Author Topic: "Scaled value" error  (Read 321 times)

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:

Code: [Select]
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:

Code: [Select]
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.

Code: [Select]
Loading Add-On: Projectile_Pong (CRC:-1429934608)
Executing Add-Ons/Projectile_Pong/server.cs.
9 datablocks added.

Code: [Select]
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?
« Last Edit: October 29, 2010, 11:28:48 AM by takato14 »