Author Topic: Why is my weapon discolored and held wrong?  (Read 651 times)

For some reason, the textures are all messed up. This is not a problem with .png's or the model, as it only persisted when I edited the server.cs

Code: (server.cs) [Select]
//server.cs

//audio
datablock AudioProfile(FatmanFireSound)
{
   filename    = "./nuke_Fire.wav";
   description = AudioClosest3d;
   preload = true;
};

datablock AudioProfile(FatmanExplodeSound)
{
   filename    = "./nuke_blast.wav";
   description = AudioDefault3d;
   preload = true;
};

//muzzle flash effects
datablock ParticleData(FatmanFlashParticle)
{
dragCoefficient      = 1;
gravityCoefficient   = 1.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 150;
lifetimeVarianceMS   = 15;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.4 0.0 0.9";
colors[1]     = "0.9 0.5 0.0 0.0";
sizes[0]      = 0.25;
sizes[1]      = 0.0;

useInvAlpha = false;
};

datablock ParticleEmitterData(FatmanExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 50;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 0;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "FatmanExplosionParticle";


   emitterNode = TenthEmitterNode;
};
datablock ParticleData(FatmanOverlayExplosionParticle)
{
dragCoefficient      = 1;
gravityCoefficient   = 5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 1800;
lifetimeVarianceMS   = 100;
textureName          = "base/data/particles/star";
spinSpeed = 900.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.9 0.1 0.1 0.1";
colors[0]     = "0.9 0.5 0.2 0.06";
colors[0]     = "0.7 0.4 0.1 0.0";
sizes[0]      = 90.0;
sizes[1]      = 2.0;
sizes[2]      = 1.0;
   times[0] = 0.0;
   times[1] = 0.05;
   times[2] = 1.0;


useInvAlpha = true;
};
datablock ParticleEmitterData(FatmanOverlayExplosionEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 90;
   velocityVariance = 0.0;
   ejectionOffset   = 9.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "FatmanOverlayExplosionParticle";


   emitterNode = TenthEmitterNode;
};

datablock ParticleData(FatmanExplosionRingParticle)
{
dragCoefficient      = 4;
gravityCoefficient   = -2.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 9350;
lifetimeVarianceMS   = 135;
textureName          = "base/data/particles/cloud";
spinSpeed = 25.0;
spinRandomMin = -25.0;
spinRandomMax = 25.0;
colors[0]     = "1 0.3 0.0 0.2";
colors[1]     = "0.2 0.2 0.2 0.0";
sizes[0]      = 7;
sizes[1]      = 11;

useInvAlpha = false;
};
datablock ParticleEmitterData(FatmanExplosionRingEmitter)
{
lifeTimeMS = 90;

   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 120;
   velocityVariance = 1.0;
   ejectionOffset   = 20.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "FatmanExplosionRingParticle";
};

datablock DebrisData(FatmanBitsDebris)
{
   emitters = "FatmanEmitter";

lifetime = 0.1;
minSpinSpeed = -300.0;
maxSpinSpeed = 300.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 0;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = false;

gravModifier = 1;
};

datablock ExplosionData(FatmanExplosion)
{
   //explosionShape = "";
   //explosionShape = "./explosionSphere1.dts";
soundProfile = FatmanExplodeSound;

   debris = FatmanBitsDebris;
   debrisNum = 90;
   debrisNumVariance = 0;
   debrisPhiMin = 0;
   debrisPhiMax = 360;
   debrisThetaMin = 0;
   debrisThetaMax = 180;
   debrisVelocity = 680;
   debrisVelocityVariance = 60;
   lifeTimeMS = 250;

   particleEmitter = FatmanExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = FatmanExplosionRingEmitter;
   emitter[1] = FatmanOverlayExplosionEmitter;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "3.0 10.0 3.0";
   camShakeDuration = 2.5;
   camShakeRadius = 20.0;

   // Dynamic light
   lightStartRadius = 60;
   lightEndRadius = 80;
   lightStartColor = "0.9 0.8 0.2 1";
   lightEndColor = "0.3 0.1 0.0 1";

   damageRadius = 25;
   radiusDamage = 900;

   impulseRadius = 49;
   impulseForce = 9400;
};

datablock ProjectileData(FatmanProjectile)
{
   projectileShapeName = "./Fatmanprojectile.dts";
   directDamage        = 160;
   directDamageType = $DamageType::RocketDirect;
   radiusDamageType = $DamageType::RocketRadius;
   impactImpulse    = 100;
   verticalImpulse    = 100;
   explosion           = FatmanExplosion;
   particleEmitter     = FatmanTrailEmitter;

   brickExplosionRadius = 20;
   brickExplosionImpact = false;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 60;             
   brickExplosionMaxVolume = 50;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 20;  //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)

   muzzleVelocity      = 65;
   velInheritFactor    = 1.0;

   armingDelay         = 4000;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 1;

   hasLight    = true;
   lightRadius = 5.0;
   lightColor  = "1 0.5 0.0";

   uiName = "Fat Man";
};

