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!

65,875 views 22 replies
Reply #1 Top

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""

Reply #2 Top

Maybe because the LRM mesh doesn't have a second weapons hard point?

Reply #3 Top

I can't reuse one hardpoint for two weapons systems then? o.o

Reply #4 Top

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

Reply #5 Top

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.entity
Label: usesFighterAttack
Line Number:5
Line 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.entity
Label: fireConstraintType
Line Number:81
Line 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.entity
Label: Weapon
Line Number:104
Line 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.entity
Label: firingAlignmentType
Line Number:106
Line 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.

 

Reply #6 Top

File: C:\Users\Dare\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.01\Bailknight's Graphic Mod\GameInfo\FrigateCombatTurret.entity

Label: usesFighterAttack

Line Number:5

Line Contents:autoJoinFleetDefault TRUE

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.

Reply #7 Top

Checking to see if Diplomacy even changed this file o.O

Reply #8 Top

TXT
entityType "Frigate"
defaultAutoAttackRange "None"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
usesFighterAttack FALSE
autoJoinFleetDefault TRUE
canBomb FALSE
typeCount 1
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
    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 6.000000
m_weaponIndexForRange 0
firingAlignmentType "Default"
TargetCountPerBank:FRONT 1
TargetCountPerBank:BACK 0
TargetCountPerBank:LEFT 0
TargetCountPerBank:RIGHT 0
canOnlyTargetStructures FALSE
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 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 1.000000
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"
renderShield TRUE
maxAccelerationLinear 0.000000
maxAccelerationStrafe 0.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 3.000000
maxDecelerationAngular 9.999996
maxSpeedLinear -1.000000
maxRollRate 2.000000
maxRollAngle 35.000000
squadTypeEntityDef:0 ""
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 ""
squadAntiMatterCost:1 0.000000
squadTypeEntityDef:2 ""
squadAntiMatterCost:2 0.000000
squadTypeEntityDef:3 ""
squadAntiMatterCost:3 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
MeshNameInfoCount 1
MeshNameInfo
    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 0.000000
AntiMatterRestoreRate 0.000000
cargoType "Invalid"
maxCargoCapacity 0.000000
formationRank 0
minShadow 0.000000
maxShadow 0.500000
allegianceDecreasePerRoundtrip 0.000000

 

 

 

There's the revised one, using the diplomacy files. Still chokes with the missing label error. Honestly, HATE that error.

Reply #9 Top

put this
hasWeaponLevels FALSE

under this

canOnlyTargetStructures FALSE

in the second weapon definition

 

Reply #10 Top

STILL errors.

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.entity
Label: Weapon
Line Number:104
Line Contents:m_weaponIndexForRange 0

 

 

 

 for example. Seriously, is there a TEMPLATE somewhere? Cos I just don't see the errors it's catching!

Reply #11 Top

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.

 

Reply #12 Top

You're copying/pasting weapon entries that have too much information.  These lines should only exist once, below ALL weapon entries:

m_weaponIndexForRange 0
firingAlignmentType "Default"
TargetCountPerBank:FRONT 1
TargetCountPerBank:BACK 0
TargetCountPerBank:LEFT 0
TargetCountPerBank:RIGHT 0
canOnlyTargetStructures FALSE
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

 

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.

 

Reply #13 Top

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.

Reply #14 Top

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.

Reply #15 Top

I don't even know what eclipse or ant are...

Reply #16 Top

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.entity
Label: allegianceDecreasePerRoundtrip
Line Number:152
Line 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.

Reply #17 Top

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?

+1 Loading…
Reply #18 Top

Quoting DareArkin, reply 15
I don't even know what eclipse or ant are...

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.

Reply #19 Top

VERY interested. o.o PM me?

Reply #20 Top

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.

Reply #21 Top

Quoting DareArkin, reply 16
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.entity
Label: allegianceDecreasePerRoundtrip
Line Number:152
Line 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.

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.

Reply #22 Top

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.