Ok, I originally posted this in another thread, but that did not really work out. I've been fiddling around with this for a few days now. Now, something about what I am about to show you causes me to get a minidump. Here's the background: This is the TEC's deployable combat turret on steroids. Big time. It has 3 weapons, Beams, Autocannons, and Missiles. It holds 10 squadrons of strike craft, has Gauss Defense Missile Burst, Gauss Defense Rail Gun, Ion Blast, Resupply, and Destabilize Hyperspace Phase as abilities. It can also bomb planets, move independently throughout it's gravity well, phase jump, has a duration of -1, which I think is infinite, has the capability to fire at 8 targets per side, has heavy armor, shields and hull, and uses the Solanus Adjudcator as a model. At least, that is what it should do. Now the minidump occurs when I click the button to deploy it, so it has to be something in this file. Basically, I need someone to look through the file, and find the bug, because I've tried and I can't. Beware, this is a serious wall of text, but it is spaced out, so it should be easier to read. Here it is:
TXT
entityType "Frigate"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
usesFighterAttack FALSE
autoJoinFleetDefault FALSE
canBomb TRUE
hasBombingLevels FALSE
baseDamage 500.000000
basePopulationKilled 50.0
bombingFreqTime 10.000000
baseRange 15000.000000
bombTransitTime 6.000000
bombEffectCount 3
bombEffectAngleVariance 15.000000
bombEffectsDef
weaponType "Projectile"
burstCount 1
burstDelay 0.000000
muzzleEffectName "Weapon_TechCapitalPlanetBombing_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE"
hitEffectName "Weapon_TechFrigatePlanetBombing_Hit"
hitHullEffectSounds
soundCount 3
sound "EXPLOSION_SUB4"
sound "EXPLOSION_SUB4_ALT1"
sound "EXPLOSION_SUB4_ALT2"
hitShieldsEffectSounds
soundCount 3
sound "EXPLOSION_SUB4"
sound "EXPLOSION_SUB4_ALT1"
sound "EXPLOSION_SUB4_ALT2"
projectileTravelEffectName "Weapon_TechFrigatePlanetBombing_Travel"
typeCount 1
frigateRoleType "Lrm"
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 1000.000000
Level:1 1000.000000
Level:2 1000.000000
MaxHullPoints
Level:0 3000.000000
Level:1 3000.000000
Level:2 3000.000000
MaxShieldPoints
Level:0 3000.000000
Level:1 3000.000000
Level:2 3000.000000
HullPointRestoreRate
Level:0 2.000000
Level:1 2.000000
Level:2 2.000000
ShieldPointRestoreRate
Level:0 4.000000
Level:1 4.000000
Level:2 4.000000
BaseArmorPoints
Level:0 19.000000
Level:1 19.000000
Level:2 19.000000
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 3
Weapon
WeaponType "Beam"
damageEnums
AttackType "CAPITALSHIP"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "OVERTIME"
DamageType "ENERGY"
WeaponClassType "BEAM"
DamagePerBank:FRONT 500.000000
DamagePerBank:BACK 500.000000
DamagePerBank:LEFT 500.000000
DamagePerBank:RIGHT 500.000000
Range 12000.000000
PreBuffCooldownTime 8.000000
CanFireAtFighter FALSE
SynchronizedTargeting TRUE
PointStaggerDelay 0.250000
TravelSpeed 0.000000
Duration 8.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Beam"
burstCount 1
burstDelay 0.000000
muzzleEffectName "Weapon_TechCapitalBeamHeavy_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound ""
hitEffectName "Weapon_TechCapitalBeamHeavy_Hit"
hitHullEffectSounds
soundCount 1
sound ""
hitShieldsEffectSounds
soundCount 1
sound ""
beamEffectSounds
soundCount 1
sound "WEAPON_TECHSTARBASEBEAMHEAVY_TRAVEL"
beamGlowTextureName "TechStarBaseBeam_Glow"
beamCoreTextureName "TechStarBaseBeam_Core"
beamWidth 50.000000
beamGlowColor ffffffff
beamCoreColor ffffffff
beamTilingRate 3.000000
Weapon
WeaponType "Projectile"
damageEnums
AttackType "ANTIVERYLIGHT"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "AUTOCANNON"
DamagePerBank:FRONT 100.0
DamagePerBank:BACK 100.0
DamagePerBank:LEFT 100.0
DamagePerBank:RIGHT 100.0
Range 6000.000000
PreBuffCooldownTime 4.000000
