[Solved] Entity file is causing Sins to lock when loading mod?

PLANETMODULE_PSIORBITALCOMBATLABORATORY.entity

Code
  1. TXT
  2. entityType "PlanetModuleStandard"
  3. minZoomDistanceMult 1.000000
  4. ability:0 ""
  5. ability:1 ""
  6. ability:2 ""
  7. ability:3 ""
  8. ability:4 ""
  9. MaxAntiMatter 0.000000
  10. AntiMatterRestoreRate 0.000000
  11. numRandomDebrisLarge 5
  12. numRandomDebrisSmall 16
  13. numSpecificDebris 0
  14. armorType "Module"
  15. hudIcon "HUDICON_PLANETMODULE_PSIORBITALCOMBATLABORATORY"
  16. smallHudIcon "HUDICONSMALL_PLANETMODULE_PSIORBITALCOMBATLABORATORY"
  17. infoCardIcon "INFOCARDICON_PLANETMODULE_PSIORBITALCOMBATLABORATORY"
  18. planetUpgradeSlotType "Civilian"
  19. planetUpgradeSlotCount 4.000000
  20. basePrice
  21.     credits 1000.000000
  22.     metal 80.000000
  23.     crystal 120.000000
  24. NameStringID "IDS_PLANETMODULE_PSIORBITALCOMBATLABORATORY_NAME"
  25. DescriptionStringID "IDS_PLANETMODULE_PSIORBITALCOMBATLABORATORY_DESCRIPTION"
  26. planetModuleRoleType "RESEARCHCOMBAT"
  27. statCountType "ModuleCombatLab"
  28. Prerequisites
  29.     NumResearchPrerequisites 0
  30. MaxHullPoints 4500.000000
  31. HullPointRestoreRate 2.000000
  32. BaseArmorPoints 6.000000
  33. MaxShieldPoints 0.000000
  34. ShieldPointRestoreRate 0.000000
  35. maxShieldMitigation 0.000000
  36. ExperiencePointsForDestroying 25.000000
  37. resourceExtractionType "Invalid"
  38. cultureSpreadRate 0.000000
  39. isAffectedBySimilarModuleCostResearch FALSE
  40. placementRadius 725.000000
  41. nearPlacementDistOffset 0.000000
  42. farPlacementDistOffset 9000.000000
  43. spawnCount 1
  44. swapMineType ""
  45. angularSpeed 0.000000
  46. rotateSoundName ""
  47. rotateToFacePlanet FALSE
  48. rotateConstantly FALSE
  49. ShieldMeshName ""
  50. NumSoundsFor:ONATTACKORDERISSUED 0
  51. NumSoundsFor:ONCREATION 0
  52. NumSoundsFor:ONGENERALORDERISSUED 0
  53. NumSoundsFor:ONSELECTED 1
  54. SoundID "PLANETMODULE_PSIORBITALCOMBATLABORATORY_ONSELECTION_0"
  55. NumSoundsFor:ONSTARTPHASEJUMP 0
  56. MeshNameInfoCount 1
  57. MeshNameInfo
  58.     meshName "PlanetModule_PsiOrbitalCombatLaboratory"
  59.     criteriaType "None"
  60. meshNameIncreasedEffectName ""
  61. meshNameDecreasedEffectName ""
  62. ExplosionName "PlanetModuleSmall"
  63. mainViewIcon "MAINVIEWICON_PLANETMODULE_PSIORBITALCOMBATLABORATORY"
  64. picture "PLANETMODULEPICTURE_PSIORBITALCOMBATLABORATORY"
  65. minShadow 0.000000
  66. maxShadow 0.200000
  67. formationRank 3
  68. baseBuildTime 100.000000
  69. buildEffectName ""

