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 Actor not showing up ingame or in actor viewer 
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Post 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


Mon Sep 25, 2017 5:00 am
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Joined: Mon Dec 21, 2015 9:30 am
Posts: 89
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Post Re: Actor not showing up ingame or in actor viewer
at super-fast first glance that .ini looks like it ought to work (the actual actor code anyway) so we'd need the whole .rte to see why it doesnt work

try opening up the console in-game, see if it says it couldn't load anything (but booted up anyway, that happens sometimes) and if that shows nothing put in some trash lines into the .ini to see if it reacts at all, if it doesn't it might not even be looking at the file. i can take a quick look to see if everythings structured if you put up the whole .rte though

EDIT: oh and just in case the game is still weird about groups try taking away the Mecha and putting it as light infantry or whatever, though i don't see why that'd work you really never know with CC anymore


Mon Sep 25, 2017 12:08 pm
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Joined: Sun Sep 17, 2017 11:17 pm
Posts: 35
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Post Re: Actor not showing up ingame or in actor viewer
Hoovytaurus wrote:
at super-fast first glance that .ini looks like it ought to work (the actual actor code anyway) so we'd need the whole .rte to see why it doesnt work

try opening up the console in-game, see if it says it couldn't load anything (but booted up anyway, that happens sometimes) and if that shows nothing put in some trash lines into the .ini to see if it reacts at all, if it doesn't it might not even be looking at the file. i can take a quick look to see if everythings structured if you put up the whole .rte though

EDIT: oh and just in case the game is still weird about groups try taking away the Mecha and putting it as light infantry or whatever, though i don't see why that'd work you really never know with CC anymore


I took your suggestion and checked the console, it seems I forgot to put 'GibSound = Sound' in front of 'CopyOf = Bone Crack', it works now. that's a really weird thing to only cause it to not show up...

Thanks a bunch for the help.


Mon Sep 25, 2017 4:30 pm
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