Author Topic: only i can see the explosion from my mod in my server  (Read 1353 times)

see whenever i start up my mod testing server, and people come, when they launch the rocket they do not see the explosion. only me, the host, can see it. they can see the rocket projectile just fine, but they do not see the explosion. why's that??
Code: [Select]
datablock AudioDescription(AudioReallyFar3d) 
   { 
volume = 1.0;
pitch = 1.0;
isLooping = false; 
isStreaming = false;
is3D = true;
referenceDistance = 100;
maxDistance = 600;
type = $SimAudioType;
   }; 
datablock AudioProfile(NukeRocketExplodeSound)
   {
      filename    = "./kaboom.wav";
      description = AudioReallyFar3d;
      preload = true;
   };

  datablock ParticleData(NukeRocketTrailParticle)
   {
      dragCoefficient      = 3;
      gravityCoefficient   = -0.0;
      inheritedVelFactor   = 0.5;
      constantAcceleration = 0.0;
      lifetimeMS           = 7500;
      lifetimeVarianceMS   = 2000;
      textureName          = "base/data/particles/cloud";
      spinSpeed = 10.0;
      spinRandomMin = -150.0;
      spinRandomMax = 150.0;
      colors[0]     = "1.0 1.0 0.0 0.4";
      colors[1]     = "1.0 0.2 0.0 0.5";
      colors[2]     = "0.20 0.20 0.20 0.3";
      colors[3]     = "0.0 0.0 0.0 0.0";

      sizes[0]      = 1;
      sizes[1]      = 3;
      sizes[2]      = 2;
      sizes[3]      = 0.04;

      times[0] = 0.0;
      times[1] = 0.4;
      times[2] = 0.6;
      times[3] = 1.2;

      useInvAlpha = false;
   };
   datablock ParticleEmitterData(NukeRocketTrailEmitter)
   {
      ejectionPeriodMS = 5;
      periodVarianceMS = 1;
      ejectionVelocity = 0.25;
      velocityVariance = 0.0;
      ejectionOffset   = 0.0;
      thetaMin         = 0;
      thetaMax         = 90;
      phiReferenceVel  = 0;
      phiVariance      = 360;
      overrideAdvance = false;
      particles = "NukeRocketTrailParticle";
   };
datablock ParticleData(NukeRocketExplosionParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -1.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 9800;
lifetimeVarianceMS   = 100;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.9 0.1 0.1 1";
colors[1]     = "0.6 0.6 0.6 0.2";
sizes[0]      = 20.0;
sizes[1]      = 200.0;

useInvAlpha = true;
};
datablock ParticleEmitterData(NukeRocketExplosionEmitter)
{
   ejectionPeriodMS = 2;
   periodVarianceMS = 0;
   ejectionVelocity = 50;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 0;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "NukeRocketExplosionParticle";

};
datablock ParticleData(NukeRocketExplosionParticle2)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.8;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 9800;
lifetimeVarianceMS   = 100;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.9 0.1 0.1 1";
colors[1]     = "0.6 0.6 0.6 0.2";
sizes[0]      = 10.0;
sizes[1]      = 100.0;

useInvAlpha = true;
};
datablock ParticleEmitterData(NukeRocketExplosionEmitter2)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 35;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 0;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "NukeRocketExplosionParticle2";

};

datablock ParticleData(NukeRocketOverlayExplosionParticle)
{
dragCoefficient      = 1;
gravityCoefficient   = 5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 3000;
lifetimeVarianceMS   = 100;
textureName          = "base/data/particles/cloud";
spinSpeed = 900.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.9 0.1 0.1 0.4";
colors[0]     = "0.9 0.5 0.2 0.06";
colors[0]     = "0.7 0.4 0.1 0.0";
sizes[0]      = 150.0;
sizes[1]      = 5.0;
sizes[2]      = 1.0;
   times[0] = 0.0;
   times[1] = 0.6;
   times[2] = 1.0;


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

};

datablock ParticleData(NukeRocketExplosionRingParticle)
{
dragCoefficient      = 4;
gravityCoefficient   = -1.0;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 8000;
lifetimeVarianceMS   = 135;
textureName          = "base/data/particles/cloud";
spinSpeed = 25.0;
spinRandomMin = -25.0;
spinRandomMax = 25.0;
colors[0]     = "1 0.3 0.0 0.8";
colors[1]     = "0.2 0.2 0.2 0.3";
sizes[0]      = 20;
sizes[1]      = 24;

useInvAlpha = false;
};
datablock ParticleEmitterData(NukeRocketExplosionRingEmitter)
{
lifeTimeMS = 800;

   ejectionPeriodMS = 2;
   periodVarianceMS = 0;
   ejectionVelocity = 200;
   velocityVariance = 1.0;
   ejectionOffset   = 80.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "NukeRocketExplosionRingParticle";
};