PLANETMODULE_PSIORBITALNONCOMBATLABORATORY.entity

Code
  1. TXT
  2. entityType "PlanetModuleStandard"
  3. minZoomDistanceMult 1.000000
  4. ability:0 ""
  5. ability:1 ""
  6. ability:2 ""
  7. ability:3 ""
  8. ability:4 ""
  9. MaxAntiMatter 0.000000
  10. AntiMatterRestoreRate 0.000000
  11. numRandomDebrisLarge 3
  12. numRandomDebrisSmall 16
  13. numSpecificDebris 0
  14. armorType "Module"
  15. hudIcon "HUDICON_PLANETMODULE_PSIORBITALNONCOMBATLABORATORY"
  16. smallHudIcon "HUDICONSMALL_PLANETMODULE_PSIORBITALNONCOMBATLABORATORY"
  17. infoCardIcon "INFOCARDICON_PLANETMODULE_PSIORBITALNONCOMBATLABORATORY"
  18. planetUpgradeSlotType "Civilian"
  19. planetUpgradeSlotCount 4.000000
  20. basePrice
  21.     credits 1000.000000
  22.     metal 80.000000
  23.     crystal 120.000000
  24. NameStringID "IDS_PLANETMODULE_PSIORBITALNONCOMBATLABORATORY_NAME"
  25. DescriptionStringID "IDS_PLANETMODULE_PSIORBITALNONCOMBATLABORATORY_DESCRIPTION"
  26. planetModuleRoleType "RESEARCHNONCOMBAT"
  27. statCountType "ModuleNonCombatLab"
  28. Prerequisites
  29.     NumResearchPrerequisites 0
  30. MaxHullPoints 4500.000000
  31. HullPointRestoreRate 2.000000
  32. BaseArmorPoints 6.000000
  33. MaxShieldPoints 0.000000
  34. ShieldPointRestoreRate 0.000000
  35. maxShieldMitigation 0.000000
  36. ExperiencePointsForDestroying 25.000000
  37. resourceExtractionType "Invalid"
  38. cultureSpreadRate 0.000000
  39. isAffectedBySimilarModuleCostResearch FALSE
  40. placementRadius 725.000000
  41. nearPlacementDistOffset 0.000000
  42. farPlacementDistOffset 9000.000000
  43. spawnCount 1
  44. swapMineType ""
  45. angularSpeed 0.000000
  46. rotateSoundName ""
  47. rotateToFacePlanet FALSE
  48. rotateConstantly FALSE
  49. ShieldMeshName ""
  50. NumSoundsFor:ONATTACKORDERISSUED 0
  51. NumSoundsFor:ONCREATION 0
  52. NumSoundsFor:ONGENERALORDERISSUED 0
  53. NumSoundsFor:ONSELECTED 1
  54. SoundID "PLANETMODULE_PSIORBITALNONCOMBATLABORATORY_ONSELECTION_0"
  55. NumSoundsFor:ONSTARTPHASEJUMP 0
  56. MeshNameInfoCount 1
  57. MeshNameInfo
  58.     meshName "PlanetModule_PsiOrbitalNonCombatLaboratory"
  59.     criteriaType "None"
  60. meshNameIncreasedEffectName ""
  61. meshNameDecreasedEffectName ""
  62. ExplosionName "PlanetModuleSmall"
  63. mainViewIcon "MAINVIEWICON_PLANETMODULE_PSIORBITALNONCOMBATLABORATORY"
  64. picture "PLANETMODULEPICTURE_PSIORBITALNONCOMBATLABORATORY"
  65. minShadow 0.000000
  66. maxShadow 0.200000
  67. formationRank 3
  68. baseBuildTime 100.000000
  69. buildEffectName ""


Something in one of these two files causes Sins to lock hard when I attempt to load the mod.  There is no error or mini-dump, but Sins uses 100% CPU (or 25% in my case with my quad core) and just sits there indefinately until end the process.

The reason I believe the problem is related to these two files is because if I remove these two files, the mod will load properly.  When I place the files back in the mod, the mod will, again, cause Sins to lock.

I'm using the reference entity files directly from the mod package, so unless there is something wrong with those references themselfs, I really don't know what could be wrong.  I have not deviated from the syntax.


Any help is appreciated.  Thanks.

4,457 views 4 replies
Reply #1 Top

Where did you get the reference data from? Did you get it from this site or did you convert or download it somewhere else?

Reply #2 Top

I've found my problem.  I assumed that the downloaded reference files would work, but I guess not.  Now I'm trying the multitudes of convertdata programs out there, so far the ConvertData.exe packaged with the Forge Tools 3 is APPCRASHing.

Reply #3 Top

If you are using Enchrenchment you need to add it to the entity.manifast file as well.  

Also the best way of going about making a new entity file is to copy one from the entity file directly, it works the best and I never have any problems, related to that anyway.

Reply #4 Top

I achieved what I wanted.  Thanks all.

 

I didn't relize I had to use the convert utility provided with 1.03 to convert the binary files to text so I could edit them.  I did this and it's working well.