Blockland Forums > Modification Help
My New Weapon won't show up
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Flubbman:
So, I've made a Wiimote weapon for Blockland. The model's done, and it's supposed to be like the spear, you throw an invisible projectile. Here's my problem: I've taken the Spear script and changed it, but when I test it, the Wiimote won't show up, but Spear will. When I fire the Spear there's no sound, but the explosion sound is there. Here's the script. Tell me what went wrong.

--- Code: ---//wiimote.cs


datablock AudioProfile(spearExplosionSound)
{
   filename    = "./wiimoteHit.wav";
   description = AudioClose3d;
   preload = false;
};

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


//wiimote trail
datablock ParticleData(spearTrailParticle)
{
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/thinring";
//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] = 0.15;
sizes[1] = 0.35;
sizes[2] = 0.05;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 1.0;
};

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

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

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = wiimoteTrailParticle;

   useEmitterColors = true;
   uiName = "Wiimote Trail";
};


//effects
datablock ParticleData(spearExplosionParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 900;
lifetimeVarianceMS = 300;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

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

// Interpolation variables
colors[0] = "0.3 0.3 0.2 0.9";
colors[1] = "0.2 0.2 0.2 0.0";
sizes[0] = 4.0;
sizes[1] = 7.0;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(spearExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   lifeTimeMS    = 21;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "spearExplosionParticle";

   uiName = "Wiimote Smoke";
   emitterNode = TenthEmitterNode;
};

datablock ParticleData(spearExplosionParticle2)
{
dragCoefficient = 0.1;
windCoefficient = 0.0;
gravityCoefficient = 2.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 500;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/chunk";
//animTexName = "~/data/particles/cloud";

// Interpolation variables
colors[0] = "0.0 0.0 0.0 1.0";
colors[1] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(spearExplosionEmitter2)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   lifetimeMS       = 7;
   ejectionVelocity = 15;
   velocityVariance = 5.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "spearExplosionParticle2";

   useEmitterColors = true;
   uiName = "Wiimote Chunk";
   emitterNode = HalfEmitterNode;
};

datablock ExplosionData(spearExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 150;

   soundProfile = spearExplosionSound;

   emitter[0] = spearExplosionEmitter;
   emitter[1] = spearExplosionEmitter2;
   //particleDensity = 30;
   //particleRadius = 1.0;

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

   shakeCamera = true;
   camShakeFreq = "7.0 8.0 7.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 15.0;

   // 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        = 40;
   damageRadius        = 3.5;
};

//projectile
AddDamageType("SpearDirect",   '<bitmap:add-ons/Weapon_Wiimote/CI_wiimote> %1',       '%2 <bitmap:add-ons/Weapon_Wiimote/CI_wiimote> %1',1,1);
AddDamageType("SpearRadius",   '<bitmap:add-ons/Weapon_Wiimote/CI_wiimoteRadius> %1', '%2 <bitmap:add-ons/Weapon_Wiimote/CI_wiimoteRadius> %1',1,0);
datablock ProjectileData(spearProjectile)
{
   projectileShapeName = "./wiimoteProjectile.dts";
   directDamage        = 50;
   directDamageType  = $DamageType::SpearDirect;
   radiusDamageType  = $DamageType::SpearRadius;
   impactImpulse    = 1000;
   verticalImpulse    = 1000;
   explosion           = spearExplosion;
   particleEmitter     = spearTrailEmitter;

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

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 20000;
   fadeDelay           = 19500;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0.00;

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

   uiName = "Wiimote";
};


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

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

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

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

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(spearImage)
{
   // Basic Item properties
   shapeFile = "./wiimote.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 = wiimoteItem;
   ammo = " ";
   projectile = wiimoteProjectile;
   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] = wiimoteFireSound;
};

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

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

function wiimoteImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, spearThrow);
Parent::onFire(%this, %obj, %slot);
}
--- End code ---
Flubbman:
Also, I made an attempt before, where the weapon actually showed up but there were many bugs and such on it. When I spawned it there, I noticed the colours were messed up on the body. Sadly, I didn't take pictures. When I say messed up, I mean that half of the Wiimote was grey on the side and white on top, and another half was the opposite. When I made the model, I made a cube, made it a rectangle, added a curve, and mirrored it. Here's the model. (I use Blender 2.49b.)

http://www.mediafire.com/?gozvhdyvhuvltmz
Cyanian:
Well, look at console when you throw it.

Also, look throughout console to see if there's an error with your specific item.

If it is a problem in the script, it goes in coding help.

If it is a problem in the model it goings in this section.
Flubbman:

--- Quote from: Cyanian on July 14, 2010, 09:06:20 PM ---Well, look at console when you throw it.

Also, look throughout console to see if there's an error with your specific item.

If it is a problem in the script, it goes in coding help.

If it is a problem in the model it goings in this section.

--- End quote ---
Oh. I'm movin' this

But, I can't look at the console when I throw it, because I can't throw it. It isn't there.
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