Why can't this thing target fighters?!

TXT
entityType "Frigate"
defaultAutoAttackRange "None"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
usesFighterAttack FALSE
autoJoinFleetDefault TRUE
canBomb FALSE
typeCount 1
frigateRoleType "AntiFighter"
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 "Heavy"
hudIcon "HUDICON_FRIGATE_TURRETCOMBAT"
smallHudIcon "HUDICONSMALL_FRIGATE_TURRETCOMBAT"
infoCardIcon "INFOCARDICON_FRIGATE_TURRETCOMBAT"
minZoomDistanceMult 1.500000
NumWeapons 1
Weapon
    WeaponType "Missile"
    damageEnums
        AttackType "ANTIverylight"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "PHYSICAL"
        WeaponClassType "MISSILE"
    DamagePerBank:FRONT 45.000000
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 0.000000
    DamagePerBank:RIGHT 0.000000
    Range 8500.000000
    PreBuffCooldownTime 11.000000
    CanFireAtFighter True
    SynchronizedTargeting FALSE
    PointStaggerDelay 0.200000
    TravelSpeed 3000.000000
    Duration 0.000000
    fireConstraintType "CanAlwaysFire"
    WeaponEffects
        weaponType "Missile"
        burstCount 4
        burstDelay 0.200000
        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
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
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

 

simple question. As far as I can tell, this should be able to target fighter/bombers, but instead I have -no- attack button. There's no minidump, and I can't see an error in Dev. Ideas? x.x this one's kicking my ass.

4,770 views 10 replies
Reply #1 Top

Well, I don't know for sure with this will fix it but your

defaultAutoAttackRange "None" May be at least some of the cause. Remove the None and put "GravityWell", 2nd line down

Edit: I don't think that is your problem.

Reply #2 Top

Wow, how the hell did I miss that? x.x Lemme test it out.

 

edit nope, still no 'attack' button. Won't auto attack. It's pretty much dead.

Reply #3 Top

Also your Canfireatfighter is "True" should be "TRUE". This is more what your problem is I think.

The "None" shouldn't matter that much.

Reply #4 Top

Caps count? Wow. Testing ><

 

edit: Nope, STILL nothing. Won't fire, no attack icon. What the hell.

Reply #5 Top

Did you change the "GravityWell" back to "None"? If not give that a try. Other than that I don't know. You could try changing the AttackType "ANTIverylight" to "ANTILIGHT" to see what happens. Maybe missiles don't do AttackType "ANTIverylight".

Reply #7 Top

Quoting DareArkin, reply 4
Caps count? Wow. Testing ><

End of DareArkin's quote

very much so, make sure all capitalization is correct (even if it means minCount for ex.)

don't worry have made that mistake constantly

Reply #8 Top

Like Ryat said, Sins is incredibly picky about capitalization.  Make sure when you replace something that you payed close attention to which parts were capitalized, or simply copy/paste what you want from somewhere else (especially if you're working in the ability/buff entity files where capital letters pop up in the middle of a line).

 

Reply #9 Top

Caps lock is your friend when modding ;p (or if you're just plain wierd like me you hold down shift with your pinky and type the whole thing out) >_>

Reply #10 Top

Wow. Anyone ever say -ALL- of you are awesome? :D

thanks so much!