Blockland Forums > Modification Help
OnUnMount does not work on a certain script but works on others
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The Titanium:
I've been yelling at my computer for being a total piece of stuff for the last our because in a certain script, this loving image WONT loving RECOGNIZE ONUNMOUNT.
Does ANYONE know what I'm doing wrong!?
It worked before!

--- Code: ---AddDamageType("TF2Minigun",   '<bitmap:add-ons/Weapon_TF2Minigun/CI_Minigun> %1',    '%2 <bitmap:add-ons/Weapon_TF2Minigun/CI_Minigun> %1',0.5,1);

datablock DecalData(TF2MinigunCI)
{
    textureName = "./CI_Minigun";
};    

datablock DecalData(TF2minigunIcon)
{
    textureName = "./icon_TF2minigun";
};

datablock AudioProfile(TF2MinigunFireLoopSound)
{
filename = "./TF2MinigunFireLoop.wav";
description = AudioClosestLooping3d;
preload = true;
};

datablock AudioProfile(TF2MinigunFireSound)
{
filename = "./TF2MinigunFire.wav";
description = AudioClosest3d;
preload = true;
};

datablock AudioProfile(TF2MinigunSpinLoopSound)
{
filename = "./TF2MinigunSpinLoop.wav";
description = AudioClosestLooping3d;
preload = true;
};

datablock AudioProfile(TF2MinigunSpinupSound)
{
filename = "./TF2MinigunSpinup.wav";
description = AudioClosest3d;
preload = true;
};

datablock AudioProfile(TF2MinigunSpindownSound)
{
filename = "./TF2MinigunSpindown.wav";
description = AudioClosest3d;
preload = true;
};

datablock AudioProfile(TF2MinigunRicSound)
{
filename = "./TF2MinigunRic.wav";
description = AudioClosest3d;
preload = true;
};

datablock ParticleData(TF2MinigunFlashParticle)
{
   dragCoefficient = 0;
   gravityCoefficient = 0;
   inheritedVelFactor = 1;
   constantAcceleration = 0;
   lifetimeMS = 30;
   lifetimeVarianceMS = 0;
   //textureName = "./muzzle";
   textureName = "base/data/particles/cloud";
   spinSpeed = 10;
   spinRandomMin = -500;
   spinRandomMax = 500;
   colors[0] = "1 1 0.5 0.5";
   colors[1] = "1 0.5 0 0.5";
   colors[2] = "1 0 0 0.5";
   sizes[0] = 0.9;
   sizes[1] = 0;
   sizes[2] = 0;
   useInvAlpha = false;
};

datablock ParticleEmitterData(TF2MinigunFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 50;
   velocityVariance = 0;
   ejectionOffset = 0;
   thetaMin = 0;
   thetaMax = 1;
   phiReferenceVel = 0;
   phiVariance = 360;
   overrideAdvance = false;
   particles = "TF2MinigunFlashParticle";
   uiName = "TF2 Minigun Flash";
};

datablock ParticleData(TF2MinigunSmokeParticle)
{
   dragCoefficient         = 4;
   gravityCoefficient    = -1.0;
   inheritedVelFactor    = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS                = 425;
   lifetimeVarianceMS    = 55;
   textureName               = "base/data/particles/cloud";
   spinSpeed = 10.0;
   spinRandomMin = -500.0;
   spinRandomMax = 500.0;
   colors[0]       = "0.5 0.5 0.5 0.7";
   colors[1]       = "0.5 0.5 0.5 0.0";
   sizes[0]         = 0.05;
   sizes[1]         = 0.25;
   useInvAlpha = false;
};
datablock ParticleEmitterData(TF2MinigunSmokeEmitter)
{
   ejectionPeriodMS = 10;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset    = 0.0;
   thetaMin             = 0;
   thetaMax             = 90;
   phiReferenceVel   = 0;
   phiVariance         = 360;
   overrideAdvance = false;
   particles = "TF2MinigunSmokeParticle";
};

