegment = Vector
         X = -4
         Y = 0
      AddSegment = Vector
         X = -4
         Y = 1
      AddSegment = Vector
         X = -3
         Y = 1
      AddSegment = Vector
         X = 0
         Y = -2
      SlowTravelSpeed = 1.5
      NormalTravelSpeed = 2.8
      FastTravelSpeed = 4.5
      PushForce = 8000
   CrouchLimbPath = LimbPath
      PresetName = Uzira Crouch Path
      StartOffset = Vector
         X = 10
         Y = 3
      StartSegCount = 0
      SlowTravelSpeed = 0.1
      NormalTravelSpeed = 0.5
      FastTravelSpeed = 1.5
      PushForce = 8000
   CrawlLimbPath = LimbPath
      PresetName = Uzira Crawl Path
      StartOffset = Vector
         X = -12
         Y = -8
      StartSegCount = 2
      AddSegment = Vector
         X = 12
         Y = 0
      AddSegment = Vector
         X = 8
         Y = 2
      AddSegment = Vector
         X = 0
         Y = 8
      AddSegment = Vector
         X = 0
         Y = 10
      SlowTravelSpeed = 1.5
      NormalTravelSpeed = 1.8
      FastTravelSpeed = 4.5
      PushForce = 8000
   ArmCrawlLimbPath = LimbPath
      PresetName = Uzira Arm Crawl Path
      StartOffset = Vector
         X = -8
         Y = -5
      StartSegCount = 2
      AddSegment = Vector
         X = 0
         Y = -4
      AddSegment = Vector
         X = 3
         Y = -3
      AddSegment = Vector
         X = 4
         Y = 0
      AddSegment = Vector
         X = 4
         Y = 4
      AddSegment = Vector
         X = 0
         Y = 10
      SlowTravelSpeed = 1.5
      NormalTravelSpeed = 1.5
      FastTravelSpeed = 4.5
      PushForce = 6000
   ClimbLimbPath = LimbPath
      PresetName = Uzira Climb Path
      StartOffset = Vector
         X = -8
         Y = -10
      StartSegCount = 6
      AddSegment = Vector
         X = 0
         Y = -4
      AddSegment = Vector
         X = 3
         Y = -3
      AddSegment = Vector
         X = 8
         Y = 0
      AddSegment = Vector
         X = 4
         Y = 4
      AddSegment = Vector
         X = 0
         Y = 8
      AddSegment = Vector
         X = 0
         Y = 14
      AddSegment = Vector
         X = -5
         Y = 5
      AddSegment = Vector
         X = -3
         Y = 0
      SlowTravelSpeed = 1.5
      NormalTravelSpeed = 1.5
      FastTravelSpeed = 4.5
      PushForce = 8000
   JumpLimbPath = LimbPath
      PresetName = Uzira Jump Path
      StartOffset = Vector
         X = 0
         Y = 8
      StartSegCount = 3
      AddSegment = Vector
         X = 0
         Y = -10
      AddSegment = Vector
         X = 0
         Y = 4
      AddSegment = Vector
         X = 0
         Y = 4
      AddSegment = Vector
         X = -8
         Y = 14
      SlowTravelSpeed = 3
      NormalTravelSpeed = 6
      FastTravelSpeed = 7
      PushForce = 5000
   DislodgeLimbPath = LimbPath
      PresetName = Uzira Dislodge Path
      StartOffset = Vector
         X = 2
         Y = -10
      StartSegCount = 0
      AddSegment = Vector
         X = 0
         Y = 6
      SlowTravelSpeed = 1.5
      NormalTravelSpeed = 2.5
      FastTravelSpeed = 4.5
      PushForce = 10000
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Flesh Small A
      Offset = Vector
         X = 0.5
         Y = -9
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Flesh Small D
      Offset = Vector
         X = -1.5
         Y = -1.5
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Uzira Rib Cage Gib A
      Offset = Vector
         X = 0
         Y = -2
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Uzira Misc Gib A
      Offset = Vector
         X = 1
         Y = -4
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Flesh Small D
      Offset = Vector
         X = -1.5
         Y = -1.5
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Uzira Misc Gib B
      Offset = Vector
         X = 3
         Y = 1
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Uzira Misc Gib D
      Offset = Vector
         X = -3
         Y = -6
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Flesh Micro A
      Offset = Vector
         X = -4.5
         Y = -3
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Flesh Micro A
      Offset = Vector
         X = -2.5
         Y = 1
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Bone Micro A
      Offset = Vector
         X = -2.5
         Y = -1
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Flesh Tiny A
      Offset = Vector
         X = -1.5
         Y = 2
      Count = 1
      Spread = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Panel White Tiny A
      Offset = Vector
         X = -0.5
         Y = -5
      Count = 1
      Spread = 0
   GibImpulseLimit = 3650
   GibWoundLimit = 16
   GibSound = Sound
      CopyOf = Flesh Body Blunt Hit


Mon Sep 18, 2017 10:43 pm
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Post Re: Actor crashing the game when she appears on screen.
I don't remember if this was changed, but the order in which things are defined used to be important.

In your code, your actor's head is referencing a CopyOf to the helmet, but the helmet is defined after the actor.

Try moving the helmet code so it's before the head code.


Tue Sep 19, 2017 12:42 am
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Joined: Sun Sep 17, 2017 11:17 pm
Posts: 13
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Post Re: Actor crashing the game when she appears on screen.
CaveCricket48 wrote:
I don't remember if this was changed, but the order in which things are defined used to be important.

In your code, your actor's head is referencing a CopyOf to the helmet, but the helmet is defined after the actor.

Try moving the helmet code so it's before the head code.


Yes! That fixed it, thank you! :grin:


Tue Sep 19, 2017 2:56 am
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