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Problem With Custom Side [Solved]

Posted: Sun Feb 01, 2015 9:01 pm
by rc1207sev
I'm making a custom side (snowClones) for my new map. however, I tried using some new weapons on my custom units, in which the game crashed when I put the new weapons in-game. I am not sure which odf is wrong, so here are my new weapon odfs, and the unit odfs.

Galactic Marine (snowClones_inf_galmarine)
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "snowClones_inf_default_trooper"

[Properties]
GeometryName = "rep_inf_clonecommander"
GeometryLowRes = "rep_inf_clonecommander_low1"
FirstPerson = "REP\reptroop;rep_1st_clonecommander"
ClothODF = "rep_inf_clonecommander_cape"
It's Daddy (snowClones_inf_default_trooper)
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "snowClones_inf_default"//which is the same as rep_inf_default


[Properties]
WEAPONSECTION = 1
WeaponName = "rep_weap_inf_carbine"
WeaponAmmo = 4

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_single_carbine"
WeaponAmmo = 0

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 4
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "rep_weap_award_rifle"
WeaponAmmo = 4

WEAPONSECTION = 5
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 6

VOUnitType = 121
And their weapons (only the custom ones):
Carbine
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_rifle"
GeometryName = "rep_weap_inf_rifle.msh"

[Properties]
GeometryName = "rep_weap_inf_pistol"
HighResGeometry = "rep_1st_weap_inf_pistol"
OrdnanceName = "rep_weap_inf_rifle_ord"
FirePointName = "hp_fire"

//******************************************************
//*************** SOUND ****************
//******************************************************

MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashColor = "100 100 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"


FireSound = "rep_weap_inf_rifle_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"

The Carbine's ordinance odf
[Hide][OrdnanceClass]
ClassParent = "com_weap_inf_rifle_ord"// I never changed the daddy

[Properties]

LaserTexture = "com_sfx_laser_blue"
LaserGlowColor = "92 136 250 100"
LightColor = "92 136 250 100"
[/Hide]
The Carbine's Daddy is com_weap_inf_rifle, and I never changed that.

Single-Shot Carbine
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_single_rifle"
GeometryName = "rep_weap_inf_pistol.msh"

[Properties]

GeometryName = "rep_weap_inf_pistol"
HighResGeometry = "rep_1st_weap_inf_pistol"
OrdnanceName = "rep_weap_inf_single_carbine_ord"


//******************************************************
//*************** SOUND ****************
//******************************************************

MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashColor = "100 100 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"

FireSound = "rep_weap_inf_pistol_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = ""
ChargeSound = ""
OverheatSound = "com_weap_energy_depleted"
OverheatSoundPitch = "0.5"
OverheatStopSound = "com_weap_energy_refilled"
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"
It's Daddy
[Hide][WeaponClass]
ClassLabel = "cannon"

[Properties]
ScoreForMedalsType = -1
MedalsTypeToLock = -1

AnimationBank = "rifle"

//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

MinRange = "0"
OptimalRange = "16"
MaxRange = "24"

LockOnRange = "40.0"
LockTime = "0.4"
LockOnAngle = "1.0"

ZoomMin = "2.5"
ZoomMax = "2.5"
ZoomRate = "0.0"

YawSpread = "0.4"
PitchSpread = "0.4"

SpreadPerShot = "1.1"
SpreadRecoverRate = "4.8"
SpreadThreshold = "1.6"
SpreadLimit = "6.0"

StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"

HeatPerShot = "0.175"
HeatRecoverRate = "0.3"
HeatThreshold = "0.25"

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip = "0"
ReloadTime = "2.0"
ShotDelay = "0.2"
TriggerSingle = "1"
MaxPressedTime = "0.0"

DisplayRefire = "0"

SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"

FirePointName = "hp_fire"

//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************

MuzzleFlash = "small_muzzle_flash"
FlashColor = "255 80 80 255"
FlashLength = 0.025
FlashLightColor = "255 192 192 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"
The ordinance
Hidden/Spoiler:
[OrdnanceClass]
ClassParent = "com_weap_inf_single_rifle_ord"

[Properties]
LaserTexture = "com_sfx_laser_blue"
LaserGlowColor = "92 136 250 100"
LightColor = "92 136 250 100"
LightRadius = "4.0"
It's Daddy
[Hide][OrdnanceClass]
ClassLabel = "bolt"

[Properties]
LaserLength = "0.75"
LaserWidth = "0.09"
GlowLength = "0.75"
BlurLength = "0.75"
LightRadius = "4.0"

GlowLength = "3"
BlurLength = "5"

ImpactEffectSoft = "com_sfx_ord_exp"
ImpactEffectRigid = "com_sfx_ord_exp"
ImpactEffectStatic = "com_sfx_ord_exp"
ImpactEffectTerrain = "com_sfx_ord_exp"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "com_sfx_ord_exp"
ExpireEffect = "com_sfx_ord_exp"

LifeSpan = "0.8"
Velocity = "200.0"

MaxDamage = "45.0"
VehicleScale = "0.1"
ShieldScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"

DamageTransitionDelay = "0.4" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.2" //How long in seconds the damage change lasts.
DamageFinalDamage = "40.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
FadeLightColor = "0" //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor = "0 0 0 0" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor = "0 0 0 0" //What color light will be applied by the end of the transition. Varies over DamageTransitionPeriod.


OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"

BonusAmplification = "0.25" //how much more damage will be done when team_bonus_blaster_amplication is on
That's only for one unit's custom weapons. I'm done writing for now.

EDIT: Wow. My mistake was a typo in my support unit. Wow.

EDIT2: I'm not exactly sure how to make custom weapons localized. I got the units just fine, but not the weapons. Is there a tutorial on that?