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Modification Help / Re: Add-on problem
« on: January 29, 2011, 12:53:31 AM »Did you add the collision box and joints correctly?I did the joints right, but I don't know about the collison box.
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Did you add the collision box and joints correctly?I did the joints right, but I don't know about the collison box.
Add-Ons/Vehicle_A_10.cs Line: 1 - Syntax error.
>>> Some error context, with ## on sides or error halt:
Atablock WheeledVehicleData(A-1##0##Vehicle)
{
^category + "vehicles";
^displayName = " ";
^ShapeFile = "./a-10.dts":
^emap = true;
^minMountDist = 3;
numMountPoints = 1;
mountThread[0] = "sit";
^maxDamage = 200.00;
^destroyedLevel = 200.00;
^energyPerDamadePoint = 160;
>>> Error report complete
ADD-ON "Vehicle_A-10" CONTAINS SYNTAX ERRORS
Instead of making us check through the entire script for errors or executing it ourselves, why don't you tell us what isn't working.Well, every time I go to my add on, Ill see the add the game check mark, so then I
datablock WheeledVehicleData(A-10Vehicle)
{
category = "Vehicles";
displayName = " ";
shapeFile = "./A-10.dts";
emap = true;
minMountDist = 3;
numMountPoints = 1;
mountThread[0] = "sit";
maxDamage = 200.00;
destroyedLevel = 200.00;
energyPerDamagePoint = 160;
speedDamageScale = 1.04;
collDamageThresholdVel = 200.0;
collDamageMultiplier = 0.02;
massCenter = "0 0 0";
//massBox = "2 5 1";
maxSteeringAngle = 0.9785; // Maximum steering angle, should match animation
integration = 4; // Force integration time: TickSec/Rate
tireEmitter = VehicleTireEmitter; // All the tires use the same dust emitter
// 3rd person camera settings
cameraRoll = false; // Roll the camera with the vehicle
cameraMaxDist = 25; // Far distance from vehicle
cameraOffset = 7; // Vertical offset from camera mount point
cameraLag = 0.0; // Velocity lag of camera
cameraDecay = 0.75; // Decay per sec. rate of velocity lag
cameraTilt = 0.4;
collisionTol = 0.1; // Collision distance tolerance
contactTol = 0.1;
useEyePoint = false;
defaultTire = A-10Tire;
defaultSpring = A-10Spring;
// flatTire = A-10FlatTire;
// flatSpring = A-10FlatSpring;
numWheels = 4;
// Rigid Body
mass = 200;
density = 5.0;
drag = 0.6;
bodyFriction = 0.6;
bodyRestitution = 0.6;
minImpactSpeed = 10; // Impacts over this invoke the script callback
softImpactSpeed = 10; // Play SoftImpact Sound
hardImpactSpeed = 25; // Play HardImpact Sound
groundImpactMinSpeed = 10.0;
// Engine
engineTorque = 8000; //8000; // Engine power
engineBrake = 4000; // Braking when throttle is 0
brakeTorque = 6000; // When brakes are applied
maxWheelSpeed = 15; // Engine scale by current speed / max speed
rollForce = 2000;
yawForce = 1000;
pitchForce = 900;
rotationalDrag = 0.2;
// Energy
maxEnergy = 100;
jetForce = 3000;
minJetEnergy = 30;
jetEnergyDrain = 2;
isSled = false;
forwardThrust = 5000;
reverseThrust = 2000;
lift = 100;
maxForwardVel = 60;
maxReverseVel = 5;
horizontalSurfaceForce = 150; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
verticalSurfaceForce = 160;
rollForce = 20000;
yawForce = 11000;
pitchForce = 12000;
rotationalDrag = 0.5;
stallSpeed = 5;
// forwardThrust = 2000;
// reverseThrust = 2000;
// lift = 100;
// maxForwardVel = 70;
// maxReverseVel = 70;
// horizontalSurfaceForce = 100; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
// verticalSurfaceForce = 100;
// rollForce = 6000;
// yawForce = 6000;
// pitchForce = 4000;
// rotationalDrag = 0.5;
// stallSpeed = 10;
//
// forwardThrust = 2500;
// reverseThrust = 500;
// lift = 15000;
// maxForwardVel = 60;
// maxReverseVel = 10;
// horizontalSurfaceForce = 500; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
// verticalSurfaceForce = 500;
// rollForce = 5000;
// yawForce = 5000;
// pitchForce = 5000;
// rotationalDrag = 0.1;
// stallSpeed = 10;
splash = vehicleSplash;
splashVelocity = 4.0;
splashAngle = 67.0;
splashFreqMod = 300.0;
