Author Topic: Whats wrong with this script?  (Read 618 times)

Well when I put it on it works fine but then as soon as I take it off it crashes me.

Why?

Code: [Select]
datablock ItemData(SuperSuitItem)
{
category = "Item";  // Mission editor category

equipment = true;

//its already a member of item namespace so dont break it
//className = "Item"; // For inventory system

// Basic Item Properties
shapeFile = "./SuperSuit.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "SuperSuit";
iconName = "./SuperSuit";
doColorShift = false;
colorShiftColor = "0.200 0.200 0.200 1.000";

// Dynamic properties defined by the scripts
image = SuperSuit1Image;
canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(SuperSuit1Image)
{
   // Basic Item properties
   shapeFile = "base/data/shapes/empty.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0.13 0.2 -0.8";
   rotation = eulerToMatrix("0 0 0");
   eyeOffset = "0.13 0.2 -0.8";
   eyeRotation = eulerToMatrix("0 0 0");

   doColorShift = true;
colorShiftColor = SuperSuitItem.colorShiftColor;
   

   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off. 
   correctMuzzleVector = false;

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "ToolImage";

   // Projectile && Ammo.
   item = SuperSuitItem;

   //melee particles shoot from eye node for consistancy
   melee = true;
   //raise your arm up or not
   armReady = false;

   doColorShift = true;
   colorShiftColor = SuperSuitItem.colorShiftColor; //"0.200 0.200 0.200 1.000";

   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.

   // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.5;
stateTransitionOnTimeout[0]       = "Ready";


stateName[1]                     = "Ready";
stateScript[1]                  = "onUse";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;


stateName[2]                    = "Fire";
stateTransitionOnTriggerUp[2] = "Ready";
stateScript[2]                  = "onFire";
};

datablock ShapeBaseImageData(SSArmor1Image)
{
   // Basic Item properties
   shapeFile = "./empty.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = 0; //"0.7 1.2 -0.5";
   rotation = eulerToMatrix("0 0 0");
   eyeRotation = eulerToMatrix("0 0 0");

   doColorShift = False;
colorShiftColor = SuperSuitItem.colorShiftColor;
   

   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off. 
   correctMuzzleVector = false;

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "ToolImage";

   // Projectile && Ammo.
   item = SuperSuitItem;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;


   doColorShift = true;
   colorShiftColor = SuperSuitItem.colorShiftColor; //"0.200 0.200 0.200 1.000";

   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.

   // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.5;
stateTransitionOnTimeout[0]       = "Ready";

stateName[1]                     = "Ready";
};

datablock ShapeBaseImageData(SuperSuit2Image)
{
   // Basic Item properties
   shapeFile = "./SuperSuit.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 2;
   offset = "0 0.05 -0.5";
   rotation = eulerToMatrix("0 0 0");
   eyeOffset = "0.65 1 5.1";
   eyeRotation = eulerToMatrix("0 0 0");

   doColorShift = true;
colorShiftColor = SuperSuitItem.colorShiftColor;
   

   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off. 
   correctMuzzleVector = false;

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "ToolImage";

   // Projectile && Ammo.
   item = SuperSuitItem;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = false;

   doColorShift = true;
   colorShiftColor = SuperSuitItem.colorShiftColor; //"0.200 0.200 0.200 1.000";

   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.

   // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.5;
stateTransitionOnTimeout[0]       = "Ready";

stateName[1]                     = "Ready";
};

//called when you click with it on.
function SuperSuit1Image::onFire(%this, %obj, %slot)
{
%client = %obj.client;
if(%client.player.SSArmoron == 0)
{
//set your datablock to parachuting
//%client.player.setDataBlock("PlayerSuperSuit");
//hide any backpack items if you are wearing them
%obj.hidenode(cape);
%obj.hidenode(pack);
%obj.hidenode(quiver);
%obj.hidenode(tank);
%obj.hidenode(armor);
%obj.hidenode(bucket);
          %obj.client.centerPrint("\c6You put on the Super Suit.",3);
//mount the Body Armor and unmount the un-Body Armoring Armor (confusing, I know)
%client.player.unmountimage(2);
%client.player.mountimage(SuperSuit2image, 2);
%client.player.SSArmoron = 1;
}else{
%client.player.SSArmoron = 0;
//reset your datablock
//if(!isObject(%client.minigame))
//{
// %client.player.setDataBlock("PlayerStandardArmor");
//}else{
// %client.player.setdatablock(%client.minigame.playerDatablock);
//}
//unmount the Armor
%client.player.unmountimage(2);
//Re-mount the FakeArmor
%client.player.mountImage(SuperSuit1Image, 2);
//and rehide this stuff here
%obj.hidenode(cape);
%obj.hidenode(pack);
%obj.hidenode(quiver);
%obj.hidenode(tank);
%obj.hidenode(armor);
%obj.hidenode(bucket);
          %obj.client.centerPrint("\c6You took off the Super Suit.",3);
}
}

//Old method
//Armor Player datablock
//datablock PlayerData(PlayerSuperSuit : PlayerStandardArmor)
//{
// canJet = 0;
//    maxDamage = 150;
// uiname = "SuperSuit Player";
//};

//mounts the Armor when you equip it
function SSArmor1image::onMount(%this,%user)
{
%user.playthread(1,root);
if(%user.SSArmoron)
{
return;
}

%user.mountimage(SuperSuit1image, 2);
%obj = %user;
%obj.hidenode(cape);
%obj.hidenode(pack);
%obj.hidenode(quiver);
%obj.hidenode(tank);
%obj.hidenode(armor);
%obj.hidenode(bucket);
}

function SuperSuit1image::onUnMount(%this,%user)
{
if(%user.SSArmoron)
{
return;
}
%user.unmountimage(2);
%user.client.applybodyparts();
}

package SSArmord
{
   function Armor::damage(%this, %obj, %sourceObject, %position, %damage, %damageType)
   {
      if(%obj.SSArmorOn)
      {
         %damage *= 0.25; //Half the damage
      }
      Parent::damage(%this, %obj, %sourceObject, %position, %damage, %damageType);
   }
};
activatePackage(SSArmord);
     



Unmounting the image within its unmount function is going to create an infinite loop.

Unmounting the image within its unmount function is going to create an infinite loop.
Ok, which would cause the crash.

How to fix?

I got it working for Cyanian.