Author Topic: New add-on crashing server?  (Read 732 times)

Hey I'm working on a soccerball add-on, so far It shows up as a vehicle but once I spawn it, the serve crashes!
I'm using blender.


Here it is, sorry if I formatted it wrong.


datablock WheeledVehicleData(SoccerBallVehicle)
{
   category = "Vehicles";
   displayName = " ";
   shapeFile = "./Vehicle_SoccerBall.dts";
   emap = true;
   minMountDist = 3;
   
   numMountPoints = 0;
   mountThread[0] = "sit";
   mountThread[1] = "sit";
   mountThread[2] = "sit";
   mountThread[3] = "sit";
   mountThread[4] = "sit";
   mountThread[5] = "sit";
   mountThread[6] = "sit";
   mountThread[7] = "sit";

   maxDamage = 999999.00;
   destroyedLevel = 200.00;
   speedDamageScale = 1.04;
   collDamageThresholdVel = 20.0;
   collDamageMultiplier   = 0.02;

   massCenter = "0 0 0";
   massBox = "3 3 3";

   maxSteeringAngle = 0.9785;  // Maximum steering angle, should match animation
   integration = 4;           // Force integration time: TickSec/Rate
   //tireEmitter = TireEmitter; // All the tires use the same dust emitter

   // 3rd person camera settings
   cameraRoll = false;         // Roll the camera with the vehicle
   cameraMaxDist = 13;         // Far distance from vehicle
   cameraOffset = 7.5;        // Vertical offset from camera mount point
   cameraLag = 0.0;           // Velocity lag of camera
   cameraDecay = 0.75;        // Decay per sec. rate of velocity lag
   cameraTilt = 0.4;
   collisionTol = 0.1;        // Collision distance tolerance
   contactTol = 0.1;

   useEyePoint = false;   

   //defaultTire    = jeepTire;
   //defaultSpring = jeepSpring;
   //flatTire       = jeepFlatTire;
   //flatSpring    = jeepFlatSpring;

   numWheels = 0;

   // Rigid Body
   mass = 200;
   density = 5.0;
   drag = 0.6;
   bodyFriction = 0.6;
   bodyRestitution = 0.6;
   minImpactSpeed = 10;        // Impacts over this invoke the script callback
   softImpactSpeed = 10;       // Play SoftImpact Sound
   hardImpactSpeed = 15;      // Play HardImpact Sound
   groundImpactMinSpeed    = 10.0;

   // Engine
   engineTorque = 12000; //4000;       // Engine power
   engineBrake = 2000;         // Braking when throttle is 0
   brakeTorque = 4000;        // When brakes are applied
   maxWheelSpeed = 20;        // Engine scale by current speed / max speed

   // Energy
   maxEnergy = 100;
   jetForce = 3000;
   minJetEnergy = 30;
   jetEnergyDrain = 2;

   isSled = false;

   forwardThrust      = 3000;
   reverseThrust      = 2000;
   lift         = 100;
   maxForwardVel      = 40;
   maxReverseVel      = 40;
   horizontalSurfaceForce   = 0;   // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
   verticalSurfaceForce   = 0;
   rollForce      = 4000;
   yawForce      = 6000;
   pitchForce      = 6000;
   rotationalDrag      = 0.15;
   stallSpeed      = 10;

   splash = vehicleSplash;
   splashVelocity = 4.0;
   splashAngle = 67.0;
   splashFreqMod = 300.0;
   splashVelEpsilon = 0.60;
   bubbleEmitTime = 1.4;
   splashEmitter[0] = vehicleFoamDropletsEmitter;
   splashEmitter[1] = vehicleFoamEmitter;
   splashEmitter[2] = vehicleBubbleEmitter;
   mediumSplashSoundVelocity = 10.0;   
   hardSplashSoundVelocity = 20.0;   
   exitSplashSoundVelocity = 5.0;
      
   //mediumSplashSound = "";
   //hardSplashSound = "";
   //exitSplashSound = "";
   
   // Sounds
   //   jetSound = ScoutThrustSound;
   //engineSound = idleSound;
   //squealSound = skidSound;
   softImpactSound = slowImpactSound;
   hardImpactSound = fastImpactSound;
   //wheelImpactSound = slowImpactSound;

   //   explosion = VehicleExplosion;
   justcollided = 0;

   uiName = "SoccerBall ";
   rideable = true;
      lookUpLimit = 0.65;
      lookDownLimit = 0.45;

   paintable = true;
   
   damageEmitter[0] = vehicleBurnEmitter;
   damageEmitterOffset[0] = "0.0 0.0 0.0 ";
   damageLevelTolerance[0] = 0.99;

   damageEmitter[1] = vehicleBurnEmitter;
   damageEmitterOffset[1] = "0.0 0.0 0.0 ";
   damageLevelTolerance[1] = 1.0;

   numDmgEmitterAreas = 1;

   initialExplosionProjectile = vehicleExplosionProjectile;
   initialExplosionOffset = 0;         //offset only uses a z value for now

   burnTime = 4000;

   finalExplosionProjectile = vehicleFinalExplosionProjecti le;
   finalExplosionOffset = 0.5;          //offset only uses a z value for now

   minRunOverSpeed    = 2;   //how fast you need to be going to run someone over (do damage)
   runOverDamageScale = 5;   //when you run over someone, speed * runoverdamagescale = damage amt
   runOverPushScale   = 1.2; //how hard a person you're running over gets pushed
};





Did you make a collision mesh?

Yes, it is another UV sphere, I even changed it to a cube to see if that was the problem, but it still crashed.

did you parent it correctly?

did you parent it correctly?
I don't think he did. Better link a vehicle parenting guide.

http://forum.blockland.us/index.php?topic=66763.0
Go down to section 4. Vehicles

I don't think he did. Better link a vehicle parenting guide.

http://forum.blockland.us/index.php?topic=66763.0
Go down to section 4. Vehicles

Everything is parented correctly, I've been living off of that tutorial for 3 weeks now.

Is everything named correctly?

Yes, I quadruple checked it with 3 people.

Yes, I quadruple checked it with 3 people.
I didnt exactly check it...

No I mean 3 other people, not you guys, if you have any other ideas please help.