Author Topic: Need code debugger.  (Read 1534 times)

//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?




Why does no one ever look in the console for syntax errors?

I did, idk how to fix it or even what its talking about.


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

Change that to this.
Code: [Select]
function HandgunImage::onUnMount(%this, %obj, %slot)
{   
   %obj.unhidenode("RHand");
}

Lol MissionCleanup. Why?

Huh, no idea...

It did work, thank you.
« Last Edit: September 30, 2010, 06:51:03 PM by Mr.Noßody »


Yes, but just for the hand removal. Someone gave me a demo with that in there apparently.

I wouldn't know how to fix this either...

//Tinybomb.cs


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

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


//effects
datablock ParticleData(TinybombExplosionParticle)
{
   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(TinybombExplosionEmitter)
{
   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 = "TinybombExplosionParticle";

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

datablock ParticleData(TinybombExplosionParticle2)
{
   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(TinybombExplosionEmitter2)
{
   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 = "TinybombExplosionParticle2";

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

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

   soundProfile = TinybombExplosionSound;

   emitter[0] = TinybombExplosionEmitter;
   emitter[1] = TinybombExplosionEmitter2;
   //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("TinybombDirect",   '<bitmap:add-ons/Weapon_Tinybomb/CI_Tinybomb> %1',       '%2 <bitmap:add-ons/Weapon_Tinybomb/CI_Tinybomb> %1',1,1);
AddDamageType("TinybombRadius",   '<bitmap:add-ons/Weapon_Tinybomb/CI_TinybombRadius> %1', '%2 <bitmap:add-ons/Weapon_Tinybomb/CI_TinybombRadius> %1',1,0);
datablock ProjectileData(TinybombProjectile)
{
   projectileShapeName = "./Tinybombproj.dts";
   directDamage        = 50;
   directDamageType  = $DamageType::TinybombDirect;
   radiusDamageType  = $DamageType::TinybombRadius;
   impactImpulse      = 1000;
   verticalImpulse      = 1000;
   explosion           = TinybombExplosion;

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

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 20000;
   fadeDelay           = 19500;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0.50;

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

   uiName = "Tinybomb";
};


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

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

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

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

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(TinybombImage)
{
   // Basic Item properties
   shapeFile = "./Tinybomb.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 = TinybombItem;
   ammo = " ";
   projectile = TinybombProjectile;
   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]            = spearFireSound;
};

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

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

function TinybombImage::onFire(%this, %obj, %slot)
{
   %obj.playthread(2, TinybombThrow);
   Parent::onFire(%this, %obj, %slot);
function TinybombImage::onMount(%this, %obj, %slot)
{   
   %obj.hidenode("RHand");
}


function TinybombImage::onUnMount(%this, %obj, %slot)
{   
   %obj.unhidenode("RHand");
}



God damned errors, I need some help with this one too..
« Last Edit: September 30, 2010, 06:50:33 PM by Mr.Noßody »

function TinybombImage::onFire(%this, %obj, %slot)
{
   %obj.playthread(2, TinybombThrow);
   Parent::onFire(%this, %obj, %slot);
}
function TinybombImage::onMount(%this, %obj, %slot)
{   
   %obj.hidenode("RHand");
}


function TinybombImage::onUnMount(%this, %obj, %slot)
{   
   %obj.unhidenode("RHand");
}
Whoever gave you the demo has no idea what they are doing.

Oh..wow. Damn small stuff.

Thank you.

Trust me, it's always the freakin brackets. Lol.

Trust me, it's always the freakin brackets. Lol.
Or a semicolon :P

Or capitalizing the "p" in package.