What I have is this:
TXTentityType "Frigate"defaultAutoAttackRange "None"defaultAutoAttackOn TRUEprefersToFocusFire TRUEautoJoinFleetDefault TRUEcanBomb FALSEfrigateRoleType "Lrm"statCountType "FrigateSpawnedByAbility"mainViewIcon "MAINVIEWICON_FRIGATE_TURRETCOMBAT"picture "PICTURE_FRIGATE_TURRETCOMBAT"NameStringID "IDS_FRIGATE_TURRETCOMBAT_NAME"DescriptionStringID "IDS_FRIGATE_TURRETCOMBAT_DESCRIPTION"counterDescriptionStringID "IDS_FRIGATE_TURRETCOMBAT_COUNTERDESC"basePrice credits 0.000000 metal 0.000000 crystal 0.000000slotCount 0.000000BuildTime 1.000000hasLevels TRUEExperiencePointsForDestroying Level:0 40.000000 Level:1 60.000000 Level:2 80.000000MaxHullPoints Level:0 750.000000 Level:1 1000.000000 Level:2 1250.000000MaxShieldPoints Level:0 120.000000 Level:1 140.000000 Level:2 160.000000HullPointRestoreRate Level:0 1.000000 Level:1 1.000000 Level:2 1.000000ShieldPointRestoreRate Level:0 1.000000 Level:1 1.000000 Level:2 1.000000BaseArmorPoints Level:0 3.000000 Level:1 4.000000 Level:2 5.000000maxMitigation Level:0 0.600000 Level:1 0.600000 Level:2 0.600000Prerequisites NumResearchPrerequisites 0numRandomDebrisLarge 0numRandomDebrisSmall 7numSpecificDebris 0armorType "Light"hudIcon "HUDICON_FRIGATE_TURRETCOMBAT"smallHudIcon "HUDICONSMALL_FRIGATE_TURRETCOMBAT"infoCardIcon "INFOCARDICON_FRIGATE_TURRETCOMBAT"minZoomDistanceMult 1.500000NumWeapons 2Weapon WeaponType "Missile" damageEnums AttackType "ANTIMEDIUM" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED" DamageType "PHYSICAL" WeaponClassType "MISSILE" DamagePerBank:FRONT 143.000000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 0.000000 DamagePerBank:RIGHT 0.000000 Range 8500.000000 PreBuffCooldownTime 11.000000 CanFireAtFighter FALSE SynchronizedTargeting FALSE PointStaggerDelay 0.080000 TravelSpeed 1000.000000 Duration 0.000000 WeaponEffects weaponType "Missile" burstCount 2 burstDelay 0.600000 muzzleEffectName "Weapon_TechCapitalMissileHeavy_Muzzle" muzzleSoundMinRespawnTime 0.100000 muzzleSounds soundCount 3 sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE" sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT1" sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT2" hitEffectName "Weapon_TechCapitalMissileHeavy_Hit" hitHullEffectSounds soundCount 1 sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC" hitShieldsEffectSounds soundCount 1 sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC" missileTravelEffectName "Weapon_TechCapitalMissileHeavy_Travel" missileStartTurningDistance 250.000000 missileSlowTurnRate 0.708997 missileMaxSlowTurnTime 6.000000m_weaponIndexForRange 0hasWeaponLevels TRUEweaponDamageMult Level:0 1.000000 Level:1 1.200000 Level:2 1.400000weaponCooldownMult Level:0 1.000000 Level:1 0.900000 Level:2 0.800000Weapon WeaponType "Missile" damageEnums AttackType "ANTIVERYHEAVY" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED" DamageType "PHYSICAL" WeaponClassType "MISSILE" DamagePerBank:FRONT 44.400002 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 0.000000 DamagePerBank:RIGHT 0.000000 Range 2400.000000 PreBuffCooldownTime 13.500000 CanFireAtFighter TRUE SynchronizedTargeting FALSE PointStaggerDelay 0.500000 TravelSpeed 2500.000000 Duration 0.000000 fireConstraintType "CanAlwaysFire" WeaponEffects weaponType "Missile" burstCount 1 burstDelay 0.000000 muzzleEffectName "Weapon_TechSupportMissileLight_Muzzle" muzzleSoundMinRespawnTime 0.100000 muzzleSounds soundCount 2 sound "WEAPON_TECHSUPPORTMISSILELIGHT_MUZZLE" sound "WEAPON_TECHSUPPORTMISSILELIGHT_MUZZLE_ALT1" hitEffectName "Weapon_TechSupportMissileLight_Hit" hitHullEffectSounds soundCount 1 sound "WEAPONIMPACT_MISSILELIGHT_HITGENERIC" hitShieldsEffectSounds soundCount 1 sound "WEAPONIMPACT_MISSILELIGHT_HITGENERIC" missileTravelEffectName "Weapon_TechSupportMissileLight_Travel" missileStartTurningDistance 10.000000 missileSlowTurnRate 0.741593 missileMaxSlowTurnTime 1.000000m_weaponIndexForRange 0firingAlignmentType "Default"TargetCountPerBank:FRONT 1TargetCountPerBank:BACK 0TargetCountPerBank:LEFT 0TargetCountPerBank:RIGHT 0canOnlyTargetStructures FALSE
