Jump to content
  • 0

'Unknown Class/Actor Name'?


Ballistyx

Question

I have been putting monsters in my mod, but when it's loading so I can try it out, I keep seeing 'Unknown Class'

 

Anyone know what this is about?

Everything still works fine but not sure what the 'Unknown Class'thing is all about.

 

Or does it not matter if everything is working as it should?

Edited by Ballistyx

Share this post


Link to post

6 answers to this question

Recommended Posts

  • 0

Putting up your code for the monster would definitely help, since from the sound of it, you're not defining your monster's class properly.

Share this post


Link to post
  • 0
20 minutes ago, Dark Pulse said:

Putting up your code for the monster would definitely help, since from the sound of it, you're not defining your monster's class properly.

Sorry, I am new to all the modding community. I eventually found out what I was doing wrong as I looked it up while waiting for a reply on here. I was putting '.dec' at the end of each DECORATE file instead of '.txt' (as I am making a .pk3 mod file) and since I made the change to '.txt' it's all fine. 

Share this post


Link to post
  • 0
2 hours ago, Ballistyx said:

Sorry, I am new to all the modding community. I eventually found out what I was doing wrong as I looked it up while waiting for a reply on here. I was putting '.dec' at the end of each DECORATE file instead of '.txt' (as I am making a .pk3 mod file) and since I made the change to '.txt' it's all fine. 

The extension actually shouldn't matter for PK3 mods.

 

Quote

For the lump name, the first 8 characters of the file name are used, the extension is stripped. So for example, to place a MAPINFO into an archive, you may name your file MAPINFO.txt, MAPINFO.lmp, or whatever extension you like, including none, and place it in the archive's root directory.

Anyway, if that fixes it, all's well in the end I suppose.

Share this post


Link to post
  • 0
1 minute ago, jaeden said:

I think extension does matter if it is in #include

Ah, right, then it would make sense.

Share this post


Link to post
  • 0

Files like AnimDefs, Sndinfo, MapInfo, ect. have to be upto 8 letters max, but separate decorate files like "baronofhell.txt" can be any length, providing a path is set up properly with '#include' in the main DECORATE file for the game to recognise and read them, like so;

 

#include "actors/monsters/baronofhell.txt" 

 

I discovered that without the correct path, the separate decorate files in .pk3 files/mods won't work at all. Took me a little while to figure that one out but got there in the end.

 

I just made the mistake of using '.dec' at the end instead of '.txt' which is why I kept getting 'unknown actor/class' in the in-game console.

 

Thanks

Edited by Ballistyx

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...