//////////
// item //
//////////
datablock ItemData(TF2MinigunItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

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

//gui stuff
uiName = "TF2 Minigun";
iconName = "./icon_TF2Minigun";
doColorShift = true;
colorShiftColor = "0.1 0.1 0.1 1.000";

// Dynamic properties defined by the scripts
image = TF2MinigunIdleImage;
canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(TF2MinigunIdleImage)
{
   // Basic Item properties
   shapeFile = "./Minigun.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 -0.1 -0.5";
   eyeOffset = "0.30 1 -0.5";
   rotation = eulerToMatrix( "75 0 0" );
   eyerotation = eulerToMatrix( "75 50 -25" );

   // 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 = BowItem;
   ammo = " ";
   projectile = TF2MinigunProjectile;
   projectileType = Projectile;

casing = GunShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0;

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

   doColorShift = true;
   colorShiftColor = TF2MinigunItem.colorShiftColor;//"0.1 0.1 0.1 1.000";

   //casing = " ";

   // 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]            = 0.15;
stateTransitionOnTimeout[0]     = "Ready";
stateSequence[0] = "root";
stateSound[0] = weaponSwitchSound;
stateScript[0]                  = "onActivate";

stateName[1]                    = "Ready";
stateTransitionOnTriggerDown[1] = "Spinup";
stateSequence[1] = "root";
stateAllowImageChange[1]        = true;
stateTransitionOnNoAmmo[1] = "Spinup";

stateName[2]                    = "Spinup";
stateScript[2]                  = "onSpinup";
stateAllowImageChange[2]        = false;
stateTransitionOnTimeout[2]     = "Fire";
stateTimeoutValue[2]            = 0.67;
stateSequence[2] = "Spin";

stateName[3] = "Fire";
stateScript[3]                  = "onFire";
};

function TF2MinigunIdleImage::onUnMount(%this,%obj,%slot)
{
parent::OnUnMount(%this,%obj,%slot);
%obj.stopAudio(2);
%obj.stopAudio(3);
schedule(10,0,TF2MinigunUnMount,%obj);
}

function TF2MinigunIdleImage::onActivate(%this,%obj,%slot)
{
%obj.setImageAmmo(0, 1);
%obj.TF2MinigunTriggerdown = 0;
}

function TF2MinigunIdleImage::onFire(%this,%obj,%slot)
{
%obj.mountimage(TF2MinigunSpinupimage,0);
}

function TF2MinigunIdleImage::onSpinup(%this,%obj,%slot)
{
%obj.playAudio(2,TF2MinigunSpinupSound);
}

package TF2MinigunAltFire
{
function Armor::onTrigger(%this, %obj, %slot, %val)
{
if(%obj.getMountedImage(0) $= TF2MinigunIdleImage.getID() && %slot $= 4 && %val == 1)
{
%obj.TF2MinigunTriggerdown = 1;
//%obj.setImageAmmo(0, 0);
schedule(10,0,TF2MinigunTriggerDown,%obj);
}
if(%obj.getMountedImage(0) $= TF2MinigunIdleImage.getID() && %slot $= 4 && %val == 0)
{
%obj.TF2MinigunTriggerdown = 0;
%obj.setImageAmmo(0, 1);
}
if(%obj.getMountedImage(0) $= TF2MinigunImage.getID() && %slot $= 4 && %val == 1)
{
%obj.TF2MinigunTriggerdown = 1;
//%obj.setImageAmmo(0, 0);
schedule(10,0,TF2MinigunTriggerDown,%obj);
}
if(%obj.getMountedImage(0) $= TF2MinigunImage.getID() && %slot $= 4 && %val == 0)
{
%obj.TF2MinigunTriggerdown = 0;
%obj.setImageAmmo(0, 1);
}    
Parent::onTrigger(%this, %obj, %slot, %val);
}

