Actor not showing up ingame or in actor viewer
I made a robot mech actor, and for some reason I can't find it anywhere ingame, shop or actor viewer. I've checked and triple checked everything I can think of, including indexes. I've asked several friends to take a look, and they can't figure it out.
Here's the .ini code, thanks in advance for taking a look.
Code:
AddEffect = Attachable
PresetName = Shoulderplate
Mass = 10
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = cindy.rte/characters/Mech/Shoulderplate.bmp
FrameCount = 1
SpriteOffset = Vector
X = -7
Y = -8
AngularVel = 6
EntryWound = AEmitter
CopyOf = Leaking Machinery
ExitWound = AEmitter
CopyOf = Leaking Machinery
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Metal
Resolution = 4
Depth = 0
DeepCheck = 0
JointStrength = 350000
JointStiffness = 0.25
BreakWound = AEmitter
CopyOf = Wound Bone Break
JointOffset = Vector
X = 0
Y = 0
DrawAfterParent = 1
AddGib = Gib
GibParticle = MOPixel
CopyOf = Spark Yellow 1
Count = 8
Spread = 2.25
MaxVelocity = 20
MinVelocity = 8
AddGib = Gib
GibParticle = MOPixel
CopyOf = Spark Yellow 2
Count = 6
Spread = 2.25
MaxVelocity = 20
MinVelocity = 8
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Oil
Count = 5
Spread = 2.25
MaxVelocity = 10
MinVelocity = 1
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Fire Ball 1
Count = 5
Spread = 2.25
MaxVelocity = 5
MinVelocity = 0
GibImpulseLimit = 150000
GibWoundLimit = 18
CopyOf = Bone Crack
AddEffect = Attachable
PresetName = Chestplate
Mass = 60
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = cindy.rte/characters/Mech/Chestplate.bmp
FrameCount = 1
SpriteOffset = Vector
X = -7
Y = -8
AngularVel = 6
EntryWound = AEmitter
CopyOf = Leaking Machinery
ExitWound = AEmitter
CopyOf = Leaking Machinery
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Metal
Resolution = 4
Depth = 0
DeepCheck = 0
JointStrength = 350000
JointStiffness = 0.25
BreakWound = AEmitter
CopyOf = Wound Bone Break
JointOffset = Vector
X = 0
Y = 0
DrawAfterParent = 1
AddGib = Gib
GibParticle = MOPixel
CopyOf = Spark Yellow 1
Count = 8
Spread = 2.25
MaxVelocity = 20
MinVelocity = 8
AddGib = Gib
GibParticle = MOPixel
CopyOf = Spark Yellow 2
Count = 6
Spread = 2.25
MaxVelocity = 20
MinVelocity = 8
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Oil
Count = 5
Spread = 2.25
MaxVelocity = 10
MinVelocity = 1
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Fire Ball 1
Count = 5
Spread = 2.25
MaxVelocity = 5
MinVelocity = 0
GibImpulseLimit = 150000
GibWoundLimit = 18
GibSound = Sound
CopyOf = Bone Crack
AddEffect = Attachable
PresetName = Mech Head
Mass = 1
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = cindy.rte/characters/Mech/Head.bmp
FrameCount = 1
SpriteOffset = Vector
X = -14
Y = -14
AngularVel = 6
EntryWound = AEmitter
CopyOf = Dent Metal Light
ExitWound = AEmitter
CopyOf = Dent Metal Light
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Metal
Resolution = 4
Depth = 0
DeepCheck = 0
JointStrength = 9999
JointStiffness = 0.5
BreakWound = AEmitter
CopyOf = Leaking Machinery
JointOffset = Vector
X = -2
Y = 3
AddGib = Gib
GibParticle = MOPixel
CopyOf = Spark Yellow 1
Count = 8
Spread = 2.25
MaxVelocity = 20
MinVelocity = 8
AddGib = Gib
GibParticle = MOPixel
CopyOf = Spark Yellow 2
Count = 6
Spread = 2.25
MaxVelocity = 20
MinVelocity = 8
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Oil
Count = 5
Spread = 2.25
MaxVelocity = 10
MinVelocity = 1
