How would you log your own mod? (Someone once replied about)

Although the person never answerd because they are retarded I am guessing who cannot be human. Anyhoos, I am looking for an a simple answer to my problem and that is I modded a frigate class ship by adding three type of weapons and now after every time I take a group of 5 frigates and destroy afew targets like 2, the game stops responding. Even says this under Task manager, I run the game in window mode so I could still gain access to it.

Here is the Code for the frigate, I also use modding grahics "SolarFlair_03" & "SolarFlair_06" with mods of models "Miranda_Starship_Mod", Code:

TXT
entityType "Frigate"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
autoJoinFleetDefault TRUE
canBomb FALSE
frigateRoleType "Light"
statCountType "FrigateLight"
mainViewIcon "MAINVIEWICON_FRIGATE_TECHLIGHT"
picture "PICTURE_FRIGATE_TECHLIGHT"
NameStringID "IDS_FRIGATE_TECHLIGHT_NAME"
DescriptionStringID "IDS_FRIGATE_TECHLIGHT_DESCRIPTION"
counterDescriptionStringID "IDS_COUNTERDESC_FRIGATE_LIGHT"
basePrice
 credits 300.000000
 metal 55.000000
 crystal 0.000000
slotCount 5.000000
BuildTime 24.000000
hasLevels FALSE
ExperiencePointsForDestroying 30.000000
MaxHullPoints 600.000000
MaxShieldPoints 350.000000
HullPointRestoreRate 1.000000
ShieldPointRestoreRate 1.000000
BaseArmorPoints 2.000000
maxMitigation 0.6
Prerequisites
 NumResearchPrerequisites 0
numRandomDebrisLarge 0
numRandomDebrisSmall 5
numSpecificDebris 0
armorType "Medium"
hudIcon "HUDICON_FRIGATE_TECHLIGHT"
smallHudIcon "HUDICONSMALL_FRIGATE_TECHLIGHT"
infoCardIcon "INFOCARDICON_FRIGATE_TECHLIGHT"
minZoomDistanceMult 1.500000
NumWeapons 3
Weapon
 WeaponType "Projectile"
 damageEnums
  AttackType "ANTIHEAVY"
  DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
  DamageApplyType "BACKLOADED"
  DamageType "ENERGY"
  WeaponClassType "LASERTECH"
 DamagePerBank:FRONT 52.250000
 DamagePerBank:BACK 0.000000
 DamagePerBank:LEFT 0.000000
 DamagePerBank:RIGHT 0.000000
 Range 3500.000000
 PreBuffCooldownTime 5.500000
 CanFireAtFighter FALSE
 SynchronizedTargeting TRUE
 PointStaggerDelay 0.300000
 TravelSpeed 4000.000000
 Duration 0.000000
 WeaponEffects
  weaponType "Projectile"
  burstCount 4
  burstDelay 0.250000
  muzzleEffectName "Weapon_TechCapitalLaserLight_Muzzle"
  muzzleSoundMinRespawnTime 0.400000
  muzzleSounds
   soundCount 3
   sound "WEAPON_TECHCAPITALLASERLIGHT_MUZZLE"
   sound "WEAPON_TECHCAPITALLASERLIGHT_MUZZLE_ALT1"
   sound "WEAPON_TECHCAPITALLASERLIGHT_MUZZLE_ALT2"
  hitEffectName "Weapon_TechCapitalLaserLight_Hit"
  hitHullEffectSounds
   soundCount 1
   sound "WEAPONIMPACT_ENERGYLIGHT_HITHULL"
  hitShieldsEffectSounds
   soundCount 1
   sound "WEAPONIMPACT_GENERICLIGHT_HITSHIELDS"
  projectileTravelEffectName "Weapon_TechCapitalLaserLight_Travel"
Weapon
 WeaponType "Beam"
 damageEnums
  AttackType "CAPITALSHIP"
  DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
  DamageApplyType "OVERTIME"
  DamageType "ENERGY"
  WeaponClassType "BEAM"
 DamagePerBank:FRONT 25.000000
 DamagePerBank:BACK 10.000000
 DamagePerBank:LEFT 9.000000
 DamagePerBank:RIGHT 9.000000
 Range 5000.000000
 PreBuffCooldownTime 1.000000
 CanFireAtFighter FALSE
 SynchronizedTargeting TRUE
 PointStaggerDelay 0.250000
 TravelSpeed 0.000000
 Duration 4.000000
 WeaponEffects
  weaponType "Beam"
  burstCount 2
  burstDelay 5.000000
  muzzleEffectName "Weapon_TechCapitalBeamHeavy_Muzzle"
  muzzleSoundMinRespawnTime 0.100000
  muzzleSounds
   soundCount 1
   sound ""
  hitEffectName "Weapon_TechCapitalBeamHeavy_Hit"
  hitHullEffectSounds
   soundCount 1
   sound ""
  hitShieldsEffectSounds
   soundCount 1
   sound ""
  beamEffectSounds
   soundCount 1
   sound "WEAPON_TECHCAPITALBEAMHEAVY_TRAVEL"
  beamGlowTextureName "TechCapitalBeam_Glow"
  beamCoreTextureName "TechCapitalBeam_Core"
  beamWidth 20.000000
  beamGlowColor ffffffff
  beamCoreColor ffffffff
  beamTilingRate 3.000000
Weapon
 WeaponType "Missile"
 damageEnums
  AttackType "CAPITALSHIP"
  DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
  DamageApplyType "BACKLOADED"
  DamageType "PHYSICAL"
  WeaponClassType "PHASEMISSILE"
 DamagePerBank:FRONT 90.599998
 DamagePerBank:BACK 50.000000
 DamagePerBank:LEFT 0.000000
 DamagePerBank:RIGHT 0.000000
 Range 5000.000000
 PreBuffCooldownTime 1.000000
 CanFireAtFighter FALSE
 SynchronizedTargeting FALSE
 PointStaggerDelay 0.080000
 TravelSpeed 1000.000000
 Duration 0.000000
 WeaponEffects
  weaponType "Missile"
  burstCount 2
  burstDelay 10.000000
  muzzleEffectName "Weapon_PhaseCapitalMissileHeavy_Muzzle"
  muzzleSoundMinRespawnTime 0.100000
  muzzleSounds
   soundCount 2
   sound "WEAPON_PHASECAPITALMISSILEHEAVY_MUZZLE"
   sound "WEAPON_PHASECAPITALMISSILEHEAVY_MUZZLE_ALT1"
  hitEffectName "Weapon_PhaseCapitalMissileHeavy_Hit"
  hitHullEffectSounds
   soundCount 1
   sound "WEAPONIMPACT_PHASEMISSILEHEAVY_HITGENERIC"
  hitShieldsEffectSounds
   soundCount 1
   sound "WEAPONIMPACT_PHASEMISSILEHEAVY_HITGENERIC"
  missileTravelEffectName "Weapon_PhaseCapitalMissileHeavy_Travel"
  missileStartTurningDistance 100.000000
  missileSlowTurnRate 0.708997
  missileMaxSlowTurnTime 3.000000
m_weaponIndexForRange 0
hasWeaponLevels FALSE
mass 2000.000000
ShieldMeshName "Shield_FrigateTechLight"
maxAccelerationLinear 200.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 3.300000
maxDecelerationAngular 9.999996
maxSpeedLinear 800.000000
squadTypeEntityDef:0 ""
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 ""
squadAntiMatterCost:1 0.000000
maxNumCommandPoints 0
NumSoundsFor:ONATTACKORDERISSUED 3
SoundID "FRIGATE_TECHLIGHT_ONATTACKORDERISSUED_0"
SoundID "FRIGATE_TECHLIGHT_ONATTACKORDERISSUED_1"
SoundID "FRIGATE_TECHLIGHT_ONATTACKORDERISSUED_2"
NumSoundsFor:ONCREATION 1
SoundID "FRIGATE_TECHLIGHT_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 3
SoundID "FRIGATE_TECHLIGHT_ONGENERALORDERISSUED_0"
SoundID "FRIGATE_TECHLIGHT_ONGENERALORDERISSUED_1"
SoundID "FRIGATE_TECHLIGHT_ONGENERALORDERISSUED_2"
NumSoundsFor:ONSELECTED 3
SoundID "FRIGATE_TECHLIGHT_ONSELECTED_0"
SoundID "FRIGATE_TECHLIGHT_ONSELECTED_1"
SoundID "FRIGATE_TECHLIGHT_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "FRIGATE_TECHLIGHT_ONSTARTPHASEJUMP_0"
MeshName "Frigate_TechLight"
ExhaustParticleSystemName "Exhaust_FrigateTechLight"
ExplosionName "Frigate0"
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_TECHCAPITALSHIP"
ability:0 "AbilitySabotageAntiMatter"
ability:1 ""
ability:2 ""
ability:3 ""
MaxAntiMatter 200.000000
AntiMatterRestoreRate 0.500000
cargoType "Invalid"
maxCargoCapacity 0.000000
formationRank 0
minShadow 0.100000
maxShadow 0.800000