Mass 2000.000000
ShieldMeshName "Shield_FrigateTurretCombat"maxAccelerationLinear 0.000000maxAccelerationStrafe 0.000000maxDecelerationLinear 500.000000maxAccelerationAngular 3.000000maxDecelerationAngular 9.999996maxSpeedLinear -1.000000squadTypeEntityDef:0 ""squadAntiMatterCost:0 0.000000squadTypeEntityDef:1 ""squadAntiMatterCost:1 0.000000maxNumCommandPoints 0NumSoundsFor:ONATTACKORDERISSUED 2SoundID "CAPITALSHIP_TECHCARRIER_ONATTACKORDERISSUED_0"SoundID "CAPITALSHIP_TECHCARRIER_ONATTACKORDERISSUED_1"NumSoundsFor:ONCREATION 0NumSoundsFor:ONGENERALORDERISSUED 0NumSoundsFor:ONSELECTED 1SoundID "CAPITALSHIP_TECHCARRIER_ONSELECTED_0"NumSoundsFor:ONSTARTPHASEJUMP 0MeshName "Frigate_TurretCombat"ExhaustParticleSystemName "CapitalBuff_Null"ExplosionName "Frigate0"HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"EngineSoundID ""ability:0 ""ability:1 ""ability:2 ""ability:3 ""MaxAntiMatter 0.000000AntiMatterRestoreRate 0.000000cargoType "Invalid"maxCargoCapacity 0.000000formationRank 0minShadow 0.000000maxShadow 0.500000
in Dev, it gives me a literally endless line of "Missing Labels." I... don't see why though!
please note, the second weapon will be stat-tweaked like crazy. But for now that's just the animation I want, the TEC Bomber's Bombs.
Edit: The missing label thing starts as early as "frigateRoleType "Lrm""
Maybe because the LRM mesh doesn't have a second weapons hard point?
I can't reuse one hardpoint for two weapons systems then?
shouldn't be a factor we do this a lot in DS (our gunships SC have two weapons from one weapon hard point)
put typeCount 1 underneath canBomb FALSE
Text FileArchive missing Label.File: C:\Users\Dare\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.01\Bailknight's Graphic Mod\GameInfo\FrigateCombatTurret.entityLabel: usesFighterAttackLine Number:5Line Contents:autoJoinFleetDefault TRUE
Text FileArchive missing Label.File: C:\Users\Dare\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.01\Bailknight's Graphic Mod\GameInfo\FrigateCombatTurret.entityLabel: fireConstraintTypeLine Number:81Line Contents: WeaponEffects
Text FileArchive missing Label.File: C:\Users\Dare\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.01\Bailknight's Graphic Mod\GameInfo\FrigateCombatTurret.entityLabel: WeaponLine Number:104Line Contents:m_weaponIndexForRange 0
Text FileArchive missing Label.File: C:\Users\Dare\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.01\Bailknight's Graphic Mod\GameInfo\FrigateCombatTurret.entityLabel: firingAlignmentTypeLine Number:106Line Contents:hasWeaponLevels TRUE
Etc.
etc is what I get now. I'm really getting tired of this error on EVERYTHING I EDIT. All I did was add the exact code of a weapon system- this should NOT be happening.
And this mod worked in Diplomacy before you made the edits? This error is telling you the label usesFighterAttack was expected but autoJoinFleetDefault was found. I'm also curious about this file as the typeCount is missing as pointed out by Ryat.
This file looks very much like a vanilla only version of the FrigateCombatTurret.entity and not the Entrenchment/Diplomacy version.