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Fire Ball 1
Count = 5
Spread = 2.25
MaxVelocity = 5
MinVelocity = 0
GibImpulseLimit = 3750
GibWoundLimit = 7
GibSound = Sound
CopyOf = Flesh Body Blunt Hit
AddActor = Arm
PresetName = Mech Arm FG
Mass = 30
RestThreshold = 500
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 0
SpriteFile = ContentFile
FilePath = cindy.rte/characters/Mech/ArmFG.bmp
FrameCount = 8
SpriteOffset = Vector
X = -26
Y = -20
AngularVel = 6
EntryWound = AEmitter
CopyOf = Leaking Machinery
ExitWound = AEmitter
CopyOf = Leaking Machinery
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Metal
Resolution = 4
Depth = 0
DeepCheck = 0
ParentOffset = Vector
X = 0
Y = 0
JointStrength = 25000
JointStiffness = 0.5
BreakWound = AEmitter
CopyOf = Fire Leak
JointOffset = Vector
X = -15
Y = -9
DrawAfterParent = 1
HeldDevice = None
Hand = ContentFile
FilePath = cindy.rte/characters/Mech/FGHand.bmp
MaxLength = 42
IdleOffset = Vector
X = 20
Y = 20
MoveSpeed = 0.2
AddAttachable = Attachable
CopyOf = Shoulderplate
ParentOffset = Vector
X = -6
Y = -1
AddGib = Gib
GibParticle = MOPixel
CopyOf = Spark Yellow 1
Count = 8
Spread = 2.25
MaxVelocity = 20
MinVelocity = 8
AddGib = Gib
GibParticle = MOPixel
CopyOf = Spark Yellow 2
Count = 6
Spread = 2.25
MaxVelocity = 20
MinVelocity = 8
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Oil
Count = 5
Spread = 2.25
MaxVelocity = 10
MinVelocity = 1
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Fire Ball 1
Count = 5
Spread = 2.25
MaxVelocity = 5
MinVelocity = 0
GibImpulseLimit = 50
GibWoundLimit = 25
GibSound = Sound
CopyOf = Flesh Body Blunt Hit
AddActor = Arm
PresetName = Mech Arm BG
Mass = 30
RestThreshold = 500
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 0
SpriteFile = ContentFile
FilePath = cindy.rte/characters/Mech/ArmBG.bmp
FrameCount = 8
SpriteOffset = Vector
X = -26
Y = -20
AngularVel = 6
EntryWound = AEmitter
CopyOf = Leaking Machinery
ExitWound = AEmitter
CopyOf = Leaking Machinery
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Metal
Resolution = 4
Depth = 0
DeepCheck = 0
ParentOffset = Vector
X = 0
Y = 0
JointStrength = 25000
JointStiffness = 0.5
BreakWound = AEmitter
CopyOf = Fire Leak
JointOffset = Vector
X = -15
Y = -9
DrawAfterParent = 1
HeldDevice = None
Hand = ContentFile
FilePath = cindy.rte/characters/Mech/BGHand.bmp
MaxLength = 42
IdleOffset = Vector
X = 20
Y = 20
MoveSpeed = 0.2
AddGib = Gib
GibParticle = MOPixel
CopyOf = Spark Yellow 1
Count = 8
Spread = 2.25
MaxVelocity = 20
MinVelocity = 8
AddGib = Gib
GibParticle = MOPixel
CopyOf = Spark Yellow 2
Count = 6
Spread = 2.25
MaxVelocity = 20
MinVelocity = 8
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Oil
Count = 5
Spread = 2.25
MaxVelocity = 10
MinVelocity = 1
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Fire Ball 1
Count = 5
Spread = 2.25
MaxVelocity = 5
MinVelocity = 0
GibImpulseLimit = 50
GibWoundLimit = 25
GibSound = Sound
CopyOf = Flesh Body Blunt Hit
AddActor = Attachable
PresetName = Mech Foot FG
Mass = 6
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 0
SpriteFile = ContentFile
FilePath = cindy.rte/characters/Mech/FootFG.bmp
FrameCount = 1
SpriteOffset = Vector
X = -6
Y = -4
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 = Leaking Machinery
JointOffset = Vector
X = -1
Y = -1
DrawAfterParent = 0
AddActor = Attachable
PresetName = Mech Foot BG
Mass = 6
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 0
