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April 30th, 2007, 11:33 PM
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Second Lieutenant
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Join Date: May 2006
Posts: 465
Thanks: 10
Thanked 16 Times in 14 Posts
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Help really quick... ><
I'm trying to get my mod to run, and I keep running into 'Bad Armor for new unit' errors. I've defined two new armors, and before they are referenced by the units. I've just doublechecked all the units for incorrect armor ratings.
Do you need to give an #armor field to commanders without armor?
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April 30th, 2007, 11:37 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: Help really quick... ><
No.
Check you have put in #end s correctly.
Also be aware that you can't use numbers for armour.
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April 30th, 2007, 11:39 PM
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Second Lieutenant
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Join Date: May 2006
Posts: 465
Thanks: 10
Thanked 16 Times in 14 Posts
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Re: Help really quick... ><
Can't use numbers for armor? Odd. That might be the problem.
Wait, you can't use ANY numbers for Armor? What's the use of them then? ><
Going change a lot of stuff BACK to names...
I checked the 'end' commands, but I'll do it again... ><
(I _hate_ this part.)
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April 30th, 2007, 11:44 PM
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Second Lieutenant
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Join Date: May 2006
Posts: 465
Thanks: 10
Thanked 16 Times in 14 Posts
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Re: Help really quick... ><
K, seemed to have gotten past the armor issue. Now giving me a 'bad startsite' error. Are they any hidden issues with those that I should be aware of?
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April 30th, 2007, 11:50 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
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Re: Help really quick... ><
My guess would be that you used #s for startsite? That's got to be names as well .
If that isn't it, copy and paste all the startsite commands into your reply (there shouldn't be too many.)
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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April 30th, 2007, 11:52 PM
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Second Lieutenant
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Join Date: May 2006
Posts: 465
Thanks: 10
Thanked 16 Times in 14 Posts
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Re: Help really quick... ><
Grrr, this can be really finicky. But thanks, Praetorius, you were correct. It now at least _runs_...
Gotta go check the tutorial thread for the pics. I still have a matte white background on them, and I need to get rid of that, it seems.
Edit: All okay now.
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May 1st, 2007, 02:06 AM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
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Thanked 106 Times in 71 Posts
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Re: Help really quick... ><
I can tell by the mistakes your making so far that your first modding experience is just like mine was. No holy message, WTF$(#($), forgetting #ends, the whole nine yards. We have all been there.
I have made every mistake you have asked about so far, and then some more on top of that. I think it is what made me able to guess Bandar's problems so easily when he was working on his mod. All I had to do was say "oh yeah, that happened to me once, here is the problem."
Hang with it, it becomes like second nature in no time, and the error messages are surprisingly great for giving hints as to what is wrong.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
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May 1st, 2007, 02:42 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Help really quick... ><
Sometimes you have to hit the modding manual really hard too - it is often a bit confusing but once you work out the format it generally steers you in the right direction.
Looking forward to the end product - I should have a lot of updating to do on the modlist by the end of this week.
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May 1st, 2007, 03:55 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Help really quick... ><
These issues will in all probability not yet be addressed in the next patch, but I'll gather the lot of them to a modding issues shortlist and put them in a bit of a spotlight so we can hopefully get armor assignment by number, startsite assignment by number and on the map side, item assignment by number.
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