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Messages - Tomaz

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121
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.

122
Modification Help / Re: Add-on problem
« on: January 28, 2011, 07:53:26 PM »
Any help? I would really like to make this work.

123
Modification Help / Re: Add-on problem
« on: January 25, 2011, 08:31:45 PM »
Well, I changed everything from "A-10" to "A10". But it's still not working.
This time in he consol, it doesn't say anything.

124
Modification Help / Re: Add-on problem
« on: January 24, 2011, 08:39:23 PM »
Here's what it says in the consol

Code: [Select]
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

125
Modification Help / Re: Add-on problem
« on: January 24, 2011, 11:14:36 AM »
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
  • over it, then ill start the game. Sometimes it crashes the game or it doesn't show up.

126
Modification Help / Re: Add-on problem
« on: January 23, 2011, 10:15:32 PM »
*Note: I have a better model, Im to lazy to post

127
Modification Help / Add-on problem
« on: January 23, 2011, 10:14:35 PM »
Help Please
[/u][/b][/size]

So I've been trying to get this add on to work in Blockland, and I would like some help on how to make it work. Please help me.



Model (just incase some people want to see it)



Server.cs
[/b]
Code: [Select]
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);
   
}
Other server.cs
Code: [Select]
// 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");
}

*Note: Ill add color later
Please help!

128
Modification Help / Re: Submarine
« on: January 23, 2011, 09:52:16 PM »
If I were you, for anyone whose scripting, Keep it simple, and not full of a ton of useless things.
  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.
Good idea, but Im having problems getting add-ons to work.

129
Modification Help / Re: Submarine
« on: January 19, 2011, 10:10:17 PM »
I think that there's a technical issue with subs that keep them from being made to work like a real sub.

Good model though.
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.

130
Modification Help / Submarine
« on: January 19, 2011, 12:51:20 AM »
Submarine

The Sub



I would Like to have someone script for me, since I can't script.

Note: This is my first actual good model.

131
Creativity / Re: Drawings Megathread
« on: January 09, 2011, 03:12:18 AM »
Is that based off of an actual boat or is it your own design? Either way it looks really nice.
Both and, Thanks

132
Creativity / Re: Drawings Megathread
« on: January 08, 2011, 11:46:53 PM »

133
Our first event is going to be an INTENSE DOGFIGHT

I need some peeps to halp me build it though and plan it out.
I'll help out if you would like me to.

134
Clan Discussion / Re: [AA] Avialliance - Feeling so fly
« on: October 15, 2010, 11:38:12 PM »
Yo, I'm in San Diego on a beach house :D. I won't get back tell Saturday and I may not get on when I get home, determining the time I get home. So I might get on Blockland on Monday. But for now I will just chat on the Forms. Tomorrow I will put some Picture of my beach house.

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