SpriteFile = ContentFile
FilePath = cindy.rte/characters/Mech/FootBG.bmp
FrameCount = 1
SpriteOffset = Vector
X = -6
Y = -4
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 = Leaking Machinery
JointOffset = Vector
X = -1
Y = -1
DrawAfterParent = 0
AddActor = Leg
PresetName = Mech Leg FG
Mass = 25
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
RestThreshold = 500
SpriteFile = ContentFile
FilePath = cindy.rte/characters/Mech/LegFG.bmp
FrameCount = 2
SpriteOffset = Vector
X = -14
Y = -9
AngularVel = 6
EntryWound = AEmitter
CopyOf = Leaking Machinery
ExitWound = AEmitter
CopyOf = Leaking Machinery
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Metal
Resolution = 4
Depth = 0
DeepCheck = 0
JointStrength = 3000
JointStiffness = 0.5
BreakWound = AEmitter
CopyOf = Leaking Machinery
JointOffset = Vector
X = -10
Y = 5
DrawAfterParent = 0
Foot = Attachable
CopyOf = Mech Foot FG
ParentOffset = Vector
X = -11
Y = -10
ExtendedOffset = Vector
X = 24
Y = 0
ContractedOffset = Vector
X = 9
Y = 0
IdleOffset = Vector
X = 3
Y = 9
MoveSpeed = 0.4
AddGib = Gib
GibParticle = MOPixel
CopyOf = Spark Yellow 1
Count = 8
Spread = 2.25
MaxVelocity = 20
MinVelocity = 8
AddGib = Gib
GibParticle = MOPixel
CopyOf = Spark Yellow 2
Count = 6
Spread = 2.25
MaxVelocity = 20
MinVelocity = 8
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Oil
Count = 5
Spread = 2.25
MaxVelocity = 10
MinVelocity = 1
GibImpulseLimit = 50
GibWoundLimit = 18
GibSound = Sound
CopyOf = Flesh Body Blunt Hit
AddActor = Leg
PresetName = Mech Leg BG
Mass = 25
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
RestThreshold = 500
SpriteFile = ContentFile
FilePath = cindy.rte/characters/Mech/LegBG.bmp
FrameCount = 2
SpriteOffset = Vector
X = -14
Y = -9
AngularVel = 6
EntryWound = AEmitter
CopyOf = Leaking Machinery
ExitWound = AEmitter
CopyOf = Leaking Machinery
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Metal
Resolution = 4
Depth = 0
DeepCheck = 0
JointStrength = 3000
JointStiffness = 0.5
BreakWound = AEmitter
CopyOf = Leaking Machinery
JointOffset = Vector
X = -10
Y = 5
DrawAfterParent = 0
Foot = Attachable
CopyOf = Mech Foot BG
ParentOffset = Vector
X = -11
Y = -10
ExtendedOffset = Vector
X = 24
Y = 0
ContractedOffset = Vector
X = 9
Y = 0
IdleOffset = Vector
X = 3
Y = 9
MoveSpeed = 0.4
AddGib = Gib
GibParticle = MOPixel
CopyOf = Spark Yellow 1
Count = 8
Spread = 2.25
MaxVelocity = 20
MinVelocity = 8
AddGib = Gib
GibParticle = MOPixel
CopyOf = Spark Yellow 2
Count = 6
Spread = 2.25
MaxVelocity = 20
MinVelocity = 8
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Oil
Count = 5
Spread = 2.25
MaxVelocity = 10
MinVelocity = 1
GibImpulseLimit = 50
GibWoundLimit = 18
GibSound = Sound
CopyOf = Flesh Body Blunt Hit
AddActor = AHuman
PresetName = Mini Mech
AddToGroup = Actors
AddToGroup = Mecha
Description = WIP
Mass = 220
GoldValue = 600
Buyable = 1
RestThreshold = -500
HitsMOs = 1
GetsHitByMOs = 1
ScriptPath = Base.rte/Actors/AI/HumanAI.lua
SpriteFile = ContentFile
FilePath = cindy.rte/characters/Mech/Torso.bmp
FrameCount = 1
SpriteOffset = Vector
X = -11
Y = -17
AngularVel = 0
EntryWound = AEmitter
CopyOf = Leaking Machinery
ExitWound = AEmitter
CopyOf = Leaking Machinery
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Metal
Resolution = 1
Depth = 0
DeepGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Civilian Stuff
Resolution = 1
Depth = 3
DeepCheck = 0
AimAngle = 0
AimRange = 0.5
BodyHitSound = Sound