};
activatePackage(TF2MinigunAltFire);

function TF2MinigunTriggerDown(%obj)
{
if(%obj.TF2MinigunTriggerDown == 1)
{
%obj.setImageAmmo(0, 0);
schedule(10,0,TF2MinigunTriggerDown,%obj);
%obj.playthread(2, plant);
}
if(%obj.TF2MinigunTriggerDown == 0)
{
%obj.setImageAmmo(0, 1);
}
}

function TF2MinigunUnMount(%obj)
{
if(isobject(%obj.getmountedimage(0)) && (%obj.getmountedimage(0).getname() !$= "TF2MinigunSpinupImage" && %obj.getmountedimage(0).getname() !$= "TF2MinigunSpindownImage" && %obj.getmountedimage(0).getname() !$= "TF2MinigunImage"))
{
%obj.TF2MinigunTriggerdown = 0;
}
}


////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(TF2MinigunSpinupImage)
{
   // Basic Item properties
   shapeFile = "./Minigun.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 -0.05 -0.25";
   eyeOffset = "0.30 0.75 -0.5";
   rotation = eulerToMatrix( "37.5 0 0" );
   eyerotation = eulerToMatrix( "38.5 25 -11" );

   doColorShift = true;
   colorShiftColor = TF2MinigunItem.colorShiftColor;//"0.1 0.1 0.1 1.000";

   //casing = " ";

   // 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";
stateSequence[0] = "spin";
stateTimeoutValue[0]            = 0.2;
stateTransitionOnTimeout[0]     = "Ready";
stateAllowImageChange[0]        = false;

stateName[1] = "Ready";
stateSequence[1] = "spin";
statescript[1] = "OnReady";
};

function TF2MinigunSpinupImage::onReady(%this,%obj,%slot)
{
%obj.mountimage(TF2Minigunimage,0);
}

function TF2MinigunSpinupImage::onUnMount(%this,%obj,%slot)
{
parent::OnUnMount(%this,%obj,%slot);
%obj.stopAudio(2);
%obj.stopAudio(3);
schedule(10,0,TF2MinigunUnMount,%obj);
}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(TF2MinigunSpindownImage : TF2MinigunSpinupImage)
{
   // Initial start up state
stateName[0]                    = "Activate";
stateSequence[0] = "root";
stateTimeoutValue[0]            = 0.2;
stateTransitionOnTimeout[0]     = "Ready";
stateAllowImageChange[0]        = false;
stateTransitionOnTriggerDown[0] = "Ready";

stateName[1] = "Ready";
stateSequence[1] = "root";
statescript[1] = "OnReady";
};

function TF2MinigunSpindownImage::onReady(%this,%obj,%slot)
{
%obj.mountimage(TF2MinigunIdleimage,0);
}

function TF2MinigunSpindownImage::onUnMount(%this,%obj,%slot)
{
parent::OnUnMount(%this,%obj,%slot);
%obj.stopAudio(3);
schedule(10,0,TF2MinigunUnMount,%obj);
}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(TF2MinigunImage)
{
   // Basic Item properties
   shapeFile = "./Minigun.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = "0.30 0.05 -0.5";
   rotation = eulerToMatrix( "0 0 0" );
   eyerotation = eulerToMatrix( "2 0 3" );

   // 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 = BowItem;
   ammo = " ";
   projectile = TF2MinigunProjectile;
   projectileType = Projectile;

casing = GunShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0;

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

   doColorShift = true;
   colorShiftColor = TF2MinigunItem.colorShiftColor;//"0.1 0.1 0.1 1.000";

