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Problem with custom monster
Unearthlybrutal Offline
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#1
Bug  Problem with custom monster

I've made new enemy for my mod (When Life No Longer Exists) and when I try to test it in debug mode, I get error message and amnesia crashes.

Quote:WARNING: AI node type 'Default' does not exist!
ERROR: No node container found for enemy 'raato_enemy_1'
What causes this? Huh

EDIT: Solved Cool

When Life No Longer Exists
Full-conversion mod
(This post was last modified: 10-08-2012, 06:23 PM by Unearthlybrutal.)
09-30-2012, 11:06 AM
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Statyk Offline
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#2
RE: Problem with custom monster

Is this an altered version of one of the originals, or a completely custom monster?
09-30-2012, 05:20 PM
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Unearthlybrutal Offline
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#3
RE: Problem with custom monster

It's new monster, but the animations are from brute.
It worked fine in "normal" amnesia. But when I try to play the test map including the monster in debug mode, the game crashes.

When Life No Longer Exists
Full-conversion mod
09-30-2012, 06:41 PM
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SCAN ME!

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#4
RE: Problem with custom monster

It is unlikely that an average mod creator would recognize that error message and equate it to their experience. It'd be easier to debug if you attached the entity files.

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09-30-2012, 10:35 PM
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Statyk Offline
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#5
RE: Problem with custom monster

Correct me if I'm mistaken, but you can NOT use other .dae/.dae_anim to animate a DIFFERENT .dae, am I right? That sounds all kinds of silly.
(This post was last modified: 09-30-2012, 10:46 PM by Statyk.)
09-30-2012, 10:45 PM
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#6
RE: Problem with custom monster

While i haven't taken the time to fully understand HPL2's way of animation, i wouldn't expect it to be any more complicated than mere mesh swapping.

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10-01-2012, 03:00 AM
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Statyk Offline
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#7
RE: Problem with custom monster

What if you do not have the correct amount of bones in the relative location, as well as weight paints? .dae_anim are just .dae with a "_anim" added at the end, so I assume it requires the same mesh to function properly.
(This post was last modified: 10-01-2012, 03:12 AM by Statyk.)
10-01-2012, 03:12 AM
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Unearthlybrutal Offline
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#8
RE: Problem with custom monster

What confuses me is that it works well in "normal" amnesia, but the game crashes in debug mode.

(09-30-2012, 10:45 PM)Statyk Wrote: Correct me if I'm mistaken, but you can NOT use other .dae/.dae_anim to animate a DIFFERENT .dae, am I right? That sounds all kinds of silly.
Grunt's animations works well for my other monster (thanks to Measuring)

When Life No Longer Exists
Full-conversion mod
(This post was last modified: 10-01-2012, 02:29 PM by Unearthlybrutal.)
10-01-2012, 02:25 PM
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Unearthlybrutal Offline
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#9
RE: Problem with custom monster

Bump Angel
Is there someone who might know how to help me with this? Smile

When Life No Longer Exists
Full-conversion mod
10-02-2012, 03:11 PM
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Statyk Offline
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#10
RE: Problem with custom monster

Well, if it works fine outside of debug, couldn't you just try to adjust to it? Perhaps test him while NOT in debug? It could be an engine thing.
10-02-2012, 04:47 PM
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