Small modding hiccup

Probably some obvious thing im missing

ya well i didn't know where to put this topic as its to do with technical and modding so i flipped a coin.

 

So anyway i'm new to modding and for no apparent reason i get this big long error code and my game crashes and i'm not sure what is causing it as i havent seen a pattern yet as to when my game crashes. I believe it may be to do with the beam weapon i gave to the pirate corsair as i havent really changed anything else. I just c&p'd the beam over from the illuminator, increased the damage, changed the colour and decreased the width.

 

Anyway here is the error i'm getting:

"Assert @ c:\gs\gamma\03\CodeSource\GS/Render/Effect/ShieldEffect.cpp(94)

pShieldMesh != 0"

 

And here is the code for the pirate corsair that i have fiddled with:

"TXT
entityType "Frigate"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
autoJoinFleetDefault TRUE
canBomb FALSE
frigateRoleType "Heavy"
statCountType "FrigateHeavy"
mainViewIcon "MAINVIEWICON_FRIGATE_PIRATEHEAVY"
picture "PICTURE_FRIGATE_PIRATEHEAVY"
NameStringID "IDS_FRIGATE_PIRATEHEAVY_NAME"
DescriptionStringID "IDS_FRIGATE_PIRATEHEAVY_DESCRIPTION"
counterDescriptionStringID "IDS_COUNTERDESC_FRIGATE_HEAVY"
basePrice
    credits 1200.000000
    metal 0.000000
    crystal 0.000000
slotCount 6.000000
BuildTime 30.000000
hasLevels FALSE
ExperiencePointsForDestroying 100.000000
MaxHullPoints 1800.000000
MaxShieldPoints 500.000000
HullPointRestoreRate 2.000000
ShieldPointRestoreRate 1.000000
BaseArmorPoints 10.000000
maxMitigation 0.6
Prerequisites
    NumResearchPrerequisites 0
numRandomDebrisLarge 1
numRandomDebrisSmall 9
numSpecificDebris 0
armorType "VeryHeavy"
hudIcon "HUDICON_FRIGATE_PIRATEHEAVY"
smallHudIcon "HUDICONSMALL_FRIGATE_PIRATEHEAVY"
infoCardIcon "INFOCARDICON_FRIGATE_PIRATEHEAVY"
minZoomDistanceMult 1.500000
NumWeapons 1
Weapon
    WeaponType "Beam"
    damageEnums
        AttackType "ANTIMEDIUM"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "OVERTIME"
        DamageType "ENERGY"
        WeaponClassType "BEAM"
    DamagePerBank:FRONT 80.000000
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 0.000000
    DamagePerBank:RIGHT 0.000000
    Range 4000.000000
    PreBuffCooldownTime 5.500000
    CanFireAtFighter FALSE
    SynchronizedTargeting FALSE
    PointStaggerDelay 0.500000
    TravelSpeed 0.000000
    Duration 1.500000
    WeaponEffects
        weaponType "Beam"
        burstCount 1
        burstDelay 0.000000
        muzzleEffectName "Weapon_PsiCapitalBeamMedium_Muzzle"
        muzzleSoundMinRespawnTime 0.100000
        muzzleSounds
            soundCount 1
            sound ""
        hitEffectName "Weapon_PsiCapitalBeamMedium_Hit"
        hitHullEffectSounds
            soundCount 1
            sound ""
        hitShieldsEffectSounds
            soundCount 1
            sound ""
        beamEffectSounds
            soundCount 1
            sound "WEAPON_PSICAPITALBEAMMEDIUM_TRAVEL"
        beamGlowTextureName "TechCapitalBeamGreen_Glow"
        beamCoreTextureName "TechCapitalBeamGreen_Core"
        beamWidth 15.000000
        beamGlowColor ffffffff
        beamCoreColor ffffffff
        beamTilingRate 3.000000
m_weaponIndexForRange 0
hasWeaponLevels FALSE
mass 2000.000000
ShieldMeshName ""
maxAccelerationLinear 125.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 2.000000
maxDecelerationAngular 9.999996
maxSpeedLinear 600.000000
squadTypeEntityDef:0 ""
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 ""
squadAntiMatterCost:1 0.000000
maxNumCommandPoints 0
NumSoundsFor:ONATTACKORDERISSUED 0
NumSoundsFor:ONCREATION 0
NumSoundsFor:ONGENERALORDERISSUED 0
NumSoundsFor:ONSELECTED 0
NumSoundsFor:ONSTARTPHASEJUMP 0
MeshName "Frigate_PirateHeavy"
ExhaustParticleSystemName "Exhaust_FrigateTechHeavy"
ExplosionName "Frigate0"
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_TECHCAPITALSHIP"
ability:0 "AbilityWeaponJam"
ability:1 ""
ability:2 ""
ability:3 ""
MaxAntiMatter 300.000000
AntiMatterRestoreRate 1.000000
cargoType "Invalid"
maxCargoCapacity 0.000000
formationRank 0
minShadow 0.000000
maxShadow 0.600000"

 

Any assistance as to what i've done wrong would be appreciated.

3,414 views 4 replies
Reply #1 Top

You gave it shields, but no ShieldMeshName - hence why it's complaining :) Open up the Kodiak (since they use the same mesh), and use the same ShieldMeshName for the Corsair as what the Kodiak uses. Should be fine then!

It probably crashes when you try to shoot at it, because it needs to display a shield impact when you hit shields, but it has no shield mesh attached to it.

Reply #2 Top

wow how stupid do i feel xD. Could you suggest shield meshes i could use for the rest of the pirates and the pirate gauss defense cannon? (yeah i massivelyb over-powered the pirates as half the time all they were good for was capital food)

Reply #3 Top

The shield meshes are made to contour the ship models, so the pirates that look like their TEC counterparts should use those ships' shield meshes. The unique pirate model unfortunately doesn't have an already matching shield mesh, but you can probably use a Cobalts, it's generically "round-ish" so it should more or less fit the ship. If you look really close at shield impacts it might look odd depending on where it gets hit, but it'll be functional.

The same goes for the gauss cannon - there's no shield mesh for it, so you'll have to improvise. I'd use a small frigate. It won't show shield impacts because the mesh will basically be inside the structure (probably), but should still work.

Reply #4 Top

thank you, you have been very helpful