//////////
// item //
//////////
datablock ItemData(FatmanLauncherItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

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

//gui stuff
uiName = "Fat Man";
iconName = "./Icon_FatMan.png";
doColorShift = false;
colorShiftColor = "0.0 0.0 0.0";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(FatmanLauncherImage)
{
   // Basic Item properties
   shapeFile = "./Fatman.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 0.0 0.0";
   rotation = eulerToMatrix( "0 0 0" );

   // 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 = true;

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

   // Projectile && Ammo.
   item = BowItem;
   ammo = " ";
   projectile = FatmanProjectile;
   projectileType = Projectile;

//casing = FatmanLauncherShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
   LarmReady = true;
   minShotTime = 4000;   //minimum time allowed between shots (needed to prevent equip/dequip exploit)

   doColorShift = false;
   colorShiftColor = "0.0 0.0 0.0 0.0";

   //casing = " ";

   // 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]             = 0.2;
stateTransitionOnTimeout[0]       = "Ready";
stateScript[0]                  = "onready";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;
   stateTransitionOnNoAmmo[1]       = "NoAmmo";
stateSequence[1] = "Ready";

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.1;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;

stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = FatmanFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = tailNode;
stateSound[2] = FatmanFireSound;
   stateSequence[2]                = "Fire";
//stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = FatmanLauncherSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.4;
   stateSequence[3]                = "TrigDown";
stateTransitionOnTimeout[3]     = "CoolDown";

   stateName[5] = "CoolDown";
   stateTimeoutValue[5]            = 1.3;
stateTransitionOnTimeout[5]     = "Reload";
   stateSequence[5]                = "TrigDown";


stateName[4] = "Reload";
stateTransitionOnTriggerUp[4]     = "Ready";
stateSequence[4] = "TrigDown";

   stateName[6]   = "NoAmmo";
   stateTransitionOnAmmo[6] = "Ready";

};

function FatmanLauncherImage::onMount(%this,%obj,%slot)
{
Parent::onMount(%this,%obj,%slot);
%obj.playThread(0, armreadyboth);
}

function FatmanLauncherImage::onUnMount(%this,%obj,%slot)
{
Parent::onMount(%this,%obj,%slot);
%obj.playThread(0, root);
}
I would like to know:

1) What could cause any discoloration?

2) What values to lower for a smaller explosion.
« Last Edit: November 16, 2010, 10:56:36 PM by TheKhoz »

Why does this remind me of the Ion Cannon's script?
« Last Edit: November 14, 2010, 11:31:49 PM by Julius The 1st »

Try reading the error messages.

on the states you are putting datablocks that DON'T exist.

Why does this remind me of the Ion Cannon's script?
It is an edit of the Mini-Nuke, but is supposed to be way less powerful.

Try reading the error messages.
I don't know how to fix it, is the problem.

on the states you are putting datablocks that DON'T exist.
I realize that, but I can't see any way to fix it.


It is an edit of the Mini-Nuke, but is supposed to be way less powerful.
I don't know how to fix it, is the problem.
I realize that, but I can't see any way to fix it.


Rename certain datablocks that if can't find, example:
Object 'nukeTrailEmitter' is not a member of the 'ParticleEmitterData' data block class
Code: [Select]
datablock ParticleEmitterData(FatmanTrailEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 1;
   ejectionVelocity = 0.25;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "FatmanTrailEmitter";
};
Quote from: datablock ProjectileData(FatmanProjectile)
  //...

   verticalImpulse      = 1000;
   explosion           = nukeExplosion;
   particleEmitter     = nukeTrailEmitter;

   brickExplosionRadius = 20;
   brickExplosionImpact = false;          //destroy a brick if we hit it directly?
    
   //...
Change the bolded to "FatmanTrailEmitter".


EDIT
A way you could do it is to find (Ctrl + F) the 'missing' datablock (in this case 'nukeTrailEmitter') then replace it what the correct name is ('FatmanTrailEmitter' in this case).
« Last Edit: November 16, 2010, 05:39:32 PM by Crysist »

Ok, I don't have the errors anymore, but (Edited OP).

It's all fixed. Locking
« Last Edit: November 16, 2010, 11:03:32 PM by TheKhoz »