I've been working on a new weapon for my Block Fortress 2 DM. The syringe gun.
Anyways, I've been getting some errors:
--------- Loading Add-Ons ---------
Loading Add-On: Weapon_Syringegun (CRC:686678638)
ResourceManager::loadStream: 'server.cs' Not in the zip! (Add-Ons/Weapon_Syringegun.zip)
exec: invalid script file Add-Ons/Weapon_Syringegun/server.cs.
ADD-ON "Weapon_Syringegun" CONTAINS SYNTAX ERRORS
And this is what I have in the .ZIP file:
syringegun.ms3d
gray25.png
gray50.png
olive.png
red.png
syringe.dts
syringegun.dts
server.cs
description.cs
Also here is the server.cs coding:
//SyringeGun.cs - Green Link
//audio
datablock AudioProfile(SyringeGunShot1Sound)
{
filename = "./sound/gunShot1.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(bulletHitSound)
{
filename = "./sound/Gunhit.wav";
description = AudioClose3d;
preload = true;
};
//shell
datablock DebrisData(SyringeGunShellDebris)
{
shapeFile = "";
lifetime = 2.0;
minSpinSpeed = -400.0;
maxSpinSpeed = 200.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 3;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = true;
gravModifier = 2;
};
//muzzle flash effects
datablock ParticleData(SyringeGunFlashParticle)
{
dragCoefficient = 3;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 25;
lifetimeVarianceMS = 15;
textureName = "base/data/particles/thinRing";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0.9 0.9 0.0 0.9";
colors[1] = "0.9 0.5 0.0 0.0";
sizes[0] = 0.5;
sizes[1] = 1.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(SyringeGunFlashEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "SyringeGunFlashParticle";
};
datablock ParticleData(SyringeGunSmokeParticle)
{
dragCoefficient = 3;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 525;
lifetimeVarianceMS = 55;
textureName = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0.5 0.5 0.5 0.9";
colors[1] = "0.5 0.5 0.5 0.0";
sizes[0] = 0.15;
sizes[1] = 0.15;
useInvAlpha = false;
};
datablock ParticleEmitterData(SyringeGunSmokeEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "SyringeGunSmokeParticle";
};
//bullet trail effects
datablock ParticleData(bulletTrailParticle)
{
dragCoefficient = 3;
gravityCoefficient = -0.0;
inheritedVelFactor = 1.0;
constantAcceleration = 0.0;
lifetimeMS = 525;
lifetimeVarianceMS = 55;
textureName = "base/data/particles/thinRing";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0.3 0.3 0.9 0.4";
colors[1] = "0.5 0.5 0.5 0.0";
sizes[0] = 0.15;
sizes[1] = 0.25;
useInvAlpha = false;
};
datablock ParticleEmitterData(bulletTrailEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 0.0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "bulletTrailParticle";
};
datablock ParticleData(SyringeGunExplosionParticle)
{
dragCoefficient = 8;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 700;
lifetimeVarianceMS = 400;
textureName = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0] = "0.9 0.9 0.6 0.9";
colors[1] = "0.9 0.5 0.6 0.0";
sizes[0] = 0.25;
sizes[1] = 1.0;
useInvAlpha = true;
};
datablock ParticleEmitterData(SyringeGunExplosionEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 5;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "SyringeGunExplosionParticle";
};
datablock ParticleData(SyringeGunExplosionRingParticle)
{
dragCoefficient = 8;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 300;
lifetimeVarianceMS = 100;
textureName = "";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0] = "1 1 0.0 0.9";
colors[1] = "0.9 0.0 0.0 0.0";
sizes[0] = 0.2;
sizes[1] = 0.2;
useInvAlpha = false;
};
datablock ParticleEmitterData(SyringeGunExplosionRingEmitter)
{
lifeTimeMS = 50;
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 5;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "SyringeGunExplosionRingParticle";
};
datablock ExplosionData(SyringeGunExplosion)
{
//explosionShape = "";
soundProfile = bulletHitSound;
lifeTimeMS = 150;
particleEmitter = SyringeGunExplosionEmitter;
particleDensity = 10;
particleRadius = 0.2;
emitter[0] = SyringeGunExplosionRingEmitter;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = false;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "1.0 1.0 1.0";
camShakeDuration = 0.5;
camShakeRadius = 10.0;
// Dynamic light
lightStartRadius = 0;
lightEndRadius = 2;
lightStartColor = "0.3 0.6 0.7";
lightEndColor = "0 0 0";
};
AddDamageType("SyringeGun", '<bitmap:add-ons/ci/gun> %1', '%2 <bitmap:add-ons/ci/gun> %1',0.5,1);
datablock ProjectileData(SyringeGunProjectile)
{
projectileShapeName = "./syringe.dts";
directDamage = 20;
directDamageType = $DamageType::SyringeGun;
radiusDamageType = $DamageType::SyringeGun;
brickExplosionRadius = 0;
brickExplosionImpact = false; //destroy a brick if we hit it directly?