Checking to see if Diplomacy even changed this file
TXTentityType "Frigate"defaultAutoAttackRange "None"defaultAutoAttackOn TRUEprefersToFocusFire TRUEusesFighterAttack FALSEautoJoinFleetDefault TRUEcanBomb FALSEtypeCount 1frigateRoleType "Lrm"statCountType "FrigateSpawnedByAbility"mainViewIcon "MAINVIEWICON_FRIGATE_TURRETCOMBAT"picture "PICTURE_FRIGATE_TURRETCOMBAT"NameStringID "IDS_FRIGATE_TURRETCOMBAT_NAME"DescriptionStringID "IDS_FRIGATE_TURRETCOMBAT_DESCRIPTION"counterDescriptionStringID "IDS_FRIGATE_TURRETCOMBAT_COUNTERDESC"basePrice credits 0.000000 metal 0.000000 crystal 0.000000slotCount 0.000000BuildTime 1.000000hasLevels TRUEExperiencePointsForDestroying Level:0 40.000000 Level:1 60.000000 Level:2 80.000000MaxHullPoints Level:0 750.000000 Level:1 1000.000000 Level:2 1250.000000MaxShieldPoints Level:0 120.000000 Level:1 140.000000 Level:2 160.000000HullPointRestoreRate Level:0 1.000000 Level:1 1.000000 Level:2 1.000000ShieldPointRestoreRate Level:0 1.000000 Level:1 1.000000 Level:2 1.000000BaseArmorPoints Level:0 3.000000 Level:1 4.000000 Level:2 5.000000maxMitigation Level:0 0.600000 Level:1 0.600000 Level:2 0.600000Prerequisites NumResearchPrerequisites 0numRandomDebrisLarge 0numRandomDebrisSmall 7numSpecificDebris 0armorType "Light"hudIcon "HUDICON_FRIGATE_TURRETCOMBAT"smallHudIcon "HUDICONSMALL_FRIGATE_TURRETCOMBAT"infoCardIcon "INFOCARDICON_FRIGATE_TURRETCOMBAT"minZoomDistanceMult 1.500000NumWeapons 2Weapon WeaponType "Missile" damageEnums AttackType "ANTIMEDIUM" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED" DamageType "PHYSICAL" WeaponClassType "MISSILE" DamagePerBank:FRONT 143.000000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 0.000000 DamagePerBank:RIGHT 0.000000 Range 8500.000000 PreBuffCooldownTime 11.000000 CanFireAtFighter FALSE SynchronizedTargeting FALSE PointStaggerDelay 0.080000 TravelSpeed 1000.000000 Duration 0.000000 fireConstraintType "CanAlwaysFire" WeaponEffects weaponType "Missile" burstCount 2 burstDelay 0.600000 muzzleEffectName "Weapon_TechCapitalMissileHeavy_Muzzle" muzzleSoundMinRespawnTime 0.100000 muzzleSounds soundCount 3 sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE" sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT1" sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT2" hitEffectName "Weapon_TechCapitalMissileHeavy_Hit" hitHullEffectSounds soundCount 1 sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC" hitShieldsEffectSounds soundCount 1 sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC" missileTravelEffectName "Weapon_TechCapitalMissileHeavy_Travel" missileStartTurningDistance 250.000000 missileSlowTurnRate 0.708997 missileMaxSlowTurnTime 6.000000m_weaponIndexForRange 0firingAlignmentType "Default"TargetCountPerBank:FRONT 1TargetCountPerBank:BACK 0TargetCountPerBank:LEFT 0TargetCountPerBank:RIGHT 0canOnlyTargetStructures FALSEhasWeaponLevels TRUEweaponDamageMult Level:0 1.000000 Level:1 1.200000 Level:2 1.400000weaponCooldownMult Level:0 1.000000 Level:1 0.900000 Level:2 0.800000Weapon WeaponType "Missile" damageEnums AttackType "ANTIVERYHEAVY" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED" DamageType "PHYSICAL" WeaponClassType "MISSILE" DamagePerBank:FRONT 44.400002 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 0.000000 DamagePerBank:RIGHT 0.000000 Range 2400.000000 PreBuffCooldownTime 13.500000 CanFireAtFighter TRUE SynchronizedTargeting FALSE PointStaggerDelay 0.500000 TravelSpeed 1500.000000 Duration 0.000000 fireConstraintType "CanAlwaysFire" WeaponEffects weaponType "Missile" burstCount 1 burstDelay 0.000000 muzzleEffectName "Weapon_TechSupportMissileLight_Muzzle" muzzleSoundMinRespawnTime 0.100000 muzzleSounds soundCount 2 sound "WEAPON_TECHSUPPORTMISSILELIGHT_MUZZLE" sound "WEAPON_TECHSUPPORTMISSILELIGHT_MUZZLE_ALT1" hitEffectName "Weapon_TechSupportMissileLight_Hit" hitHullEffectSounds soundCount 1 sound "WEAPONIMPACT_MISSILELIGHT_HITGENERIC" hitShieldsEffectSounds soundCount 1 sound "WEAPONIMPACT_MISSILELIGHT_HITGENERIC" missileTravelEffectName "Weapon_TechSupportMissileLight_Travel" missileStartTurningDistance 10.000000 missileSlowTurnRate 0.741593 missileMaxSlowTurnTime 1.000000m_weaponIndexForRange 0firingAlignmentType "Default"TargetCountPerBank:FRONT 1TargetCountPerBank:BACK 0TargetCountPerBank:LEFT 0TargetCountPerBank:RIGHT 0canOnlyTargetStructures FALSEmass 2000.000000ShieldMeshName "Shield_FrigateTurretCombat"renderShield TRUEmaxAccelerationLinear 0.000000maxAccelerationStrafe 0.000000maxDecelerationLinear 500.000000maxAccelerationAngular 3.000000maxDecelerationAngular 9.999996maxSpeedLinear -1.000000maxRollRate 2.000000maxRollAngle 35.000000squadTypeEntityDef:0 ""squadAntiMatterCost:0 0.000000squadTypeEntityDef:1 ""squadAntiMatterCost:1 0.000000squadTypeEntityDef:2 ""squadAntiMatterCost:2 0.000000squadTypeEntityDef:3 ""squadAntiMatterCost:3 0.000000maxNumCommandPoints 0NumSoundsFor:ONATTACKORDERISSUED 2SoundID "CAPITALSHIP_TECHCARRIER_ONATTACKORDERISSUED_0"SoundID "CAPITALSHIP_TECHCARRIER_ONATTACKORDERISSUED_1"NumSoundsFor:ONCREATION 0NumSoundsFor:ONGENERALORDERISSUED 0NumSoundsFor:ONSELECTED 1SoundID "CAPITALSHIP_TECHCARRIER_ONSELECTED_0"NumSoundsFor:ONSTARTPHASEJUMP 0MeshNameInfoCount 1MeshNameInfo meshName "Frigate_TurretCombat" criteriaType "None"meshNameIncreasedEffectName ""meshNameDecreasedEffectName ""ExhaustParticleSystemName "CapitalBuff_Null"ExplosionName "Frigate0"HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"EngineSoundID ""ability:0 ""ability:1 ""ability:2 ""ability:3 ""ability:4 ""MaxAntiMatter 0.000000AntiMatterRestoreRate 0.000000cargoType "Invalid"maxCargoCapacity 0.000000formationRank 0minShadow 0.000000maxShadow 0.500000allegianceDecreasePerRoundtrip 0.000000
There's the revised one, using the diplomacy files. Still chokes with the missing label error. Honestly, HATE that error.
put this hasWeaponLevels FALSE
under this
canOnlyTargetStructures FALSE
in the second weapon definition
STILL errors.
for example. Seriously, is there a TEMPLATE somewhere? Cos I just don't see the errors it's catching!
It's actually simpler than that. The second weapon definition should proceed the first m_weaponIndexForRange line. This marks the end of the weapon defs and should not be repeated. I.e. from m_weaponIndexForRange on it is global to the entire entity.
You're copying/pasting weapon entries that have too much information. These lines should only exist once, below ALL weapon entries:
m_weaponIndexForRange 0firingAlignmentType "Default"TargetCountPerBank:FRONT 1TargetCountPerBank:BACK 0TargetCountPerBank:LEFT 0TargetCountPerBank:RIGHT 0canOnlyTargetStructures FALSEhasWeaponLevels TRUEweaponDamageMult Level:0 1.000000 Level:1 1.200000 Level:2 1.400000weaponCooldownMult Level:0 1.000000 Level:1 0.900000 Level:2 0.800000
I can certainly understand your frustration, but you're copying and pasting information incorrectly. As I've said in another post of yours, the errors messages are incredibly helpful if you know how to read them correctly. I've shared that with you, too. If you're still not sure, let me know and I'll be glad to explain it again or in a different way. Otherwise, you're going to keep coming to the forum for help rather than learning to fix it on your own.
