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Weapon "Damage Type" error
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Glitchman365:
Full code. In between the ##'s is the error.

--- Code: ---datablock AudioProfile(Ar2FireSound)
{
   filename    = "./ar2_fire.wav";
   description = AudioClose3d;
   preload = true;
};

datablock AudioProfile(Ar2ReloadSound)
{
filename = "ar2_reload.wav";
description = AudioClose3d;
preload = true;
}

AddDamageType(##"## Ar2",   '<bitmap:add-ons/Weapon_Ar2/CI_Ar2> %1',    '%2 <bitmap:add-ons/Weapon_Ar2/CI_Ar2> %1',0.2,1);
datablock ProjectileData(Ar2Projectile)
{
   directDamage        = 12;
   directDamageType    = $DamageType::Ar2;
   radiusDamageType    = $DamageType::Ar2;

   brickExplosionRadius = 0;
   brickExplosionImpact = true;
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;
   brickExplosionMaxVolumeFloating = 2;

   impactImpulse     = 100;
   verticalImpulse     = 200;
   explosion           = gunExplosion;

   muzzleVelocity      = 120;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.1;

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

datablock ItemData(Ar2Item)
{
category = "Weapon";
className = "Weapon";

shapeFile = "./Blocko-AR2.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "AR2 (Pulse Rifle)";

canDrop = true;

maxAmmo = 30;
canReload = 1;
};

datablock ShapeBaseImageData(Ar2Image)
{
   shapeFile = "./Blocko-AR2.dts";
   emap = true;

   offset = "0 0 0";
   eyeOffset = 0; //"0.7 1.2 -0.5";
   rotation = eulerToMatrix( "0 0 0" );

   className = "WeaponImage";

   item = Ar2Item;
   ammo = " ";
   projectile = Ar2Projectile;
   projectileType = Projectile;

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

stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.05;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnNoAmmo[1]       = "Reload";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Delay";
stateTimeoutValue[2]            = 0.01;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateEjectShell[2]        = true;
stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateWaitForTimeout[2] = true;
stateSound[2] = Ar2FireSound;

stateName[3] = "Delay";
stateTransitionOnTimeout[3]     = "Reload";
stateTimeoutValue[3]            = 2;
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.03;
stateEmitterNode[3] = "muzzleNode";

stateName[4] = "LoadCheck";
stateTransitionOnAmmo[4] = "Ready";
stateTransitionOnNoAmmo[4] = "Reload";

stateName[5] = "Reload";
stateTimeoutValue[5] = 0.5;
stateScript[5] = "onReloadStart";
stateTransitionOnTimeout[5] = "Reloaded";
stateWaitForTimeout[5] = true;
stateSound[5] = Ar2ReloadSound;

stateName[6] = "Reloaded";
stateTimeoutValue[6] = 0.01;
stateScript[6] = "onReloaded";
stateTransitionOnTimeout[6] = "Ready";
};

function Ar2Image::onFire(%this,%obj,%slot)
{
%projectile = Ar2Projectile;
%spread = 0.00100;
%shellcount = 1;

%obj.playThread(2, Fire);
%obj.toolAmmo[%obj.currTool]--;

for(%shell=0; %shell<%shellcount; %shell++)
{
%vector = %obj.getMuzzleVector(%slot);
%objectVelocity = %obj.getVelocity();
%vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
%velocity = VectorAdd(%vector1,%vector2);
%x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%velocity = MatrixMulVector(%mat, %velocity);

%p = new (%this.projectileType)()
{
dataBlock = %projectile;
initialVelocity = %velocity;
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
MissionCleanup.add(%p);
}
return %p;
}

function Ar2Image::onReloadStart(%this,%obj,%slot)
{
%obj.toolAmmo[%obj.currTool] = 0;
%obj.playThread(2, shiftTo);
}

function Ar2Image::onReloaded(%this,%obj,%slot)
{
%obj.toolAmmo[%obj.currTool] = %this.item.maxAmmo;
%obj.setImageAmmo(%slot,1);
}
--- End code ---
Destiny/Zack0Wack0:
Yeah your source code snippet needs to be a bit more specific. (you might be using illegal characters or something)

EDIT: I can't see any problems from the source code you've given. Maybe you could give a little more code? Torque's Syntax Error locator is usually off.
Space Guy:
You have to change the text "<WEAPON>" for something else, the angle brackets < > are invalid when used like that.
Destiny/Zack0Wack0:

--- Quote from: Space Guy on June 18, 2010, 05:43:43 AM ---You have to change the text "<WEAPON>" for something else, the angle brackets < > are invalid when used like that.

--- End quote ---
I thought he was just doing that to cover up his weapon name.
Space Guy:
It looks like it's the ones from those "example retail weapon scripts" posted a while back.
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