Game chokes on my attempt to add a second weapons bank to something- someone help me out? :)
What I have is this:
TXT
entityType "Frigate"
defaultAutoAttackRange "None"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
autoJoinFleetDefault TRUE
canBomb FALSE
frigateRoleType "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 0.000000
slotCount 0.000000
BuildTime 1.000000
hasLevels TRUE
ExperiencePointsForDestroying
Level:0 40.000000
Level:1 60.000000
Level:2 80.000000
MaxHullPoints
Level:0 750.000000
Level:1 1000.000000
Level:2 1250.000000
MaxShieldPoints
Level:0 120.000000
Level:1 140.000000
Level:2 160.000000
HullPointRestoreRate
Level:0 1.000000
Level:1 1.000000
Level:2 1.000000
ShieldPointRestoreRate
Level:0 1.000000
Level:1 1.000000
Level:2 1.000000
BaseArmorPoints
Level:0 3.000000
Level:1 4.000000
Level:2 5.000000
maxMitigation
Level:0 0.600000
Level:1 0.600000
Level:2 0.600000
Prerequisites
NumResearchPrerequisites 0
numRandomDebrisLarge 0
numRandomDebrisSmall 7
numSpecificDebris 0
armorType "Light"
hudIcon "HUDICON_FRIGATE_TURRETCOMBAT"
smallHudIcon "HUDICONSMALL_FRIGATE_TURRETCOMBAT"
infoCardIcon "INFOCARDICON_FRIGATE_TURRETCOMBAT"
minZoomDistanceMult 1.500000
NumWeapons 2
Weapon
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 6.000000
m_weaponIndexForRange 0
hasWeaponLevels TRUE
weaponDamageMult
Level:0 1.000000
Level:1 1.200000
Level:2 1.400000
weaponCooldownMult
Level:0 1.000000
Level:1 0.900000
Level:2 0.800000
Weapon
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 1.000000
m_weaponIndexForRange 0
firingAlignmentType "Default"
TargetCountPerBank:FRONT 1
TargetCountPerBank:BACK 0
TargetCountPerBank:LEFT 0
TargetCountPerBank:RIGHT 0
canOnlyTargetStructures FALSE
Mass 2000.000000
ShieldMeshName "Shield_FrigateTurretCombat"
maxAccelerationLinear 0.000000
maxAccelerationStrafe 0.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 3.000000
maxDecelerationAngular 9.999996
maxSpeedLinear -1.000000
squadTypeEntityDef:0 ""
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 ""
squadAntiMatterCost:1 0.000000
maxNumCommandPoints 0
NumSoundsFor:ONATTACKORDERISSUED 2
SoundID "CAPITALSHIP_TECHCARRIER_ONATTACKORDERISSUED_0"
SoundID "CAPITALSHIP_TECHCARRIER_ONATTACKORDERISSUED_1"
NumSoundsFor:ONCREATION 0
NumSoundsFor:ONGENERALORDERISSUED 0
NumSoundsFor:ONSELECTED 1
SoundID "CAPITALSHIP_TECHCARRIER_ONSELECTED_0"
NumSoundsFor:ONSTARTPHASEJUMP 0
MeshName "Frigate_TurretCombat"
ExhaustParticleSystemName "CapitalBuff_Null"
ExplosionName "Frigate0"
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID ""
ability:0 ""
ability:1 ""
ability:2 ""
ability:3 ""
MaxAntiMatter 0.000000
AntiMatterRestoreRate 0.000000
cargoType "Invalid"
maxCargoCapacity 0.000000
formationRank 0
minShadow 0.000000
maxShadow 0.500000
in Dev, it gives me a literally endless line of "Missing Labels." I... don't see why though!