| Blockland Forums > Modification Help |
| Need code debugger. |
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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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