Joshua Stream Pre
Page 13 of 16 First ... 31112131415 ... Last
  1. #121
    Quote Originally Posted by GunbunnyFuFu View Post
    Getting the following error when adding a custom weapon:

    Script Error: [string "campaign/scripts/manager_char.lua"]:488: bad argument #1 to 'len' (string expected, got nil)

    Anyone know what the problem is?

    GB
    Morning,

    Which versions of the ruleset? 1.0.7a is in live, 1.0.8 is in Test.

    It looks 1.0.7. In 1.0.8 I fixed some bugs for the Weapons. I'll test this today, so:

    Create a New Weapon (which type), then drag it onto the Character Inv tab?

    Cheers,
    MBM

  2. #122
    1.0.7a. It was with a custom weapon I created outside the ruleset with the following attributes:

    <traylorm5a1> <name type="string">Traylor M5A1</name>
    <cost type="string">Lv1740</cost>
    <damage type="string">4d6+1 AP</damage>
    <heft type="number">0</heft>
    <isidentified type="number">1</isidentified>
    <locked type="number">1</locked>
    <magazine type="number">40</magazine>
    <mass type="number">3.5</mass>
    <notes type="formattedtext">
    <p>The M5A1 is a progressive development of the old M2 assault rifle. The M5A1 is a binary-propellant design, incorporating a three round 30 millimetre grenade launcher, along with hardened sights equipped with a red-dot, low-light and telescopic options, complete with an active/passive rangefinder. The rangefinder is used to feed fusing information to the grenades, enabling them to explode at set distances for enhanced effectiveness against dug-in troops.</p><p>While Army troops use the M-4A1 gauss rifle, Marines and SPECFOR troops prefer the M5A1.</p><p>Type: 9mm binary propellant assault rifle</p><p>Country: USA</p><p>Length: 75cm</p><p>Mass (Unloaded): 3kg</p><p>Action: Single shot or bursts</p><p>Ammunition: 9x40mm APHE</p><p>Muzzle Velocity: 1,200mps</p><p>Magazine: 40 rounds (separate propellant bottles for 120 shots)</p><p>Magazine Mass: 0.4kg</p><p>Propellant Bottle Mass: 0.1kg</p>
    </notes>
    <protection type="number">-1</protection>
    <range type="string">Rifle</range>
    <recoil type="number">1</recoil>
    <recordtype type="number">9</recordtype>
    <subtype type="string">Slug Throwers</subtype>
    <tl type="number">12</tl>
    <type type="string">Weapon</type>
    <auto type="string">4</auto>
    </traylorm5a1>
    Ultimate Edition license holder - No License Needed to Play My Games (Need Demo Version of FG Downloaded)
    FG Community Developer:
    [Available]Millennium Knights, Savage Suzerain [In Progress] Tyrnador: Fate of Ventar [In Progress]Savage Rifts

    Currently running:
    Savage Worlds - Savage Rifts: The Kingdom of Shade
    Savage Worlds - Savage Rifts: The Vampire Kingdoms
    Mongoose Traveller 2E: Cyberpunk 2300 AD

    Timezone:
    Eastern Daylight Time (EDT) United States; GMT -4 hours

  3. #123
    It also seems that dragging the custom weapon worked...it shows in the inventory, but it doesn't show up on the Actions tab. Do I have to recreate it there?
    Ultimate Edition license holder - No License Needed to Play My Games (Need Demo Version of FG Downloaded)
    FG Community Developer:
    [Available]Millennium Knights, Savage Suzerain [In Progress] Tyrnador: Fate of Ventar [In Progress]Savage Rifts

    Currently running:
    Savage Worlds - Savage Rifts: The Kingdom of Shade
    Savage Worlds - Savage Rifts: The Vampire Kingdoms
    Mongoose Traveller 2E: Cyberpunk 2300 AD

    Timezone:
    Eastern Daylight Time (EDT) United States; GMT -4 hours

  4. #124
    Figured it out..it appears there was a new <skill type="string"> tag that was added between when I started the 2300 AD book and the current ruleset. It all seems to work now. One question, however..how would you calculate Armor Piercing?