datablock ParticleData(NukeRocketExplosionRing2Particle)
{
dragCoefficient      = 4;
gravityCoefficient   = -1.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 8000;
lifetimeVarianceMS   = 135;
textureName          = "base/data/particles/cloud";
spinSpeed = 25.0;
spinRandomMin = -25.0;
spinRandomMax = 25.0;
colors[0]     = "1 0.3 0.0 0.8";
colors[1]     = "0.2 0.2 0.2 0.3";
sizes[0]      = 18;
sizes[1]      = 22;

useInvAlpha = false;
};
datablock ParticleEmitterData(NukeRocketExplosionRing2Emitter)
{
lifeTimeMS = 300;

   ejectionPeriodMS = 2;
   periodVarianceMS = 0;
   ejectionVelocity = 100;
   velocityVariance = 1.0;
   ejectionOffset   = 60.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "NukeRocketExplosionRing2Particle";
};
datablock ParticleData(NukeRocketExplosionRing3Particle)
{
dragCoefficient      = 4;
gravityCoefficient   = -2;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 8000;
lifetimeVarianceMS   = 135;
textureName          = "base/data/particles/cloud";
spinSpeed = 25.0;
spinRandomMin = -25.0;
spinRandomMax = 25.0;
colors[0]     = "1 0.3 0.0 0.8";
colors[1]     = "0.2 0.2 0.2 0.3";
sizes[0]      = 15;
sizes[1]      = 20;

useInvAlpha = false;
};
datablock ParticleEmitterData(NukeRocketExplosionRing3Emitter)
{
lifeTimeMS = 300;

   ejectionPeriodMS = 2;
   periodVarianceMS = 0;
   ejectionVelocity = 50;
   velocityVariance = 1.0;
   ejectionOffset   = 40.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "NukeRocketExplosionRing3Particle";
};

datablock DebrisData(NukeRocketBitsDebris)
{
   emitters = "NukeRocketTrailEmitter";

lifetime = 0.6;
minSpinSpeed = -300.0;
maxSpinSpeed = 300.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 0;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = false;

gravModifier = 0.7;
};

datablock ExplosionData(NukeRocketExplosion)
{
   //explosionShape = "";
   //explosionShape = "./explosionSphere1.dts";
soundProfile = NukeRocketExplodeSound;

   debris = NukeRocketBitsDebris;
   debrisNum = 100;
   debrisNumVariance = 0;
   debrisPhiMin = 0;
   debrisPhiMax = 360;
   debrisThetaMin = 0;
   debrisThetaMax = 180;
   debrisVelocity = 125;
   debrisVelocityVariance = 100;
   lifeTimeMS = 3000;

   particleEmitter = NukeRocketExplosionEmitter;
   particleDensity = 26;
   particleRadius = 5;

   emitter[0] = NukeRocketExplosionRingEmitter;
   emitter[1] = NukeRocketOverlayExplosionEmitter;
   emitter[2] = NukeRocketExplosionRing2Emitter;
   emitter[3] = NukeRocketExplosionRing3Emitter;
   emitter[4] = NukeRocketExplosionEmitter2;

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

   shakeCamera = true;
   camShakeFreq = "10.0 10.0 10.0";
   camShakeAmp = "15.0 15.0 15.0";
   camShakeDuration = 5;
   camShakeRadius = 500.0;

   // Dynamic light
   lightStartRadius = 60;
   lightEndRadius = 1000;
   lightStartColor = "0.9 0.8 0.2 1";
   lightEndColor = "0.3 0.1 0.0 1";

   damageRadius = 150;
   radiusDamage = 1000;

   impulseRadius = 275;
   impulseForce = 20000;

   playerBurnTime = 5000;
};

/////////////////
//  Projectile //
/////////////////

   datablock AudioProfile(NukeRocketLoopSound)
   {
      filename    = "./rocketLoop.wav";
      description = AudioDefaultLooping3d;
      preload = true;
   };
   AddDamageType("NukeRocket",   '<bitmap:add-ons/Projectile_NukeRocket/nuked> %1',    '%2 <bitmap:add-ons/Projectile_NukeRocket/nuked> %1',1,1);
datablock ProjectileData(gravityRocketProjectile)
{
   projectileShapeName = "./nukerocket.dts";
   directDamage        = 10000;
   directDamageType = $DamageType::NukeRocket;
   radiusDamageType = $DamageType::NukeRocket;
   impactImpulse    = 1000;
   verticalImpulse    = 1000;
   explosion           = NukeRocketExplosion;
   particleEmitter     = NukeRocketTrailEmitter;

   brickExplosionRadius = 100;
   brickExplosionImpact = false;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 200;             
   brickExplosionMaxVolume = 1750;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 2000;  //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)

   sound = NukeRocketLoopSound;

   muzzleVelocity      = 85;
   velInheritFactor    = 1.0;

   armingDelay         = 00;
   lifetime            = 150000;
   fadeDelay           = 10000;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = true;
   gravityMod = 0.8;

   hasLight    = true;
   lightRadius = 50.0;
   lightColor  = "1 0.5 0.0";

   uiName = "Nuclear Rocket"; //naming it this way so it's next to the rocket in the alphabetized list
};







sadly nobody goes here
just post it in coding help