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Issues with Homing Projectiles (Games : Vector Thrust : Forum : Mod Support : Issues with Homing Projectiles) Locked
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Nergal01
Nergal01 I stopped supporting Vector Thrust. AMA.
Nov 19 2014 Anchor

I'm trying to create some kind of homing laser with bullet projectile, but it always crashes during load. FYI the projectile is copypasta'd from MM-8 with some parts omitted (reactors, sounds)

This is the last line of the log while trying to load my weapon

17:09:44: Airplane main Weap player Hunter_MSSL
17:09:44: createWeapon
17:09:44: callName Hunter_MSSL
17:09:44: wepIndx= 0
17:09:44: with airCfg1
17:09:44: Added resource location 'Objects\Weapons\Hunter_MSSL' of type 'FileSystem' to resource group 'LevelRG'
17:09:44: Initialising resource group LevelRG
17:09:44: Loading resource group 'LevelRG' - Resources: 1 World Geometry: 1
17:09:44: Finished loading resource group LevelRG
17:09:44: Loading weap spec B: Hunter_MSSL type: 0
17:09:44: Weap addSpec
17:09:44: Added resource location 'Objects\Weapons\Hunter_MSSL' of type 'FileSystem' to resource group 'LevelRG'
17:09:44: Initialising resource group LevelRG
17:09:44: Loading resource group 'LevelRG' - Resources: 1 World Geometry: 1
17:09:44: Finished loading resource group LevelRG
17:09:44: Adding weapon spec To DB: Hunter_MSSL type: 0
17:09:44: --------BaseWeapParams---------
17:09:44: callName: Hunter_MSSL
17:09:44: BaseWeapParams BuildFile1
17:09:44: BaseWeapParams BuildFile2
17:09:44: Added resource location 'Objects\Projectiles\Hunter' of type 'FileSystem' to resource group 'LevelRG'
17:09:44: Initialising resource group LevelRG
17:09:44: Loading resource group 'LevelRG' - Resources: 1 World Geometry: 1
17:09:44: Finished loading resource group LevelRG
17:09:44: pSpawnProj false
17:09:44: MutatorEffect proj
17:09:44: getNumSelMuts 0
17:09:44: BaseWeapParams BuildFile3
17:09:44: BaseWeapParams BuildFile4
17:09:44: BaseWeapParams BuildFile5
17:09:44: BaseWeapParams BuildFile6
17:09:44: BaseWeapParams BuildFile7
17:09:44: BW_lockRange 0 4500
17:09:44: BW_vertlockRange 0 0
17:09:44: --------!BaseWeapParams---------
17:09:44: BuildSkinListWeap
17:09:44: WeapSkinDif:
17:09:44: WeapSkinSpec:
17:09:44: !BuildSkinList
17:09:44: with airCfg2
17:09:44: Creating mainweapon: Hunter_MSSL
17:09:44: oWeapIndx= 0
17:09:44:
17:09:44: MainWeapon: MainWeapon- START
17:09:44: init build nAmmoReserve 600
17:09:44: oWeapIndx 0
17:09:44: with planeCfg
17:09:44: ELSE-> if(oWeapIndx>0 && planeCfg!=NULL)
17:09:44: numHpWeap 1
17:09:44: Build Ogre::Bone attach parent
17:09:44: getMainW_BoneN:
17:09:44: wSPHpList[0].wSPHpPointList[0].numWeaps: 1
17:09:44: sub nAmmoReserve 599
17:09:44: weap pos callName: Hunter_MSSL
17:09:44: snHPweap pos 4.41 2.135 -4.607
17:09:44: Build Ogre::Bone attach parent
17:09:44: getMainW_BoneN:
17:09:44: wSPHpList[0].wSPHpPointList[1].numWeaps: 1
17:09:44: sub nAmmoReserve 598
17:09:44: weap pos callName: Hunter_MSSL
17:09:44: snHPweap pos -4.41 2.135 -4.607
17:09:44: weap mesh callName: Hunter_MSSL
17:09:44: weap mesh
17:09:44: RHWCRT3 if(player==true)
17:09:44: Mesh: Loading .
17:09:44: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource in resource group Autodetect or any other group. in ResourceGroupManager::openResource at ..\src\OgreResourceGroupManager.cpp (line 763)


update: disregard this, a fake weapon mesh can be a good workaround.

Edited by: Nergal01

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