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Re: Entity class for landmine not being read

Posted: Sun May 27, 2012 9:26 pm
by icemember
Try restoring the original odf files for the land-mine from the assets folder. Both common and your sides folder. Then do a cleaning and munge.

Re: Entity class for landmine not being read

Posted: Sun May 27, 2012 10:53 pm
by Marth8880
Hmm, sounds a bit familiar... ;)
Marth8880 wrote:Try adding the completely stock mine weapon, test it, and gradually edit it to be like your new one, munging after most changes.

Re: Entity class for landmine not being read

Posted: Tue Jun 05, 2012 8:34 am
by Dakota
sorry about taking so long, i just have to find the right time to do the munge, a manual clean takes me over an hour...

anyway... i just used a completely stock mine and set it up to be used by the teams but i still get the same entity class not being read error.



EDIT:

i just noticed that the .class and .class.req files for the landmine are in the build folder, and they have the line for the landmine, the dispenser also has this line...


EDIT2:

i've taken out the mine from common and set up a side based mine which now removed all errors from the log but it still crashes. :?

so close, yet so far.

EDIT3:

i just did a manual clean, still not working, still no errors in log.

EDIT4:

I found out what was crashing it, its my heavy assault trooper, last thing i did was try to get his animations working since he is 1.5 times bigger than normal troops. i took him out of a map and it works now, but now i need to figure out what is wrong with my trooper.

EDIT 5:

heres the odf for my trooper.
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "imp_inf_default"

[Properties]
PointsToUnlock = 25

MaxHealth = 2500.0

MaxShield = 500
AddShield = 10

AnimationName = "Big"

SkeletonRootScale = "1.5"
SkeletonRootScaleLowRes = "1.5"
//CollisionRootScale = "1.5"

MaxSpeed = 5.0 // base forward speed
MaxStrafeSpeed = 4.0 // base right/left speed

JumpHeight = 0.5

EnergyBar = 100.0
EnergyRestore = 10.0
EnergyRestoreIdle = 10.0


WEAPONSECTION = 1
WeaponName = "rep_weap_inf_rifle"
WeaponAmmo = 0

WEAPONSECTION = 2
WeaponName = "imp_weap_inf_rocket_launcher"
WeaponAmmo = 0

WEAPONSECTION = 3
WeaponName = "imp_weap_inf_sticky_bomb"
WeaponAmmo = 10

WEAPONSECTION = 4
WeaponName = "imp_weap_inf_wrist_rocket"
WeaponAmmo = 20
WeaponChannel = 1

WEAPONSECTION = 5
WeaponName = "rep_weap_inf_wrist_rocket"
WeaponAmmo = 20
WeaponChannel = 1

WEAPONSECTION = 6
WeaponName = "gorbital"
WeaponAmmo = 1
WeaponChannel = 1

WEAPONSECTION = 7
WeaponName = "com_weap_inf_grav"
WeaponAmmo = 0

VOUnitType = 43
EDIT6: fixed it sorta, the dark trooper was missing its msh but its animations are still off like before.