why wont it build?
Posted: Sat Mar 10, 2012 1:22 am
I can't get this to build what I want it to.
help if you can bcouse at this point I have no idea whats wrong the object it should build can be placed and works in the editer I got buildings like this to work but I just can't get this blasted thing to.
here it is.
and this is the base of every thing in the buid min.
so any ideas?
help if you can bcouse at this point I have no idea whats wrong the object it should build can be placed and works in the editer I got buildings like this to work but I just can't get this blasted thing to.
here it is.
Code: Select all
[GameObjectClass]
baseName = "fbrecy"
geometryName = "fvrecy_deploy"
classLabel = "recycler"
powerCost = 0
scrapCost = 1
scrapValue = 0
maxHealth = 0
maxAmmo = 0
unitName = "base"
aiName = "BuildingProcess"
aiName2 = "BuildingProcess"
heatSignature = 2.0
imageSignature = 1.0
radarSignature = 1.0
isAssault = 1
explosionName = "xnone"
collisionRadius = 4.0
CategoryTypeOverride = 4
armorClass = H
ownsTerrain = 0
provideCount = 3
provideName1 = "fbrecy"
provideName2 = "fbrecycpu"
provideName3 = "Recy"
lightHard1 = "hp_light_1"
lightName1 = "o_white_nf"
[PoweredBuildingClass]
detectRange = 100
[BuildingClass]
tunnelCount = 1
CanDemolish = 0
tunnel01X0 = 3
tunnel01Z0 = 3
tunnel01DX = 2
tunnel01DZ = 4
tunnel01Edge = "wwtw"
soundAmbient = "fbrecy01.wav"
[FactoryClass]
BeamColor = "0 32 64 32"
LineStartColor = "0 127 255 64"
LineFinishColor = "0 0 64 0"
BuildSparkConfig = "sparker" //custom build effect
WeaponConfig = "fweapon.odf"
soundBuild = "fbrecy02.wav"
soundFinish = "iapc04.wav"
buildItem2 = "fvrecyvsr_RW"
buildItem3 = "fvrecy_srv_RW"
//buildItem4 = "fvrecy_sc_RW"
buildItem7 = "fvrecy_lw_RW"
reloadMsg = "fvrecy12.wav"
rescueMsg = "fvrecy13.wav"
[BuildGroup1]
buildLabel = "Stock"
builditem1 = "fvrecy_RW"
builditem2 = "fvrecy_m_RW"
builditem3 = "fvrecy_m30_RW"
builditem4 = "fvrecy_m35_RW"
builditem5 = "fvrecy_m40_RW"
builditem6 = "fvrecy_mb_RW"
builditem7 = "fvrecy_mu_RW"
builditem8 = "fvrecy_mu1_RW"
builditem9 = "fvrecy_nf_RW"
builditem0 = "fvrecy_u_RW"
[BuildGroup5]
buildLabel = "GreenHart"
buildItem1 = "fvrecygh_RW"
buildItem2 = "fvrecyghb_RW"
[BuildGroup6]
buildLabel = "Commando"
buildItem1 = "fvrecycm1_RW"
buildItem2 = "fvrecycm2_RW"
buildItem3 = "fvrecycmd_RW"
buildItem4 = "fvrecy12_RW"
[RecyclerClass]
scrapHold = 40
scrapDelay = 3.0 // # of seconds before +1 scrap
[Lod1]Code: Select all
[GameObjectClass]
limitClass1 = "RW1" //"fvrecy"
limitClass1Count = 1
limitclass1Text = "Already picked"
provideCount = 1
provideName1 = "RW1" //"fvrecy"
classLabel = "powered"
geometryName = "tapmineV182.xsi" //flair mine with 8 taps
//effectHard1 = "HP_tap_1"
//effectName1 = "fvspiralt.Render"
scrapCost = 1
scrapValue = 0
maxHealth = 0
maxAmmo = 0
powerCost = 0
scanTeamLimit = 3 // Shhh....we're not really here. :)
unitName = ""
heatSignature = 0.0
imageSignature = 0.0
radarSignature = 0.0
isAssault = 1
canCollide = 1
collisionRadius = 1.0
buildSupport = A
buildRequire = N
[BuildingClass]
Lifespan = 180
DoBettyLost = 0
[PoweredBuildingClass]
PanelIcon = "icon_base_armo.tga"
powerTap1 = "HP_TAP_1"
powerName1 = "fvrecy_lw_RWs"
detectRange = 100