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Mr.Noßody:
//Handgun.cs

//audio
datablock AudioProfile(HandgunShot1Sound)
{
   filename    = "./shot.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(HandgunBulletHitSound)
{
   filename    = "./bulletHit.wav";
   description = AudioClose3d;
   preload = true;
};


//muzzle flash effects
datablock ParticleData(HandgunFlashParticle)
{
   dragCoefficient      = 3;
   gravityCoefficient   = -0.5;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 25;
   lifetimeVarianceMS   = 15;
   textureName          = "base/data/particles/star1";
   spinSpeed      = 10.0;
   spinRandomMin      = -500.0;
   spinRandomMax      = 500.0;
   colors[0]     = "0.9 0.9 0.0 0.9";
   colors[1]     = "0.9 0.5 0.0 0.0";
   sizes[0]      = 0.5;
   sizes[1]      = 1.0;

   useInvAlpha = false;
};
datablock ParticleEmitterData(HandgunFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "HandgunFlashParticle";

   uiName = "Handgun Flash";
};

datablock ParticleData(HandgunSmokeParticle)
{
   dragCoefficient      = 3;
   gravityCoefficient   = -0.5;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 100;
   lifetimeVarianceMS   = 10;
   textureName          = "base/data/particles/cloud";
   spinSpeed      = 10.0;
   spinRandomMin      = -500.0;
   spinRandomMax      = 500.0;
   colors[0]     = "0.5 0.5 0.5 0.1";
   colors[1]     = "0.5 0.5 0.5 0.0";
   sizes[0]      = 0.1;
   sizes[1]      = 0.2;

   useInvAlpha = false;
};
datablock ParticleEmitterData(HandgunSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 2.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "HandgunSmokeParticle";

   uiName = "Handgun Smoke";
};


datablock ParticleData(HandgunExplosionParticle)
{
   dragCoefficient      = 8;
   gravityCoefficient   = 0;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 700;
   lifetimeVarianceMS   = 400;
   textureName          = "base/data/particles/cloud";
   spinSpeed      = 10.0;
   spinRandomMin      = -50.0;
   spinRandomMax      = 50.0;
   colors[0]     = "0.9 0.9 0.9 0.3";
   colors[1]     = "0.9 0.5 0.6 0.0";
   sizes[0]      = 0.65;
   sizes[1]      = 1.25;

   useInvAlpha = true;
};
datablock ParticleEmitterData(HandgunExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 3;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "HandgunExplosionParticle";

   useEmitterColors = true;
   uiName = "Handgun Hit Dust";
};


datablock ParticleData(HandgunExplosionRingParticle)
{
   dragCoefficient      = 8;
   gravityCoefficient   = -0.5;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 50;
   lifetimeVarianceMS   = 35;
   textureName          = "base/data/particles/star1";
   spinSpeed      = 500.0;
   spinRandomMin      = -500.0;
   spinRandomMax      = 500.0;
   colors[0]     = "1 1 0.0 0.9";
   colors[1]     = "0.9 0.0 0.0 0.0";
   sizes[0]      = 2;
   sizes[1]      = 0;

   useInvAlpha = false;
};
datablock ParticleEmitterData(HandgunExplosionRingEmitter)
{
   lifeTimeMS = 50;

   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "HandgunExplosionRingParticle";

   useEmitterColors = true;
   uiName = "Handgun Hit Flash";
};

datablock ExplosionData(HandgunExplosion)
{
   //explosionShape = "";
   soundProfile = HandgunBulletHitSound;

   lifeTimeMS = 150;

   particleEmitter = HandgunExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = HandgunExplosionRingEmitter;

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

   shakeCamera = true;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.1;
   camShakeRadius = 2.0;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};


AddDamageType("Handgun",   '<bitmap:add-ons/Weapon_Handgun/CI_Handgun> %1',    '%2 <bitmap:add-ons/Weapon_Handgun/CI_Handgun> %1',0.2,1);
datablock ProjectileData(HandgunProjectile)
{
   projectileShapeName = "./Handgunbullet.dts";
   directDamage        = 65;
   directDamageType    = $DamageType::Handgun;
   radiusDamageType    = $DamageType::Handgun;

   brickExplosionRadius = 4;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 35;
   brickExplosionMaxVolume = 8;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloati ng = 8;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse        = 800;
   verticalImpulse     = 200;
   explosion           = HandgunExplosion;
   particleEmitter     = ""; //HandgunBulletTrailEmitter;

   muzzleVelocity      = 150;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 10000;
   fadeDelay           = 5000;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.0;

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

   uiName = "Handgun Bullet";
};

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

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

   //gui stuff
   uiName = "Handgun";
   iconName = "./Icon_Handgun";
   doColorShift = true;
   colorShiftColor = "0.25 0.25 0.25 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(HandgunImage)
{
   // Basic Item properties
   shapeFile = "./Handgun.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; //"0.7 1.2 -0.5";
   rotation = eulerToMatrix( "0 0 0" );

   // 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 = HandgunProjectile;
   projectileType = Projectile;


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

   doColorShift = true;
   colorShiftColor = HandgunItem.colorShiftColor;//"0.400 0.196 0 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";
   stateSound[0]               = weaponSwitchSound;

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

   stateName[2]                    = "Fire";
   stateTransitionOnTimeout[2]     = "Smoke";
   stateTimeoutValue[2]            = 0.50;
   stateFire[2]                    = true;
   stateAllowImageChange[2]        = false;
   stateSequence[2]                = "Fire";
   stateScript[2]                  = "onFire";
   stateWaitForTimeout[2]         = true;
   stateEmitter[2]               = HandgunFlashEmitter;
   stateEmitterTime[2]            = 0.05;
   stateEmitterNode[2]            = "muzzleNode";
   stateSound[2]               = HandgunShot1Sound;

   stateName[3] = "Smoke";
   stateEmitter[3]               = HandgunSmokeEmitter;
   stateEmitterTime[3]            = 0.40;
   stateEmitterNode[3]            = "muzzleNode";
   stateTimeoutValue[3]            = 0.001;
   stateTransitionOnTimeout[3]     = "Reload";

   stateName[4]         = "Reload";
   stateSequence[4]                = "Reload";
   stateTransitionOnTriggerUp[4]     = "Ready";
   stateSequence[4]   = "Ready";

};

function HandgunImage::onFire(%this,%obj,%slot)
{
   if(%obj.getDamagePercent() < 1.0)
      %obj.playThread(2, shiftAway);
   Parent::onFire(%this,%obj,%slot);   
}
function HandgunImage::onMount(%this, %obj, %slot)
{   
   %obj.hidenode("RHand");
}


function HandgunImage::onUnMount(%this, %obj, %slot)
{   
   %obj.unhidenode("RHand");
}
      MissionCleanup.add(%p);
   }
   return %p;
};

Whats wrong?



Headcrab Zombie:
Why does no one ever look in the console for syntax errors?
Mr.Noßody:
I did, idk how to fix it or even what its talking about.
Mr.Noßody:
heedicalking:

--- Code: ---function HandgunImage::onUnMount(%this, %obj, %slot)
{   
   %obj.unhidenode("RHand");
}
      MissionCleanup.add(%p);
   }
   return %p;
};
--- End code ---
What the hell are you doing here?

Change that to this.

--- Code: ---function HandgunImage::onUnMount(%this, %obj, %slot)
{   
   %obj.unhidenode("RHand");
}
--- End code ---
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