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Modification Help / Re: Preload failed
« on: February 27, 2011, 07:37:21 PM »
XD mt, and it works find for ffc. Thanks anyways Iban, and sry if this took up too much of your time.
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Add-Ons/Player_Skeleton/shapes/skelebody.dts is not in one of the default directories.And preload failed :c
/shapes/player_skeleton.dtswith /Add-Ons/Player_Skeleton/shapes/skelebody.dtsand I get....Loading Add-On: Player_skeleton
Executing Add-Ons/Player_skeleton/server.cs
Executing Add-Ons/Player_skeleton/Player_skeleton.cs
Add-Ons/Player_skeleton/player_skeleton.cs (0): preload failed for skelebody.dts
SkeleBody Check: 0
2 datablocks added:cSkeleBody check: 0:/ I don't think the dts is invalid though, since it works fine with ffc. And I put the dts in a folder called shapes, anybody want to take a look at the script? The only thing I'm sure about with it is that there isn't any Syntax errors. I Copy / pasted most of it since I really don't know too much about scripting, I'm still learning.
Input > player > Docommand [ Command here ] For example- if you want a skeleton playertype, you'd do OnPlayertouch > player > Docommand [ /skeleme ] (if you have ffc of course) and it would act as though the activating player said that command.Onplayertouch > player > docomand [ /mount head (racer) ] I don't even know if its possibly. Events are for bricks, I have no idea how a brick could sense when a specific player is being clicked on.maybe if the event is done to a spawn? sort of like a vehicle spawn can be evented with onbotactivated, a player spawn can be evented with onplayeractivated?
But I'm probably wrong.