3,779 views 6 replies
Reply #1 Top
Keep this in mind - I unload the mods, and run the game normal, it runs fine. I know it has something to do with the new weapons added to the ship due to that I had replaced the ship back to normal specs and then the rest of the mods run fine up until I edit the ship to add more weapons. (Almost as if the game does not accept new weapon setups but only the default).
Reply #2 Top
Keep this in mind - I unload the mods, and run the game normal, it runs fine. I know it has something to do with the new weapons added to the ship due to that I had replaced the ship back to normal specs and then the rest of the mods run fine up until I edit the ship to add more weapons. (Almost as if the game does not accept new weapon setups but only the default).
Reply #3 Top
Do all three Weapons fire? Are ther hardpoints(or however they are called) for the three weapons on the model?
Reply #4 Top
Yes, all three fires. Keep in mind, I destroyed the targeted ships and then the game stop responding after the ships was destroyed afew seconds after. I do recall there are hard points on the ship but I do not recall how to per say look at them yet or how that would effect the code even judging that the weapons did fire and destroyed its target.
Reply #5 Top
Hmm, there is no Frigate with more than one weapon... May be you could try replacing one of the capital ships with your ship.
May be there is a way to make a log-file while playing so you can see if there are any accumulating errors?
I've read the whole blueprint of yours and couldn't make out an obvious error. But even one misplaced blanc is too much for Sins :(
Reply #6 Top
Hmm, there is no Frigate with more than one weapon... May be you could try replacing one of the capital ships with your ship.
May be there is a way to make a log-file while playing so you can see if there are any accumulating errors?
I've read the whole blueprint of yours and couldn't make out an obvious error. But even one misplaced blanc is too much for Sins :(