brickExplosionForce = 10;
brickExplosionMaxVolume = 1; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 2; //max volume of bricks that we can destroy if they aren't connected to the ground
impactImpulse = 700;
verticalImpulse = 1000;
explosion = SyringeGunExplosion;
particleEmitter = bulletTrailEmitter;
muzzleVelocity = 90;
velInheritFactor = 1;
armingDelay = 00;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = false;
gravityMod = 0.0;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
};
//////////
// item //
//////////
datablock ItemData(SyringeGunItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./syringegun.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "SyringeGun";
iconName = "./ItemIcons/SyringeGun";
doColorShift = true;
colorShiftColor = "0.25 0.25 0.25 1.000";
// Dynamic properties defined by the scripts
image = SyringeGunImage;
canDrop = true;
};
//function BowItem::onUse(%this, %player, %InvPosition)
//{
// //check for quiver
// //if you dont have it, regular bow
// //if you do, super bow
//
// %client = %player.client;
//
// %mountPoint = %this.image.mountPoint;
// %mountedImage = %player.getMountedImage(%mountPoint);
//
//
// if(%mountedImage)
// {
// if(%mountedImage == bowImage.getId() || %mountedImage == superbowImage.getId())
// {
// //some kind of bow mounted so, unmount it
// %player.unMountImage(%mountPoint);
// messageClient(%client, 'MsgHilightInv', '', -1);
// %player.currWeaponSlot = -1;
// }
// else
// {
// //something other than bow mounted, so do bow selection and mount
// if(%player.getMountedImage($BackSlot))
// {
// if(%player.getMountedImage($BackSlot) == quiverImage.getId())
// {
// %player.mountimage(superBowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// else
// {
// %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// }
// else
// {
// %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// }
//
// }
// else
// {
// //nothing mounted so do bow selection and mount
// //something other than bow mounted, so do bow selection and mount
// if(%player.getMountedImage($BackSlot))
// {
// if(%player.getMountedImage($BackSlot) == quiverImage.getId())
// {
// %player.mountimage(superBowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// else
// {
// %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// }
// else
// {
// %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// }
//}
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(SyringeGunImage)
{
// Basic Item properties
shapeFile = "./syringegun.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" );
// 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 = SyringeGunProjectile;
projectileType = Projectile;
casing = SyringeGunShellDebris;
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;
doColorShift = true;
colorShiftColor = SyringeGunItem.colorShiftColor;//"0.400 0.196 0 1.000";
//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] = 0.15;
stateTransitionOnTimeout[0] = "Ready";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
stateSequence[1] = "Ready";
stateName[2] = "Fire";
stateTransitionOnTimeout[2] = "Smoke";
stateTimeoutValue[2] = 0.14;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = SyringeGunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = SyringeGunShot1Sound;
stateEjectShell[2] = true;
stateName[3] = "Smoke";
stateEmitter[3] = SyringeGunSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.01;
stateTransitionOnTimeout[3] = "Reload";
stateName[4] = "Reload";
stateSequence[4] = "Reload";
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "Ready";
[/s]
};
function SyringeGunImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
}
Fixed, I recoded the whole thing. Locking