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Old 08-22-2010, 09:16 AM   #1
Takua
 
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So i tried to edit objects.txt...

And TF2 crashes right after the valve-head-source-engine-intro. It gives this error:
Code:
Missing data for object 'OBJ_DISPENSER' in scripts/objects.txt
Any sort of fix for this besides a reinstall? I've already tried verifying local cache.
EDIT: objects.txt is inside the .gcf file and I have no idea how to delete it. If there is a way...

Last edited by Takua: 08-22-2010 at 09:21 AM.
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Old 08-22-2010, 09:17 AM   #2
WrenchCuresAids
 
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Delete the file, and then verify. It will re-download it.
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Old 08-22-2010, 09:20 AM   #3
Takua
 
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Quote:
Originally Posted by WrenchCuresAids View Post
Delete the file, and then verify. It will re-download it.
I can't delete it, it's inside the .gcf file. Unless I delete the .gcf file but that's about 4GB big.
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Old 08-22-2010, 09:27 AM   #4
Trilby
 
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Good job breaking it, hero.
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Old 08-22-2010, 09:27 AM   #5
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protip: never edit a gcf. instead, copy stuff into tf/scripts and edit from there

also, here's objects.txt
replace whatever is currently in your objects.txt with this and you should be fine.

Code:
objects
{
	// Engineer Objects

	OBJ_SENTRYGUN
	{
		ClassName			obj_sentrygun
		StatusName			"#TF_Object_Sentry"
		BuildTime			10
		MaxObjects			1
		Cost				130
		CostMultiplier		1
		UpgradeCost			200
		UpgradeDuration		1.5
		MaxUpgradeLevel		0
		BuilderWeaponName	"Sentry Gun"
		BuilderPlacementString	"Place on ground"
		SelectionSlot		5
		SelectionPosition	0
		SapperAttachTime	0.0
		IconActive			obj_sentrygun
		IconInactive		obj_sentrygun
		IconMenu		hud_menu_sentry_build
		UseItemInfo		1
		Viewmodel			"models/weapons/v_models/v_toolbox_engineer.mdl"
		Playermodel			"models/weapons/w_models/w_toolbox.mdl"
		DisplayPriority		4
		HudStatusIcon		"obj_status_sentrygun_1"
		VisibleInWeaponSelection 0
		ExplodeSound		"Building_Sentry.Explode"
		ExplodeEffect		"ExplosionCore_buildings"
		MetalToDropInGibs	60		
		UpgradeSound		"Building_Sentrygun.Built"
		BuildCount		1
	}
	
	OBJ_DISPENSER
	{
		ClassName			obj_dispenser
		StatusName			"#TF_Object_Dispenser"
		BuildTime			20
		MaxObjects			1
		Cost				100
		CostMultiplier		1
		UpgradeCost			200
		UpgradeDuration		1.5
		MaxUpgradeLevel		0
		BuilderWeaponName	"Dispenser"
		BuilderPlacementString	"Place on ground"
		SelectionSlot		5
		SelectionPosition	1
		SapperAttachTime	0.0
		IconActive			obj_dispenser
		IconInactive		obj_dispenser
		IconMenu		hud_menu_dispenser_build
		UseItemInfo		1
		Viewmodel			"models/weapons/v_models/v_toolbox_engineer.mdl"
		Playermodel			"models/weapons/w_models/w_toolbox.mdl"
		DisplayPriority		3
		HudStatusIcon		"obj_status_dispenser"
		VisibleInWeaponSelection 0
		ExplodeSound		"Building_Dispenser.Explode"
		ExplodeEffect		"ExplosionCore_buildings"
		MetalToDropInGibs	50
		UpgradeSound		"Building_Sentrygun.Built"
		BuildCount		1
	}
		