 //Raycasting Weapons settings
   raycastWeaponRange = 1000;
   raycastWeaponTargets = $TypeMasks::FxBrickObjectType | //Targets the weapon can hit: Raycasting Bricks
   $TypeMasks::PlayerObjectType | //AI/Players
   $TypeMasks::StaticObjectType | //Static Shapes
   $TypeMasks::TerrainObjectType | //Terrain
   $TypeMasks::VehicleObjectType; //Vehicles
   raycastWeaponPierceTargets = ""; //Gun cannot pierce
   raycastExplosionProjectile = gunprojectile;
   raycastExplosionSound = "TF2MinigunRicSound"; //sound played by exploding gunprojectile
   raycastDirectDamage = 9;
   raycastDirectDamageType = $DamageType::TF2Minigun;
   raycastSpreadCount = 1;
   raycastSpreadAmt = 0.004;
   raycastTracerProjectile = TF2BulletTrailProjectile;

   //casing = " ";

   // 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";
stateScript[0] = "OnActivate";
stateTimeoutValue[0]            = 0.15;
stateTransitionOnTimeout[0]     = "Ready";
stateSequence[0] = "Spin";

stateName[1]                    = "Ready";
stateScript[1] = "OnReady";
stateSequence[1] = "Spin";
stateTimeoutValue[1]            = 1.00;
stateTransitionOnTimeout[1]     = "Spindown";
stateTransitionOnTriggerDown[1] = "Fire";
stateTransitionOnNoAmmo = "AltFire";

stateName[2]                    = "AltFire";
stateScript[2]                  = "OnAltFire";
stateSequence[2] = "Spin";
stateTransitionOnTriggerDown[2] = "Fire";
stateTransitionOnAmmo[2] = "Ready";

stateName[3]                    = "Fire";
stateSequence[3] = "Spin";
stateTransitionOnTimeout[3]     = "Smoke";
stateTimeoutValue[3]            = 0.01;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;
stateEmitter[3] = TF2MinigunFlashEmitter;
stateEmitterTime[3] = 0.01;
stateEmitterNode[3] = "muzzleNode";
//stateSound[3] = TF2MinigunFireSound;
stateEjectShell[3]       = true;

stateName[4] = "Smoke";
stateEmitter[4] = TF2MinigunSmokeEmitter;
stateEmitterTime[4] = 0.05;
stateEmitterNode[4] = "muzzleNode";
stateTimeoutValue[4]            = 0.05;
stateTransitionOnTimeout[4]     = "Check";

stateName[5] = "Check";
stateScript[5] = "OnCheck";
stateTransitionOnTriggerUp[5] = "AltFire";
stateTransitionOnTriggerDown[5] = "Fire";

stateName[6]                    = "Spindown";
stateSequence[6] = "root";
stateScript[6]             = "OnSpindown";

};

function TF2MinigunImage::onUnMount(%this,%obj,%slot)
{
parent::OnUnMount(%this,%obj,%slot);
%obj.stopAudio(2);
%obj.stopAudio(3);
schedule(10,0,TF2MinigunUnMount,%obj);
}

function TF2MinigunImage::onActivate(%this,%obj,%slot)
{
%obj.SetImageAmmo(0, 1);
}

function TF2MinigunImage::onFire(%this,%obj,%slot)
{
Parent::onFire(%this,%obj,%slot);
%obj.TF2MinigunPlaySpinSound = 0;
if(!%obj.TF2MinigunPlayFireSound)
{
%obj.TF2MinigunPlayFireSound = 1;
%obj.playAudio(3,TF2MinigunFireLoopSound);
}
}

function TF2MinigunImage::onReady(%this,%obj,%slot)
{
%obj.TF2MinigunPlayFireSound = 0;
%obj.TF2MinigunPlaySpinSound = 0;
%obj.stopAudio(3);
}

function TF2MinigunImage::onAltFire(%this,%obj,%slot)
{
%obj.TF2MinigunPlayFireSound = 0;
if(!%obj.TF2MinigunPlaySpinSound)
{
%obj.TF2MinigunPlaySpinSound = 1;
%obj.playAudio(2,TF2MinigunSpinLoopSound);
}
%obj.stopAudio(3);
}

