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Old 03-16-2016, 07:29 PM   #21
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Default Re: GURPS ATE1 Template File

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Originally Posted by TorgSmith View Post
I had seen that and was on the fence with it. I am not a fan of underscores in user visible stuff.
I am not either, but it does have its uses. I just try to avoid final outputs including underscores - i.e. making sure all such traits have their name replaced with #InputToTagReplace or using shortname() to override the final name.
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Old 03-17-2016, 02:03 AM   #22
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Default Re: GURPS ATE1 Template File

I've just uploaded a file I've been working on. It contains the Character Lenses from p. 17-18 and all the Mutation abilities from p. 26-27. It is meant to be used with both the other two data files:

http://www.motoslave.net/gcarepo/view.php?pkgid=184


I've also uploaded RPK's Preliminary file to the GCARepo:
http://www.motoslave.net/gcarepo/view.php?pkgid=185


At some point I'll be consolidating these files with Torg's into one data file, but I've left them separate for the time being so that Torg and I can each continue to work on our own files as needed.
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Last edited by ericbsmith; 03-17-2016 at 02:10 AM.
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Old 03-17-2016, 06:38 PM   #23
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Default Re: GURPS ATE1 Template File

I just encountered a possible problem, albeit an amusing one. I selected the Hulk template, choose the Heavy Gunner specialty, and took LMG as my primary weapon. I then selected Gunner/Machine Gun as a 1 point background skill - it gives me a weapon skill of 148 in Gunner/Machine Gun, and notes it is defaulted from Guns (LMG). On the plus side, with a skill of 148 range modifiers shouldn't be a problem!
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Old 03-17-2016, 11:04 PM   #24
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Default Re: GURPS ATE1 Template File

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Originally Posted by GnomesofZurich View Post
I just encountered a possible problem, albeit an amusing one. I selected the Hulk template, choose the Heavy Gunner specialty, and took LMG as my primary weapon. I then selected Gunner/Machine Gun as a 1 point background skill - it gives me a weapon skill of 148 in Gunner/Machine Gun, and notes it is defaulted from Guns (LMG). On the plus side, with a skill of 148 range modifiers shouldn't be a problem!
This appears to be an issue with the added defaults for Guns & Gunner in RPK's preliminary datafile. I've updated the file in the GCARepo to fix the bug, so if you redownload this should be fixed.

http://www.motoslave.net/gcarepo/view.php?pkgid=185
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Old 03-18-2016, 01:19 AM   #25
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Default Re: GURPS ATE1 Template File

Torg: WOW. I've plugging away just making simple files for years. I just downloaded it.
I am impressed. I just have to go through it and understand it.
Wish me luck.
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Old 03-18-2016, 03:51 AM   #26
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Default Re: GURPS ATE1 Template File

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Originally Posted by ericbsmith View Post
This appears to be an issue with the added defaults for Guns & Gunner in RPK's preliminary datafile. I've updated the file in the GCARepo to fix the bug, so if you redownload this should be fixed.

http://www.motoslave.net/gcarepo/view.php?pkgid=185
I'm not on a machine that can easily download and view the file right now, so I'll just ask -- what did I mess up?
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Old 03-18-2016, 03:57 AM   #27
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Default Re: GURPS ATE1 Template File

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Originally Posted by PK View Post
I'm not on a machine that can easily download and view the file right now, so I'll just ask -- what did I mess up?
Within the default() tag GCA is real picky about skills with name extensions, so you have to put quotes around the skill name (and extension). The original offending lines follow:

Code:
#MergeTags in "SK:Gunner (Machine Gun)" with "default(SK:Guns (Light Machine Gun) - 2)"
#MergeTags in "SK:Guns (Light Machine Gun)" with "default(SK:Gunner (Machine Gun) - 2)"
The corrected lines are here:
Code:
#MergeTags in "SK:Gunner (Machine Gun)" with "default("SK:Guns (Light Machine Gun)" - 2)"
#MergeTags in "SK:Guns (Light Machine Gun)" with "default("SK:Gunner (Machine Gun)" - 2)"
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Old 03-18-2016, 06:14 AM   #28
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Default Re: GURPS ATE1 Template File

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Originally Posted by flyingwombat View Post
Torg: WOW. I've plugging away just making simple files for years. I just downloaded it.
I am impressed. I just have to go through it and understand it.
Wish me luck.
If you start with post #5 in this (http://forums.sjgames.com/showthread.php?t=142046) thread, you will get a bunch of the information of what is happening.
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Old 03-19-2016, 11:35 AM   #29
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Default Re: GURPS ATE1 Template File

Hunter has been added.
http://www.motoslave.net/gcarepo/view.php?pkgid=182

I will begin Nomad now. I plan to include the rider or driver option.
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Old 03-20-2016, 12:29 PM   #30
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Default Re: GURPS ATE1 Template File

Nomad has been added.
http://www.motoslave.net/gcarepo/view.php?pkgid=182

Well half way through them.

Now on to Scavenger.
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