Outlawz Posted July 11, 2011 Report Share Posted July 11, 2011 I've crudely coded a destroyable object for a static that has both geo's, I copy pasted the armor comp and compared the tweak with a tweak from a working destroyable, but when I run the map with the object on, I get these errors: D:\DiceCanada\BoosterPack2\Code\BF2\Game\Objects\Game\DestroyableObject.cpp(49): Assert: Game: (armorComp) DestroyableObject house_dest_1a_dest needs to have armorComponentD:\DiceCanada\BoosterPack2\Code\BF2\Game\Objects\Game\DestroyableObject.cpp(104): Assert: Game: (getNetworkable()) DestroyableObject house_dest_1a_dest needs to have networkable component Here's my tweak rem *** Generated with Bf2Editor.exe [created: 2006/5/15 12:52] GeometryTemplate.setSubGeometryLodDistance 0 0 50 GeometryTemplate.setSubGeometryLodDistance 0 1 150 GeometryTemplate.setSubGeometryLodDistance 0 2 300 GeometryTemplate.setSubGeometryLodDistance 1 0 50 GeometryTemplate.setSubGeometryLodDistance 1 1 150 GeometryTemplate.setSubGeometryLodDistance 1 2 300 GeometryTemplate.doNotGenerateLightmaps 0 GeometryTemplate.lightmapOverride 0 GeometryTemplate.compressVertexData 1 GeometryTemplate.maxTextureRepeat 16 GeometryTemplate.glowing 0 GeometryTemplate.noLighting 0 ObjectTemplate.activeSafe DestroyableObject house_dest_1a_dest ObjectTemplate.creator MB03:mb ObjectTemplate.modifiedByUser "mb" ObjectTemplate.setNetworkableInfo BasicInfo ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.isDestructable 1 ObjectTemplate.cullRadiusScale 5 rem ---BeginComp:Armor --- ObjectTemplate.createComponent Armor ObjectTemplate.armor.maxHitPoints 1000 ObjectTemplate.armor.hitPoints 1000 ObjectTemplate.armor.defaultMaterial 1001 ObjectTemplate.armor.waterLevel -0.3 ObjectTemplate.armor.explosionDamage 80 ObjectTemplate.armor.explosionRadius 10 ObjectTemplate.armor.explosionForce 5 ObjectTemplate.armor.explosionForceMod 8 ObjectTemplate.armor.explosionForceMax 50 ObjectTemplate.armor.explosionMaterial 78 ObjectTemplate.armor.wreckExplosionMaterial 78 ObjectTemplate.armor.wreckHitPoints 100 ObjectTemplate.armor.timeToStayAsWreck -1 ObjectTemplate.armor.timeToStayAfterDestroyed -1 ObjectTemplate.armor.wreckDelay 0.05 ObjectTemplate.armor.canBeDestroyed 0 ObjectTemplate.armor.showDamageAsDirt 500 ObjectTemplate.armor.addArmorEffect 0 e_mexp_m_prbuilding 1.67651/1.58434/1.71837 0/0/0 rem ---EndComp --- ObjectTemplate.geometry house_dest_1a ObjectTemplate.setCollisionMesh house_dest_1a ObjectTemplate.mapMaterial 0 Penetrable_plaster_wall 1001 ObjectTemplate.mapMaterial 1 Wood_solid 78 ObjectTemplate.mapMaterial 2 Ceramic_tiles 15 ObjectTemplate.mapMaterial 3 concrete 82 ObjectTemplate.mapMaterial 4 Stairs_concrete 34 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh Quote Link to comment Share on other sites More sharing options...
Cassio Posted July 11, 2011 Report Share Posted July 11, 2011 Is the include in the .con-file correctly linking to this tweak? Post it please Quote Link to comment Share on other sites More sharing options...
Outlawz Posted July 11, 2011 Author Report Share Posted July 11, 2011 No it isn't. I forgot to modify this line include house_dest_1a.tweak to include house_dest_1a_dest.tweak lol... Quote Link to comment Share on other sites More sharing options...
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