    GB
    Ultimate Edition license holder - No License Needed to Play My Games (Need Demo Version of FG Downloaded)
    FG Community Developer:
    [Available]Millennium Knights, Savage Suzerain [In Progress] Tyrnador: Fate of Ventar [In Progress]Savage Rifts

    Currently running:
    Savage Worlds - Savage Rifts: The Kingdom of Shade
    Savage Worlds - Savage Rifts: The Vampire Kingdoms
    Mongoose Traveller 2E: Cyberpunk 2300 AD

    Timezone:
    Eastern Daylight Time (EDT) United States; GMT -4 hours

  5. #125
    EDIT: Figured out the issue.
    Attached Images Attached Images
    Last edited by GunbunnyFuFu; January 19th, 2019 at 19:07.
    Ultimate Edition license holder - No License Needed to Play My Games (Need Demo Version of FG Downloaded)
    FG Community Developer:
    [Available]Millennium Knights, Savage Suzerain [In Progress] Tyrnador: Fate of Ventar [In Progress]Savage Rifts

    Currently running:
    Savage Worlds - Savage Rifts: The Kingdom of Shade
    Savage Worlds - Savage Rifts: The Vampire Kingdoms
    Mongoose Traveller 2E: Cyberpunk 2300 AD

    Timezone:
    Eastern Daylight Time (EDT) United States; GMT -4 hours

  6. #126
    Quote Originally Posted by GunbunnyFuFu View Post
    EDIT: Figured out the issue.
    I'm currently working on Damage Types and Armour resistances etc

    Any armour that a character is wearing should appear against them in the CT.

    I will be making changes to this in the future but at the moment it should all work. I've noticed a bit of a bug in the armour section on Dr Thunder, so I'll fix that now (it's allowing a custom weapon to appear)

  7. #127
    Quote Originally Posted by GunbunnyFuFu View Post
    Figured it out..it appears there was a new <skill type="string"> tag that was added between when I started the 2300 AD book and the current ruleset. It all seems to work now. One question, however..how would you calculate Armor Piercing?

    GB
    Btw something not many people know. I did the Traveller ruleset so that I could do 2300. I spoke with Mongoose over this and was told it was being updated for MGT2E rules. So do let me know if there's something you need, I could look at an extension.

  8. #128
    Dealing with the Super AP, AP, and Semi-Ap would be very helpful, even if that's something that we manually have to add to weapons (eg. weapon does 3d6 AP damage, means armor penetration is 3). This calculated would be very, very good IMHO.

    GB
    Ultimate Edition license holder - No License Needed to Play My Games (Need Demo Version of FG Downloaded)
    FG Community Developer:
    [Available]Millennium Knights, Savage Suzerain [In Progress] Tyrnador: Fate of Ventar [In Progress]Savage Rifts

    Currently running:
    Savage Worlds - Savage Rifts: The Kingdom of Shade
    Savage Worlds - Savage Rifts: The Vampire Kingdoms
    Mongoose Traveller 2E: Cyberpunk 2300 AD

    Timezone:
    Eastern Daylight Time (EDT) United States; GMT -4 hours

  9. #129
    Quote Originally Posted by GunbunnyFuFu View Post
    Dealing with the Super AP, AP, and Semi-Ap would be very helpful, even if that's something that we manually have to add to weapons (eg. weapon does 3d6 AP damage, means armor penetration is 3). This calculated would be very, very good IMHO.

    GB
    I've just added Damage Types to the core ruleset, for AP, SAP, SeAP etc, would just require the data model being updated. Shouldn't be too hard to do that. I'm just thinking through Armour values against Damage Types.

  10. #130
    Great! Let me know if there is anything I can do to help test! Going to run a 2300 AD session in the very near future.
    Ultimate Edition license holder - No License Needed to Play My Games (Need Demo Version of FG Downloaded)
    FG Community Developer:
    [Available]Millennium Knights, Savage Suzerain [In Progress] Tyrnador: Fate of Ventar [In Progress]Savage Rifts

    Currently running:
    Savage Worlds - Savage Rifts: The Kingdom of Shade
    Savage Worlds - Savage Rifts: The Vampire Kingdoms
    Mongoose Traveller 2E: Cyberpunk 2300 AD

    Timezone:
    Eastern Daylight Time (EDT) United States; GMT -4 hours

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
FG Spreadshirt Swag

Log in

Log in