CanFireAtFighter TRUE
SynchronizedTargeting FALSE
PointStaggerDelay 0.080000
TravelSpeed 6000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Projectile"
burstCount 8
burstDelay 0.100000
muzzleEffectName "Weapon_TechCapitalAutoCannonHeavy_Muzzle"
muzzleSoundMinRespawnTime 0.770000
muzzleSounds
soundCount 4
sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE"
sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalAutoCannonHeavy_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
projectileTravelEffectName "Weapon_TechCapitalAutoCannonHeavy_Travel"
Weapon
WeaponType "Missile"
damageEnums
AttackType "CAPITALSHIP"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "MISSILE"
DamagePerBank:FRONT 200.000000
DamagePerBank:BACK 200.000000
DamagePerBank:LEFT 200.000000
DamagePerBank:RIGHT 200.000000
Range 10000.000000
PreBuffCooldownTime 6.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.080000
TravelSpeed 1000.000000
Duration 0.000000
WeaponEffects
weaponType "Missile"
burstCount 4
burstDelay 0.600000
muzzleEffectName "Weapon_TechCapitalMissileHeavy_Muzzle"
muzzleSoundMinRespawnTime 0.500000
muzzleSounds
soundCount 5
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE"
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalMissileHeavy_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
missileTravelEffectName "Weapon_TechCapitalMissileHeavy_Travel"
missileStartTurningDistance 250.000000
missileSlowTurnRate 0.708997
missileMaxSlowTurnTime 6.000000
m_weaponIndexForRange 0
firingAlignmentType "Default"
TargetCountPerBank:FRONT 8
TargetCountPerBank:BACK 8
TargetCountPerBank:LEFT 8
TargetCountPerBank:RIGHT 8
canOnlyTargetStructures FALSE
hasWeaponLevels FALSE
mass 2000.000000
ShieldMeshName "Shield_FrigatePsiAntiModule"
renderShield TRUE
maxAccelerationLinear 100.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 1.650000
maxDecelerationAngular 9.999996
maxSpeedLinear 500.000000
maxRollRate 2.000000
maxRollAngle 35.000000
squadTypeEntityDef:0 "SquadTechCombat"
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 "SquadTechBomber"
squadAntiMatterCost:1 0.000000
squadTypeEntityDef:2 ""
squadAntiMatterCost:2 0.000000
squadTypeEntityDef:3 ""
squadAntiMatterCost:3 0.000000
maxNumCommandPoints 10
NumSoundsFor:ONATTACKORDERISSUED 4
SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_0"
SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_1"
SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_2"
SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_3"
NumSoundsFor:ONCREATION 1
SoundID "FRIGATE_TECHHEAVY_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 4
SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_0"
SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_1"
SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_2"
SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_3"
NumSoundsFor:ONSELECTED 3
SoundID "FRIGATE_TECHHEAVY_ONSELECTED_0"
SoundID "FRIGATE_TECHHEAVY_ONSELECTED_1"
SoundID "FRIGATE_TECHHEAVY_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "FRIGATE_TECHHEAVY_ONSTARTPHASEJUMP_0"
MeshNameInfoCount 1
MeshNameInfo
meshName "Frigate_PsiAntiModule"
criteriaType "None"
meshNameIncreasedEffectName ""
meshNameDecreasedEffectName ""
ExhaustParticleSystemName "CapitalBuff_Null"
ExplosionName "Frigate0"
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID ""
ability:0 "AbilityGaussDefenseMissileBurst"
ability:1 "AbilityGaussDefenseRailGun"
ability:2 "AbilityIonBlast"
ability:3 "AbilityResupply"
ability:4 "AbilityDestabilizeHyperspacePhase"
MaxAntiMatter 500.000000
AntiMatterRestoreRate 5.000000
cargoType "Invalid"
maxCargoCapacity 0.000000
formationRank 0
minShadow 0.000000
maxShadow 0.500000
allegianceDecreasePerRoundtrip 0.000000
I would really appreciate any help on this. Also, don't ask me to use the dev.exe, because that thing gives me issues galore.