From the errors I get, it looks like this sodding thing is hardcoded to have ONE weapon, and adding a second just makes it cry. UNless I'm somehow misreading this.
Do you have any experience with Eclipse or Ant? I have a tool that validates entity files visually with Eclipse and command line with Ant. Short of that you can look at the syntax definitions I have defined to see what the structue looks like and what values are allowed.
I don't even know what eclipse or ant are...
kay, mystic Angel. from the error message
File: C:\Users\Dare\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.01\Bailknight's Graphic Mod\GameInfo\FrigatePhaseLongRange.entityLabel: allegianceDecreasePerRoundtripLine Number:152Line Contents:maxShadow 1.000000
what I can tell is that I can't put anything but "allegianceDecreasePerRoundtrip" where it is. I get that it's in the wrong slot, but how do I make the game realise I want something ELSE there.
Well, I managed to get the thing to run despite the errors- the missile turret deploys nicely. Now to see if it fires and screws up. I don't understand how it works, with the error messages. If it works, why have error messages at all?
I understand. I have 15 years of professional software development experience and have been exposed to many tools.
In this case both Eclipse and Ant are free tools that can help aid in Mod development. Eclipse put simply is a IDE (Integrated Development Environment) that is useful due to it's built in editor and project management abilities and search functions (https://forums.sinsofasolarempire.com/380961).
Ant is a tool used to execute commonally performed tasks such copying files from your working mod directory to your mod installation directory. The nice thing about Ant is it will only copy files that have actually changed which is a big benefit when your mod starts to grow in size (https://forums.sinsofasolarempire.com/380774).
If you think you are interested I can help you get setup. If not, no biggie, just trying to impart some of my experience onto others.
VERY interested. PM me?
Will do. I will sit down on my old PC and perform the installation and capture the screen prints along the way and then PM you.
The most important thing for you to know is that you can't switch the structure of the ship entity files around. There are a select few lines that affect structure (such as changing the number of weapons allows you to add or remove entire weapon entries), but, in general, you must keep every line in the exact place you find it in stock material.
So, as far as ship entity files are concerned, you're better off just duplicating an existing file and making changes to the values only. Working from scratch or adding bits in a piecemeal fashion will get almost anyone into trouble. Working with ability and buff entity files, on the other hand, is where you really have to know what line labels lead to what additions or subtractions from the coding (though I still say copy and paste from another file that produces the same or very similar results).
As for that specific error in the quote, I can't say exactly what's causing it because I don't know the circumstances. If it popped up as an isolated issue, then it would seem that you have a duplicate "maxShadow 1.000000" where "allegianceDecreasePerRoundtrip" is supposed to be (maxShadow should be right above allegiance). There could be another cause, but since the allegiance prompt is the final line of the file I don't think so. On the other hand, if there were errors preceding this one, then you've most likely added an additional line somewhere else in the file, and the issue has trickled down to the final line. I'd need to see the entire entity file to know for sure.
What I used to do, and what you can do also, is open up a similar entity file that you know works, and then compare it with this one line by line. It's tedious, of course, but it'll help you track down the problem and you'll get to know the structure of the entity files a bit better. Win/win, I'd say.
On a side note, I'm interested in hearing more about Eclipse and Ant. I recall you posting about Eclipse a couple of months ago. I can look that thread up and figure out what I need to from there, but Ant interests me as well. I wouldn't mind if you could share a few of the major selling points of the program.
Hey guys, I updated this thread (https://forums.sinsofasolarempire.com/380774) with additional information on how to download and install eclipse and set it up for Entity level validation using my tool and also a section on using Ant.
The Entity Validation tool is non-invasive to your mod and will only provide visual clues that something might be wrong. As with all things such as this there will be moments where things don't work as expected. For example, i found it did not like spaces versus tabs proceeding the WeaponEffects entry. If you have any files that don't validate correctly feel free to send them to me and I can fix the tool. That said I have been using if for several weeks now and it seems to work fairly well and I plan on making more enhancements in the future.
Now in regards to Ant this is a simple tool that can allow you to setup repeated tasks you may perform.
Check it out. I think you might like it.
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