Missile Appearance File

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Missile Appearance File

Postby w03 » Sun May 30, 2010 11:44 pm

While modifying weapons.xml, I noticed that missiles have a specific appearance file. As I was making my own new missile, I decided to make a new appearance file at all. However, when I use my added appearance file, hit detection doesn't work for some reason, and missiles don't hit anything (even at almost point blank range)! :x This is very frustrating!

Can anyone help? Please!

Thanks.

Here is my appearance file line in units.csv

Code: Select all
"antimiss","./weapons/torpedo","FS_Antimatter_Missile",,"FIXME","HEAVYMISSILE","WRITEME","missile-hud.spr",2.4,,,,,"{heatseek.bfxm;;}",,,,,,,2.5,2.5,0.21,5,50,50,50,50,5,5,5,5,,,,,,,,,,,,100,10,FALSE,,,,,
1,4,870.45,877.47,870.45,30,30,30,2000,1500,500,200,200,200,200,1600,1600,TRUE,TRUE,
300000000,5,180,10,,,,,,,,0,0,0,"1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1",
"1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1;1",1,1,1,1,1,1,1,1,0,0,,,,,,";;;;;;","{supernova.bmp.bfxm;0;0;-2.30000023841858;.8;;;;;}",,,,,,"antiexpl.ani",,,,,,,,,


klauss: edited to put the CSV entry in a code box, to avoid screwing up the page.
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Re: Missile Appearance File

Postby klauss » Mon May 31, 2010 7:50 am

1) hit detection doesn't work all that well with the original missiles either
2) it may be that your mesh is too weird in some sense. Faces could be facing the wrong direction, for instance. Check that your mesh is sound.
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Re: Missile Appearance File

Postby w03 » Mon May 31, 2010 8:43 am

Actually, I am using the same mesh as the standard torpedoes; I made a new appearance file because I wanted a different explosion animation.'

By the way, thanks for the code box edit. :wink:

Update: I tried watching a missile as I fired it at an asteroid fighter base. The first time I tried, the missile AI missed pathetically, actually flying straight toward the fighter base before taking a curved "evasive path" above it. This happened multiple times before I took off the AI and made the new missile unguided. This time, the missile flew straight through one side of the base, went inside the base, bounced off the hull several times, and broke through the other side, eventually flying far away. Hit detection is present, but the missile doesn't detonate!
Last edited by w03 on Mon May 31, 2010 9:35 am, edited 1 time in total.
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Re: Missile Appearance File

Postby klauss » Mon May 31, 2010 9:33 am

Hm... in that case I'd compare your CSV entry to the original one, finding for subtle notation mistakes.

If all you changed is the ani file, you shouldn't have different behavior. Perhaps there's an extra/missing brace, or space, or something like that.
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Re: Missile Appearance File

Postby w03 » Tue Jun 01, 2010 9:05 pm

I checked the line, and there are no mistakes whatsoever (I copied and pasted). I also tried copying the "torpedo" line, pasting it in a row directly below, and renaming it "torpedo2". This creates the same glitch that I experienced earlier.
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Re: Missile Appearance File

Postby klauss » Wed Jun 02, 2010 9:38 am

Weird.

I'll try to reproduce when I have the time.
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Re: Missile Appearance File

Postby Neskiairti » Wed Jun 02, 2010 1:34 pm

is there possibly an issue with \n and \r?
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Re: Missile Appearance File

Postby w03 » Sun Jun 13, 2010 10:51 pm

This may be sort of a dumb question, but what are /n and /r?
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Re: Missile Appearance File

Postby Neskiairti » Mon Jun 14, 2010 3:59 am

they are forms of newlines..
\r is CR carriage return,
\n is LF linefeed

different operating systems use different methods to denote a newline..

there are a few others as well.. but those are the primary ones.. Windows uses \r\n linux uses \n
commodor and mac before 10 used \r now i think it uses \n
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Re: Missile Appearance File

Postby w03 » Fri Nov 26, 2010 9:55 am

Thanks for all the help! I eventually found that the problem was due to the fact I had not made a .xai file for my missile, leading to the code for missile ai being unexpressed.
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