splashVelEpsilon = 0.60;
bubbleEmitTime = 1.4;
splashEmitter[0] = vehicleFoamDropletsEmitter;
splashEmitter[1] = vehicleFoamEmitter;
splashEmitter[2] = vehicleBubbleEmitter;
mediumSplashSoundVelocity = 10.0;
hardSplashSoundVelocity = 20.0;
exitSplashSoundVelocity = 5.0;
//mediumSplashSound = "";
//hardSplashSound = "";
//exitSplashSound = "";
// Sounds
// jetSound = ScoutThrustSound;
//engineSound = idleSound;
//squealSound = skidSound;
softImpactSound = slowImpactSound;
hardImpactSound = fastImpactSound;
//wheelImpactSound = slowImpactSound;
// explosion = VehicleExplosion;
justcollided = 0;
uiName = "A-10 ";
rideable = true;
lookUpLimit = 0.50;
lookDownLimit = 0.50;
paintable = false;
damageEmitter[0] = VehicleBurnEmitter;
damageEmitterOffset[0] = "0.0 0.0 0.0 ";
damageLevelTolerance[0] = 0.99;
damageEmitter[1] = VehicleBurnEmitter;
damageEmitterOffset[1] = "0.0 0.0 0.0 ";
damageLevelTolerance[1] = 1.0;
numDmgEmitterAreas = 1;
initialExplosionProjectile = A-10ExplosionProjectile;
initialExplosionOffset = 0; //offset only uses a z value for now
burnTime = 10000;
finalExplosionProjectile = A-10FinalExplosionProjectile;
finalExplosionOffset = 0.5; //offset only uses a z value for now
minRunOverSpeed = 5; //how fast you need to be going to run someone over (do damage)
runOverDamageScale = 15; //when you run over someone, speed * runoverdamagescale = damage amt
runOverPushScale = 3.2; //how hard a person you're running over gets pushed
// Advanced Steering
steeringAutoReturn = false;
// steeringAutoReturnRate = 0.9;
// steeringAutoReturnMaxSpeed = 10;
steeringUseStrafeSteering = false;
// steeringStrafeSteeringRate = 0.1;
minFJetStreamSpeed = 30;
ShootOnClick=1;
ShootOnClick_Hold=0;
ShootOnClick_ShootDelay=4000;
ShootOnClick_ReShootDelay=4000;
ShootOnClick_ProjectileCount=2;
ShootOnClick_RequiredSlot=0;
ShootOnClick_Sound=HMissileFIRESound;
ShootOnClick_Projectile[0]=HomingMissileProjectile;
ShootOnClick_Position[0]="0 2.8 -1";
ShootOnClick_Velocity[0]="140 0 0";
ShootOnClick_Scale[0]="1 1 1";
ShootOnClick_Projectile[1]=HomingMissileProjectile;
ShootOnClick_Position[1]="0 -2.8 -1";
ShootOnClick_Velocity[1]="140 0 0";
ShootOnClick_Scale[1]="1 1 1";
};
function A-10vehicle::onadd(%this,%obj)
{
parent::onadd(%this,%obj);
%obj.playThread(0,"propfast");
FJetStreamCheck(%obj);
}
// support stuff for the Fighterjet vehicle
exec("./A-10_TireSpring.cs");
exec("./A-10_Explosion.cs");
exec("./A-10_FinalExplosion.cs");
//we need the jeep add-on for this, so force it to load
%error = ForceRequiredAddOn("Vehicle_Jeep");
if(%error == $Error::AddOn_Disabled)
{
//A bit of a hack:
// we just forced the jeep to load, but the user had it disabled
// so lets make it so they can't select it
JeepVehicle.uiName = "";
}
if(%error == $Error::AddOn_NotFound)
{
//we don't have the jeep, so we're screwed
error("ERROR: Vehicle_A-10 - required add-on Vehicle_Jeep not found");
}
else
{
exec("./Vehicle_A-10.cs");
exec("./Support_shootOnClick.cs");
exec("./HomingMissilePROJECTILE.cs");
}
If I were you, for anyone whose scripting, Keep it simple, and not full of a ton of useless things.Good idea, but Im having problems getting add-ons to work.
Then you could go right over water.
Make it a bot, and when you crouch, it goes under water, and the water should make it float, thats the simpliest thing you could do, instead of these hacky up downs where people can just fly out of the water.
I think that there's a technical issue with subs that keep them from being made to work like a real sub.I think your right about the issue, but can't you use a boat script and make some changes, also thanks, It's my secound good model I've made in Blender.
Good model though.
Is that based off of an actual boat or is it your own design? Either way it looks really nice.Both and, Thanks
Our first event is going to be an INTENSE DOGFIGHTI'll help out if you would like me to.
I need some peeps to halp me build it though and plan it out.