	OBJ_TELEPORTER
	{
		ClassName			obj_teleporter
		StatusName			"#TF_Object_Tele"
		BuildTime			20
		MaxObjects			1
		Cost				125
		CostMultiplier		1
		UpgradeCost			200
		UpgradeDuration		1.5
		MaxUpgradeLevel		0
		BuilderWeaponName	"Teleporter"
		BuilderPlacementString	"Place on ground"
		SelectionSlot		5
		SelectionPosition	2
		SapperAttachTime	0.0
		IconActive			obj_teleporter_entrance
		IconInactive		obj_teleporter_entrance
		IconMenu		hud_menu_tele_entrance_build
		SolidToPlayerMovement	1
		UseItemInfo		1
		Viewmodel			"models/weapons/v_models/v_toolbox_engineer.mdl"
		Playermodel			"models/weapons/w_models/w_toolbox.mdl"
		DisplayPriority		2
		HudStatusIcon		"obj_status_tele_entrance"
		VisibleInWeaponSelection 0
		ExplodeSound		"Building_Teleporter.Explode"
		ExplodeEffect		"ExplosionCore_buildings"
		MetalToDropInGibs	60
		UpgradeSound		"Building_Sentrygun.Built"
		BuildCount		1
		AltModes
		{
			AltMode0
			{
				StatusName	"#TF_Object_Tele"
				ModeName	"#TF_Teleporter_Mode_Entrance"
				IconMenu	hud_menu_tele_entrance_build
			}
			AltMode1
			{
				StatusName	"#TF_Object_Tele"
				ModeName	"#TF_Teleporter_Mode_Exit"
				IconMenu	hud_menu_tele_exit_build
			}
		}
	}

	OBJ_ATTACHMENT_SAPPER
	{
		ClassName			obj_attachment_sapper
		StatusName			"Object Sapper"
		BuildTime			0.1
		MaxObjects			-1
		Cost				0
		CostMultiplier		1
		UpgradeCost			0
		UpgradeDuration		0
		MaxUpgradeLevel		0
		BuilderWeaponName	"Object Sapper"
		BuilderPlacementString	"Place on object"
		SelectionSlot		1
		SelectionPosition	0
		SapperAttachTime	0.0
		IconActive			obj_attachment_sapper
		IconInactive		obj_attachment_sapper
		IconMenu			hud_menu_tele_entrance_build
		UseItemInfo		0
		Viewmodel			"models/weapons/v_models/v_sapper_spy.mdl"
		Playermodel			"models/weapons/w_models/w_sapper.mdl"
		DisplayPriority		1
		HudStatusIcon		"obj_status_sapper"
		VisibleInWeaponSelection 1
		autoswitchto		1
		ExplodeSound		"Weapon_Sapper.Removed"
		ExplodeEffect		"ExplosionCore_sapperdestroyed"
		MetalToDropInGibs	10		
		UpgradeSound		"Building_Sentrygun.Built"
		BuildCount		1
	}
}
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Old 08-22-2010, 09:29 AM   #6
TraskNari
 
 
 
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Quote:
Originally Posted by zapmunk View Post
protip: never edit a gcf. instead, copy stuff into tf/scripts and edit from there
What he said.
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Old 08-22-2010, 09:31 AM   #7
Takua
 
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Fix'd thanks.
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Old 08-22-2010, 10:09 AM   #8
Bonzi77
 
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Sounds like your game...



Needs a dispenser here.

YEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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Old 08-22-2010, 10:25 AM   #9
Minnow!
 
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Quote:
Originally Posted by Bonzi77 View Post
Sounds like your game...



Needs a dispenser here.

YEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Ha. Ha ha.
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Old 02-23-2012, 10:17 AM   #10
2dor
 
 
 
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Question (to make sure)

Is MaxObjects 0 enough to restrict that building ?
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Old 02-23-2012, 10:41 AM   #11
Epslion Bear
 
 
 
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Quote:
Originally Posted by 2dor View Post
Question (to make sure)

Is MaxObjects 0 enough to restrict that building ?
This thread is TWO YEARS OLD

Why did you bump it
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Old 02-23-2012, 10:46 AM   #12
FreshHalibut
 
 
 
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Quote:
Originally Posted by Epslion Bear View Post
This thread is TWO YEARS OLD

Why did you bump it
*Cast Raise Thread*
*Conjuration increased to 75*
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Old 02-23-2012, 10:54 AM   #13
I AM A BEE
 
 
 
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I see your necro and raise you a stupid reply.
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Old 02-23-2012, 10:58 AM   #14
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We have a true necromancer among us! Quickly, bow down, before he unleashes his undead minions upon us!
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Old 02-24-2012, 04:40 AM   #15
2dor
 
 
 
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Quote:
Originally Posted by Epslion Bear View Post
This thread is TWO YEARS OLD

Why did you bump it
I wanted to be SURE. Chill mate, I was ontopic. Thanks.
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