function TF2MinigunImage::onSpindown(%this,%obj,%slot)
{
%obj.mountimage(TF2MinigunSpindownimage,0);
%obj.playAudio(2,TF2MinigunSpindownSound);
%obj.stopAudio(3);
}

package TF2MinigunDropTool
{
function servercmdDropTool(%this,%slot)
{
if(isobject(%this.player.tool[%slot]) && %this.player.tool[%slot].getname() $= "TF2MinigunItem")
{
parent::servercmdDropTool(%this,%slot);
//if(isobject(%this.player.getmountedimage(0)) && %this.player.getmountedimage(0).getname() $= "TF2SpinupImage")
//if(getSubStr(%this.player.getMountedImage(0).getName, 0, 10) $= "TF2Minigun")
//if(isobject(%this.player.getmountedimage(0)) && (%this.player.getmountedimage(0).getname() $= ("TF2MinigunSpinupImage" || "TF2MinigunSpindownImage" || "TF2MinigunImage"))
if(isobject(%this.player.getmountedimage(0)) && (%this.player.getmountedimage(0).getname() $= "TF2MinigunSpinupImage" || %this.player.getmountedimage(0).getname() $= "TF2MinigunSpindownImage" || %this.player.getmountedimage(0).getname() $= "TF2MinigunImage"))
{
%this.player.schedule(5,unmountimage,0);
%obj.stopAudio(2);
%obj.stopAudio(3);
}
return;
}
parent::servercmdDropTool(%this,%slot);
}
};
activatepackage(TF2MinigunDropTool);
--- End code ---

The Titanium:
Last bit of console telling me how stuffty it is:

--- Code: ---Add-Ons/Weapon_TF2Minigun/Weapon_TF2Minigun.cs (362): Unknown command onUnMount.
Add-Ons/Weapon_TF2Minigun/Weapon_TF2Minigun.cs (362): Unknown command onUnMount.
Add-Ons/Weapon_TF2Minigun/Weapon_TF2Minigun.cs (362): Unknown command onUnMount.
Add-Ons/Weapon_TF2Minigun/Weapon_TF2Minigun.cs (393): Unknown command onUnMount.
Add-Ons/Weapon_TF2Minigun/Weapon_TF2Minigun.cs (362): Unknown command onUnMount.
Add-Ons/Weapon_TF2Minigun/Weapon_TF2Minigun.cs (362): Unknown command onUnMount.
Add-Ons/Weapon_TF2Minigun/Weapon_TF2Minigun.cs (362): Unknown command onUnMount.
Add-Ons/Weapon_TF2Minigun/Weapon_TF2Minigun.cs (362): Unknown command onUnMount.
Add-Ons/Weapon_TF2Minigun/Weapon_TF2Minigun.cs (362): Unknown command onUnMount.
Add-Ons/Weapon_TF2Minigun/Weapon_TF2Minigun.cs (393): Unknown command onUnMount.
Add-Ons/Weapon_TF2Minigun/Weapon_TF2Minigun.cs (362): Unknown command onUnMount.
Add-Ons/Weapon_TF2Minigun/Weapon_TF2Minigun.cs (362): Unknown command onUnMount.

Add-Ons/Weapon_TF2Minigun/Weapon_TF2Minigun.cs (585): Unable to find object: '' attempting to call function 'stopAudio'
BackTrace: ->[StoredVariable]servercmdDropTool->[AmmoGuns2]servercmdDropTool->[CTFpackage]servercmdDropTool->[Shield]servercmdDropTool->[gc_as50Package]servercmdDropTool->[gc_spas12Package]servercmdDropTool->[gc_rpg7Package]servercmdDropTool->[gc_frf2Package]servercmdDropTool->[gc_fnscarPackage]servercmdDropTool->[gc_FamasPackage]servercmdDropTool->[GreatSwordPackage]servercmdDropTool->[TF2MinigunDropTool]servercmdDropTool