CopyOf = Metal Body Blunt Hit Large
DeviceSwitchSound = Sound
CopyOf = Device Switch
Status = 0
Health = 100
ImpulseDamageThreshold = 3000
AimAngle = 0
AimDistance = 30
Perceptiveness = 0.9
CharHeight = 100
HolsterOffset = Vector
X = 0
Y = 26
Head = Attachable
CopyOf = Mech Head
ParentOffset = Vector
X = 0
Y = 0
BGLeg = Leg
CopyOf = Mech Leg BG
ParentOffset = Vector
X = 1
Y = 12
FGLeg = Leg
CopyOf = Mech Leg FG
ParentOffset = Vector
X = -4
Y = 12
FGArm = Arm
CopyOf = Mech Arm FG
ParentOffset = Vector
X = -6
Y = -9
BGArm = Arm
CopyOf = Mech Arm BG
ParentOffset = Vector
X = 4
Y = -9
AddAttachable = Attachable
CopyOf = Chestplate
ParentOffset = Vector
X = 7
Y = 5
HandGroup = AtomGroup
CopyOf = Mech Hand
FootGroup = AtomGroup
CopyOf = Mech Foot
///StrideSound = Sound
///CopyOf = OniTech Mech Step
StandLimbPath = LimbPath
PresetName = Mech Stand Path
StartOffset = Vector
X = -5
Y = 19
StartSegCount = 0
SlowTravelSpeed = 0.1
NormalTravelSpeed = 0.5
FastTravelSpeed = 1.5
PushForce = 7500
StandLimbPathBG = LimbPath
CopyOf = Mech Stand Path
StartOffset = Vector
X = 6
Y = 19
WalkLimbPath = LimbPath
PresetName = Mech Walk Path
StartOffset = Vector
X = 12
Y = -3
StartSegCount = 3
AddSegment = Vector
X = 2
Y = 4
AddSegment = Vector
X = 0
Y = 4
AddSegment = Vector
X = 0
Y = 4
AddSegment = Vector
X = 0
Y = 4
AddSegment = Vector
X = -6
Y = 6
AddSegment = Vector
X = -4
Y = 0
AddSegment = Vector
X = -4
Y = 0
AddSegment = Vector
X = -4
Y = 0
AddSegment = Vector
X = -4
Y = 0
AddSegment = Vector
X = -3
Y = 0
AddSegment = Vector
X = 0
Y = -2
SlowTravelSpeed = 1
NormalTravelSpeed = 2
FastTravelSpeed = 3
PushForce = 16000
CrouchLimbPath = LimbPath
PresetName = Mech Crouch Path
StartOffset = Vector
X = 10
Y = 3
StartSegCount = 0
SlowTravelSpeed = 0.1
NormalTravelSpeed = 0.5
FastTravelSpeed = 1.5
PushForce = 8000
CrawlLimbPath = LimbPath
PresetName = Mech Crawl Path
StartOffset = Vector
X = 10
Y = 5
StartSegCount = 0
SlowTravelSpeed = 3
NormalTravelSpeed = 3
FastTravelSpeed = 3
PushForce = 10000
ClimbLimbPath = LimbPath
PresetName = Mech Climb Path
StartOffset = Vector
X = 2
Y = -26
StartSegCount = 8
AddSegment = Vector
X = 0
Y = -4
AddSegment = Vector
X = 3
Y = -3
AddSegment = Vector
X = 8
Y = 0
AddSegment = Vector
X = 8
Y = 0
AddSegment = Vector
X = 4
Y = 4
AddSegment = Vector
X = 0
Y = 8
AddSegment = Vector
X = 0
Y = 8
AddSegment = Vector
X = 0
Y = 8
AddSegment = Vector
X = 0
Y = 8
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 = Mech 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 = Mech Dislodge Path
StartOffset = Vector
X = 12
Y = -10
StartSegCount = 1
AddSegment = Vector
X = 0
Y = 6
AddSegment = Vector
X = 0
Y = 6
AddSegment = Vector
X = 0
Y = 6
AddSegment = Vector
X = 0
Y = 6
AddSegment = Vector
X = 0
Y = 6
AddSegment = Vector
X = 0
Y = 6
AddSegment = Vector
X = 0
Y = 6
SlowTravelSpeed = 1
NormalTravelSpeed = 1.5
FastTravelSpeed = 2
PushForce = 12000
AddGib = Gib
GibParticle = MOPixel
CopyOf = Spark Yellow 1
Count = 8
Spread = 2.25
MaxVelocity = 20
MinVelocity = 8
AddGib = Gib
GibParticle = MOPixel
CopyOf = Spark Yellow 2
Count = 6
Spread = 2.25
MaxVelocity = 20
MinVelocity = 8
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Oil
Count = 5
Spread = 2.25
MaxVelocity = 10
MinVelocity = 1
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Fire Ball 1
Count = 5
Spread = 2.25
MaxVelocity = 5
MinVelocity = 0
GibImpulseLimit = 14000
GibWoundLimit = 50
GibSound = Sound
CopyOf = Ship Explosion