Getting this
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.ship.A.if.startedChargeup(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.OoOO.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.D.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.D.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.OoOO.String(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
at com.fs.starfarer.combat.systems.oOoO.advanceLinked(Unknown Source)
at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.fire(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
each time i try to test fire a weapon i'm making for a private mod
.wpn file looks like
{
"id":"ADF_PC", # this id must match what's in the spreadsheet
"specClass":"projectile",
"type":"BALLISTIC",
"size":"LARGE",
"turretSprite":"graphics/weapons/ADF_PC.png",
"hardpointSprite":"graphics/weapons/ADF_PC.png",
"turretOffsets":[8.5, 0.5],
"turretAngleOffsets":[0],
"hardpointOffsets":[8.5, 0.5],
"hardpointAngleOffsets":[0],
"barrelMode":"ALTERNATING", # or LINKED. whether barrels fire at the same time or alternate.
"animationType":"MUZZLE_FLASH",
"muzzleFlashSpec":{
"length": 75,
"particleColor": [100,150,255,255],
"particleCount": 30,
"particleDuration": 2,
"particleSizeMin": 3,
"particleSizeRange": 4,
"spread": 20
},
"autocharge":true, # whether the weapon will continue charging and fire if the LMB is tapped instead of held
"projectileSpecId":"ADF_PC_shot", # projectile that will be fired
"fireSoundOne":"ADF_PC_CHARGE",
"firesoundTwo":"ADF_PC_FIRE",
}
.proj file looks like
{
"id":"ADF_PC_shot",
"specClass":"projectile",
"spawnType":"BALLISTIC",
"collisionClass":"PROJECTILE_FF",
"collisionClassByFighter":"PROJECTILE_FIGHTER",
"length":53.0,
"hitGlowRadius":400,
"width":21.0,
"fadeTime":0.20,
"fringeColor":[96,208,240,200],
"coreColor":[96,208,240,200],
"textureScrollSpeed":64.0,
"pixelsPerTexel":5.0,
"bulletSprite":"graphics/missiles/ADF_PC_SHOT.png",
}
and the .csv entry looks like
Godbreaker ADF_PC 3 2000 60000 65000 1000 0 1 ENERGY 10000 4.8 60 0 0 0 0 12000 400 SYSTEM, SHOW_IN_CODEX
Yes, it's supposed to be that ridiculously powerful, it's made for crushing battlestations.
Any way to fix it?
-Edit: It works if i comment out the first sound effect, but neither one plays.