Add-Ons/Weapon_TF2Minigun/Weapon_TF2Minigun.cs (586): Unable to find object: '' attempting to call function 'stopAudio'
BackTrace: ->[StoredVariable]servercmdDropTool->[AmmoGuns2]servercmdDropTool->[CTFpackage]servercmdDropTool->[Shield]servercmdDropTool->[gc_as50Package]servercmdDropTool->[gc_spas12Package]servercmdDropTool->[gc_rpg7Package]servercmdDropTool->[gc_frf2Package]servercmdDropTool->[gc_fnscarPackage]servercmdDropTool->[gc_FamasPackage]servercmdDropTool->[GreatSwordPackage]servercmdDropTool->[TF2MinigunDropTool]servercmdDropTool
--- End code ---
Kalphiter:
onUnMount only exists as a callback if someone declares it.

This:
parent::OnUnMount(%this,%obj,%slot);

Should be:
if(isFunction(%this, "onUnMount"))
    parent::OnUnMount(%this,%obj,%slot);
The Titanium:
Hmm. Alright. That's odd though, because Gravity Cat's FRF2 seems to work without it.

--- Code: ---function gc_frf2Image::onUnMount(%this,%obj,%slot)
{
  parent::onUnMount(%this,%obj,%slot);
  %obj.unMountImage(1);
  %obj.mountImage(gc_frf2BackImage,1);
}
--- End code ---



also, i did what you said, and it didnt change anything other than the console spam which to be honest was the least of my worries
The Titanium:
I added playthreads in which I was certain I coded correctly and I placed it inside the OnUnMount function.
And apparently it doesn't recognize it.
Why the forget not
All the other functions loving recognize it
somethings amiss

--- Code: ---Add-Ons/Weapon_TF2Minigun/Weapon_TF2Minigun.cs (534): Unknown command playThread.
  Object TF2MinigunImage(1022) TF2MinigunImage -> WeaponImage -> WeaponImage -> WeaponImage -> ShapeBaseImageData -> GameBaseData -> SimDataBlock -> SimObject -> SimObject -> SimObject
Add-Ons/Weapon_TF2Minigun/Weapon_TF2Minigun.cs (534): Unknown command playThread.
  Object TF2MinigunImage(1022) TF2MinigunImage -> WeaponImage -> WeaponImage -> WeaponImage -> ShapeBaseImageData -> GameBaseData -> SimDataBlock -> SimObject -> SimObject -> SimObject
Add-Ons/Weapon_TF2Minigun/Weapon_TF2Minigun.cs (534): Unknown command playThread.
  Object TF2MinigunImage(1022) TF2MinigunImage -> WeaponImage -> WeaponImage -> WeaponImage -> ShapeBaseImageData -> GameBaseData -> SimDataBlock -> SimObject -> SimObject -> SimObject
Add-Ons/Weapon_TF2Minigun/Weapon_TF2Minigun.cs (534): Unknown command playThread.
  Object TF2MinigunImage(1022) TF2MinigunImage -> WeaponImage -> WeaponImage -> WeaponImage -> ShapeBaseImageData -> GameBaseData -> SimDataBlock -> SimObject -> SimObject -> SimObject
Add-Ons/Weapon_TF2Minigun/Weapon_TF2Minigun.cs (534): Unknown command playThread.
  Object TF2MinigunImage(1022) TF2MinigunImage -> WeaponImage -> WeaponImage -> WeaponImage -> ShapeBaseImageData -> GameBaseData -> SimDataBlock -> SimObject -> SimObject -> SimObject
Add-Ons/Weapon_TF2Minigun/Weapon_TF2Minigun.cs (534): Unknown command playThread.
  Object TF2MinigunImage(1022) TF2MinigunImage -> WeaponImage -> WeaponImage -> WeaponImage -> ShapeBaseImageData -> GameBaseData -> SimDataBlock -> SimObject -> SimObject -> SimObject
Add-Ons/Weapon_TF2Minigun/Weapon_TF2Minigun.cs (534): Unknown command playThread.
--- End code ---
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