Author Topic: Faces and chests are blank.  (Read 649 times)

I have this beta retail playertype and apparently it doesn't work right. Faces and chests are completely blank to anyone who joins my server, however I can see chests and faces anyways. I tried putting faces and decals in with the zip file and still nothing, so what is the cause?

Code: [Select]
datablock TSShapeConstructor(mBetaDts)
{
baseShape = "./beta.dts";
sequence0 = "./beta_root.dsq root";
sequence1 = "./beta_run.dsq run";
sequence2 = "./beta_run.dsq walk";
sequence3 = "./beta_back.dsq back";
sequence4 = "./beta_side.dsq side";
sequence5 = "./beta_crouch.dsq crouch";
sequence6 = "./beta_crouchRun.dsq crouchRun";
sequence7 = "./beta_crouchBack.dsq crouchBack";
sequence8 = "./beta_crouchSide.dsq crouchSide";
sequence9 = "./beta_look.dsq look";
sequence10 = "./beta_headSide.dsq headside";
sequence11 = "./beta_headup.dsq headUp";
sequence12 = "./beta_standjump.dsq jump";
sequence13 = "./beta_standjump.dsq standjump";
sequence14 = "./beta_fall.dsq fall";
sequence15 = "./beta_root.dsq land";
sequence16 = "./beta_armAttack.dsq armAttack";
sequence17 = "./beta_armReadyLeft.dsq armReadyLeft";
sequence18 = "./beta_armReadyRight.dsq armReadyRight";
sequence19 = "./beta_armReadyBoth.dsq armReadyBoth";
sequence20 = "./beta_spearReady.dsq spearready";
sequence21 = "./beta_spearThrow.dsq spearThrow";
sequence22 = "./beta_talk.dsq talk";
sequence23 = "./beta_death1.dsq death1";
sequence24 = "./beta_shiftUp.dsq shiftUp";
sequence25 = "./beta_shiftDown.dsq shiftDown";
sequence26 = "./beta_shiftAway.dsq shiftAway";
sequence27 = "./beta_shiftTo.dsq shiftTo";
sequence28 = "./beta_shiftLeft.dsq shiftLeft";
sequence29 = "./beta_shiftRight.dsq shiftRight";
sequence30 = "./beta_rotCW.dsq rotCW";
sequence31 = "./beta_rotCCW.dsq rotCCW";
sequence32 = "./beta_undo.dsq undo";
sequence33 = "./beta_plant.dsq plant";
sequence34 = "./beta_sit.dsq sit";
sequence35 = "./beta_wrench.dsq wrench";
sequence36 = "./beta_activate.dsq activate";
sequence37 = "./beta_activate2.dsq activate2";
sequence38 = "./beta_leftrecoil.dsq leftrecoil";
};
datablock PlayerData(PlayerBetaArmor : PlayerStandardArmor)
{
shapeFile = "./beta.dts";
uiName = "Beta Player No Jet";
        minJetEnergy = 0;
jetEnergyDrain = 0;
canJet = 0;
        showEnergyBar = false;

 jumpForce = 9 * 90; //8.3 * 90;
   jumpEnergyDrain = 0;
   minJumpEnergy = 0;
   jumpDelay = 0;

};
package Player_Beta_No_Jet
{
function gameConnection::applyBodyParts(%client)
{
if(isObject(%client.player))
{
if(%client.player.getDatablock().getID() == PlayerBetaArmor.getID())
{
%client.player.hideNode("ALL");
if(getWord($accentsAllowed[$hat[%client.hat]], %client.accent) !$= "" && getWord($accentsAllowed[$hat[%client.hat]], %client.accent) !$= "none")
%client.player.unHideNode(getWord($accentsAllowed[$hat[%client.hat]], %client.accent));
if($hat[%client.hat] !$= "none")
%client.player.unHideNode($hat[%client.hat]);
%client.player.unHideNode("headSkin");
%client.player.unHideNode($chest[0]);
if($pack[%client.pack] !$= "none")
%client.player.unHideNode($pack[%client.pack]);
%client.player.unHideNode($LArm[0]);
%client.player.unHideNode($RArm[0]);
%client.player.unHideNode($LHand[0]);
%client.player.unHideNode($RHand[0]);
%client.player.unHideNode($hip[0]);
%client.player.unHideNode($LLeg[0]);
%client.player.unHideNode($RLeg[0]);
%client.player.setDecalName(%client.decalName);
%client.player.setFaceName(%client.faceName);
return;
}
}
Parent::applyBodyParts(%client);
}
function gameConnection::applyBodyColors(%client)
{
if(isObject(%client.player))
{
if(%client.player.getDatablock().getID() == PlayerBetaArmor.getID())
{
if(getWord($accentsAllowed[$hat[%client.hat]], %client.accent) !$= "" && getWord($accentsAllowed[$hat[%client.hat]], %client.accent) !$= "none")
%client.player.setNodeColor(getWord($accentsAllowed[$hat[%client.hat]], %client.accent), %client.accentColor);
if($hat[%client.hat] !$= "none")
%client.player.setNodeColor($hat[%client.hat], %client.hatColor);
%client.player.setNodeColor("headSkin", "1 1 0 1");
%client.player.setNodeColor($chest[0], %client.chestColor);
if($pack[%client.pack] !$= "none")
%client.player.setNodeColor($pack[%client.pack], %client.packColor);
%client.player.setNodeColor($LArm[0], %client.larmColor);
%client.player.setNodeColor($RArm[0], %client.rarmColor);
%client.player.setNodeColor($LHand[0], %client.lhandColor);
%client.player.setNodeColor($RHand[0], %client.rhandColor);
%client.player.setNodeColor($hip[0], %client.hipColor);
%client.player.setNodeColor($LLeg[0], %client.llegColor);
%client.player.setNodeColor($RLeg[0], %client.rlegColor);
return;
}
}
Parent::applyBodyColors(%client);
}
};
activatePackage(Player_Beta);


Why are you rewriting a massive amount of base game code?

Why are you rewriting a massive amount of base game code?

It's not my script. It's also apparently the only way to work the playertype.

Why are you rewriting a massive amount of base game code?
There's only certain parts for it. There's no hooks, and the head skin colour needs to be set to a certain colour because only the front of the face gets coloured.

How did he even get this...? And why is he posting all the code for it? :panda:

Dang it. Well, I had a similar problem. I don't know why exactly it won't display, but... Zack, any ideas?

How did he even get this...? And why is he posting all the code for it? :panda:

The code is useless if you don't have the model and the other crap. Besides it's wise to post the code so people will know what the hell they need to do to fix it.

I know... But if I got those files, chances are someone else must... :panda:

I know... But if I got those files, chances are someone else must... :panda:

It's broken anyways, why does it matter?