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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
Is this an altered version of one of the originals, or a completely 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.
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.
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.
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.
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.
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)
Bump Angel
Is there someone who might know how to help me with this? Smile
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.
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