Im having something quite irritating. On my new weapon, I keep getting complaints in my console about the projectile's lifetime. Here's what Im getting from the console:
ProjectileData - HiBlastProjectile(1856) - invalid value for lifetime: Scaled value must be between 0 and 1023
ProjectileData - HiBlastProjectile(1856) - invalid value for fadeDelay: Scaled value must be between 0 and 1023
ProjectileData - Xprojectile(1857) - invalid value for lifetime: Scaled value must be between 0 and 1023
ProjectileData - Xprojectile(1857) - invalid value for fadeDelay: Scaled value must be between 0 and 1023
Here's my script:
datablock projectileData(HiBlastProjectile)
{
projectileShapeName = "base/data/shapes/empty.dts";
directDamage = 100;
directDamageType = $DamageType::HiBlast;
radiusDamageType = $DamageType::HiBlast;
impactImpulse = 10;
verticalImpulse = 10;
explosion = HiBlastExplosion;
particleEmitter = Xtrailemitter;
brickExplosionRadius = 0;
brickExplosionImpact = true; //destroy a brick if we hit it directly?
brickExplosionForce = 0;
brickExplosionMaxVolume = 0; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 0; //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)
muzzleVelocity = 200;
velInheritFactor = 1.0;
armingDelay = 00;
lifetime = 35000;
fadeDelay = 34999;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = false;
gravityMod = 0;
hasLight = true;
lightRadius = 5.0;
lightColor = "1 0.5 0.0";
//uiName = "";
};
datablock projectileData(Xprojectile)
{
projectileShapeName = "base/data/shapes/empty.dts";
directDamage = 50;
directDamageType = $DamageType::HiBlast;
radiusDamageType = $DamageType::HiBlast;
impactImpulse = 10;
verticalImpulse = 10;
explosion = XExplosion;
particleEmitter = Xtrailemitter;
brickExplosionRadius = 0;
brickExplosionImpact = false; //destroy a brick if we hit it directly?
brickExplosionForce = 0;
brickExplosionMaxVolume = 0; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 0; //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)
muzzleVelocity = 200;
velInheritFactor = 1.0;
armingDelay = 10000;
lifetime = 35000;
fadeDelay = 34999;
bounceElasticity = 0.999;
bounceFriction = 0.0;
isBallistic = true;
gravityMod = 0;
hasLight = true;
lightRadius = 5.0;
lightColor = "1 0.5 0.0";
uiName = "Hi-Blast Beam";
};
Here's the code for the pong projectile and the console log for it.
Loading Add-On: Projectile_Pong (CRC:-1429934608)
Executing Add-Ons/Projectile_Pong/server.cs.
9 datablocks added.
datablock ProjectileData(pongProjectile)
{
projectileShapeName = "./pongProjectile.dts";
explosion = pongExplosion;
bounceExplosion = pongBounceExplosion;
particleEmitter = pongTrailEmitter;
explodeOnDeath = true;
brickExplosionRadius = 0;
brickExplosionImpact = 0; //destroy a brick if we hit it directly?
brickExplosionForce = 0;
brickExplosionMaxVolume = 0; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 0; //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)
sound = "";
muzzleVelocity = 65;
velInheritFactor = 1.0;
armingDelay = 30000;
lifetime = 30000;
fadeDelay = 29500;
bounceElasticity = 0.99;
bounceFriction = 0.00;
isBallistic = true;
gravityMod = 0.0;
hasLight = true;
lightRadius = 1.0;
lightColor = "1.0 1.0 1.0";
uiName = "Pong";
};
Note that both the pong projectile and my projectiles have higher values than the "Scaled Value" limit.
What does "Scaled Value" mean and why am I getting this spam?