Author Topic: Coin doesn't show up in add on list.  (Read 447 times)

I'm trying to port the v8 coin, I just can't get this script to execute it correctly.

Code: [Select]
//Coin.cs
datablock AudioProfile(CoinExplosionSound)
{
   filename    = "./BasketBallNoice.wav";
   description = AudioClose3d;
   preload = false;
};

datablock AudioProfile(CoinFireSound)
{
   filename    = "./spearFire.wav";
   description = AudioClose3d;
   preload = true;
};


//Coin trai
datablock ParticleData(CoinTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/ring";
//animTexName = " ";

// Interpolation variables
colors[0] = "0.75 0.75 0.75 0.3";
colors[1] = "0.75 0.75 0.75 0.2";
colors[2] = "1 1 1 0.0";
sizes[0] = 0.01;
sizes[1] = 0.02;
sizes[2] = 0.003;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 1.0;
};

datablock ParticleEmitterData(CoinTrailEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 0;

   ejectionVelocity = 0; //0.25;
   velocityVariance = 0; //0.10;

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0;  

   particles = CoinTrailParticle;
};


//effects
datablock ParticleData(CoinExplosionParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1;
lifetimeVarianceMS = 1;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/empty";
//animTexName = "~/data/particles/empty";

// Interpolation variables
colors[0] = "0.0 0.0 0.0 0.0";
colors[1] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.01;
sizes[1] = 0.01;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(CoinExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   lifeTimeMS   = 1;
   ejectionVelocity = 1;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "CoinExplosionParticle";
};

datablock ParticleData(CoinExplosionParticle2)
{
dragCoefficient = 0.1;
windCoefficient = 0.0;
gravityCoefficient = 2.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1;
lifetimeVarianceMS = 1;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/empty";
//animTexName = "~/data/particles/empty";

// Interpolation variables
colors[0] = "0.0 0.0 0.0 0.0";
colors[1] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.01;
sizes[1] = 0.01;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(CoinExplosionEmitter2)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   lifetimeMS       = 1;
   ejectionVelocity = 1;
   velocityVariance = 5.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "CoinExplosionParticle2";
};

datablock ExplosionData(CoinExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 1;

   soundProfile = CoinExplosionSound;

   emitter[0] = CoinExplosionEmitter;
   emitter[1] = CoinExplosionEmitter2;
   //particleDensity = 30;
   //particleRadius = 1.0;

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

   shakeCamera = false;
   camShakeFreq = "0.0 0.0 0.0";
   camShakeAmp = "0.0 0.0 0.0";
   camShakeDuration = 0.1;
   camShakeRadius = 1.0;

   // Dynamic light
   lightStartRadius = 4;
   lightEndRadius = 3;
   lightStartColor = "0.45 0.3 0.1";
   lightEndColor = "0 0 0";

   //impulse
   impulseRadius = 3.5;
   impulseForce = 2000;

   //radius damage
   radiusDamage        = 1;
   damageRadius        = 1;
};

//projectile
AddDamageType("Coin",   '<bitmap:add-ons/ci/spear> %1',    '%2 <bitmap:add-ons/ci/spear> %1',1,1);
AddDamageType("CoinRadius",   '<bitmap:add-ons/ci/spearRadius> %1',    '%2 <bitmap:add-ons/ci/spearRadius> %1',1,0);
datablock ProjectileData(CoinProjectile)
{
   projectileShapeName = "`~/Coin.dts";
   directDamage        = 50;
   directDamageType  = $DamageType::CoinDirect;
   radiusDamageType  = $DamageType::CoinRadius;
   impactImpulse   = 1000;
   verticalImpulse   = 1000;
   explosion           = CoinExplosion;
   particleEmitter     = CoinTrailEmitter;

   brickExplosionRadius = 0;
   brickExplosionImpact = true; //destroy a brick if we hit it directly?
   brickExplosionForce  = 20;
   brickExplosionMaxVolume = 200;

   muzzleVelocity      = 3;
   velInheritFactor    = 1;

   armingDelay         = 2000;
   lifetime            = 2000;
   fadeDelay           = 3000;
   bounceElasticity    = 0.7;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 3.0;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";
};


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

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

//gui stuff
uiName = "Coin";
iconName = "./CoinIcon";
doColorShift = true;
colorShiftColor = "0.400 0.196 0 1.000";

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

//function Coin::onUse(%this,%user)
//{
// //mount the image in the right hand slot
// %user.mountimage(%this.image, $RightHandSlot);
//}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(CoinImage)
{
   // Basic Item properties
   shapeFile = "./Coin.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   //eyeOffset = "0.1 0.2 -0.55";

   // 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 = CoinItem;
   ammo = " ";
   projectile = CoinProjectile;
   projectileType = Projectile;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "0.400 0.196 0 1.000";

   // 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] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;

stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateAllowImageChange[1] = true;

stateName[2]                    = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2]            = 0.7;
stateWaitForTimeout[2] = false;
stateTransitionOnTriggerUp[2] = "AbortCharge";
stateScript[2]                  = "onCharge";
stateAllowImageChange[2]        = false;

stateName[3] = "AbortCharge";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 0.3;
stateWaitForTimeout[3] = true;
stateScript[3] = "onAbortCharge";
stateAllowImageChange[3] = false;

stateName[4] = "Armed";
stateTransitionOnTriggerUp[4] = "Fire";
stateAllowImageChange[4] = false;

stateName[5] = "Fire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.5;
stateFire[5] = true;
stateSequence[5] = "fire";
stateScript[5] = "onFire";
stateWaitForTimeout[5] = true;
stateAllowImageChange[5] = false;
stateSound[5] = CoinFireSound;
};

function CoinImage::onCharge(%this, %obj, %slot)
{
%obj.playthread(2, spearReady);
}

function CoinImage::onAbortCharge(%this, %obj, %slot)
{
%obj.playthread(2, root);
}

function CoinImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, spearThrow);
Parent::onFire(%this, %obj, %slot);
}

any console errors?
thats the first place you should look when something doesnt work as expected.

any console errors?
thats the first place you should look when something doesnt work as expected.

None.

In datablock ProjectileData(CoinProjectile), there's a ` before the tilde in projectileShapeName = "`~/Coin.dts"

That might be the problem.



Post your entire console.log. It's likely you made a mistake in the add-on packaging, or Badspot has remotely failed the add-on itself.