Author Topic: Screwed-up Script. I require assistance.  (Read 2082 times)

Ok, I've having problems with a recent add-on I have released in which I can not spawn the item. The code is below this statement.

Code: [Select]
//SemiAutoRifle.cs

//audio
datablock AudioProfile(SemiAutoRifleShot1Sound)
{
   filename    = "./gunShot1.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(SemiAutoRiflebulletHitSound)
{
   filename    = "./gunImpact1.wav";
   description = AudioClose3d;
   preload = true;
};


//shell
datablock DebrisData(SemiAutoRifleShellDebris)
{
shapeFile = "./shell.dts";
lifetime = 2.0;
minSpinSpeed = -400.0;
maxSpinSpeed = 200.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 3;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = true;

gravModifier = 2;
};


//muzzle flash effects
datablock ParticleData(SemiAutoRifleFlashParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 25;
lifetimeVarianceMS   = 15;
textureName          = "./star7_small.png";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.9 0.9 0.9";
colors[1]     = "1.0 1.0 1.0 1.0";
sizes[0]      = 0.5;
sizes[1]      = 1.0;

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

   uiName = "SemiAutoRifle Flash";
};

datablock ParticleData(SemiAutoRifleSmokeParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "./smoke.png";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.5 0.5 0.5 0.9";
colors[1]     = "0.5 0.5 0.5 0.0";
sizes[0]      = 0.15;
sizes[1]      = 0.15;

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

   uiName = "SemiAutoRifle Smoke";
};


datablock ParticleData(SemiAutoRifleExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = 1;
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]      = 0.25;
sizes[1]      = 0.75;

useInvAlpha = true;
};
datablock ParticleEmitterData(SemiAutoRifleExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "SemiAutoRifleExplosionParticle";

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


datablock ParticleData(SemiAutoRifleExplosionRingParticle)
{
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]      = 1;
sizes[1]      = 0;

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

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

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

datablock ExplosionData(SemiAutoRifleExplosion)
{
   //explosionShape = "";
soundProfile = bulletHitSound;

   lifeTimeMS = 150;

   particleEmitter = SemiAutoRifleExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = SemiAutoRifleExplosionRingEmitter;

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

   shakeCamera = false;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

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


AddDamageType("SemiAutoRifle",   '<bitmap:add-ons/Weapon_SemiAutoRifle/CI_SemiAutoRifle> %1',    '%2 <bitmap:add-ons/Weapon_SemiAutoRifle/CI_SemiAutoRifle> %1',0.2,1);
datablock ProjectileData(SemiAutoRifleProjectile)
{
   projectileShapeName = "add-ons/weapon_gun/bullet.dts";
   directDamage        = 50;
   directDamageType    = $DamageType::SemiAutoRifle;
   radiusDamageType    = $DamageType::SemiAutoRifle;

   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse      = 400;
   verticalImpulse   = 400;
   explosion           = SemiAutoRifleExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;

   muzzleVelocity      = 100;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.0;

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

   uiName = "SemiAutoRifle Bullet";
};

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

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

//gui stuff
uiName = "SemiAutoRifle";
iconName = "./icon_SemiAutoRifle";
doColorShift = false;
colorShiftColor = "0.25 0.25 0.25 1.000";

// Dynamic properties defined by the scripts
image = SemiAutoRifleImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(SemiAutoRifleImage)
{
   // Basic Item properties
   shapeFile = "./SemiAutoRifle.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 = SemiAutoRifleProjectile;
   projectileType = Projectile;

casing = SemiAutoRifleShellDebris;
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 = false;
   colorShiftColor = SemiAutoRifleItem.colorShiftColor;//"0.400 0.196 0 1.000";

   //Raycasting Weapons settings
   raycastWeaponRange = 10000;
   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 = $TypeMasks::PlayerObjectType  | //Targets the weapon can pierce through: AI/Players
    $TypeMasks::VehicleObjectType; //Vehicles
   raycastExplosionProjectile = gunprojectile;
   raycastExplosionSound = ""; //sound played by exploding gunprojectile
   raycastDirectDamage = 30;
   raycastCritDirectDamage = 70;
   raycastDirectDamageType = $DamageType::SemiAutoRifle;
   raycastCritDirectDamageType = $DamageType::SemiAutoRifleHeadshot;
   raycastSpreadCount = 1;
   raycastSpreadAmt = 0; //except for inaccuracy
   raycastTracerProjectile = SemiAutoRifleTrailProjectile;
   raycastCritTracerProjectile = SemiAutoRifleCritTrailProjectile;

   //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]            = 0.14;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = SemiAutoRifleFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = SemiAutoRifleShot1Sound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = SemiAutoRifleSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.01;
stateTransitionOnTimeout[3]     = "Reload";

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

};
////////////////
//sights image//
////////////////
datablock ShapeBaseImageData(SemiAutoRifleSightsImage)
{
   // Basic Item properties
   shapeFile = "./SemiAutoRifle.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; "-0.024 6.809 2.275";
   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 = SemiAutoRifleProjectile;
   projectileType = Projectile;

casing = SemiAutoRifleShellDebris;
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 = false;
   colorShiftColor = SemiAutoRifleItem.colorShiftColor;//"0.400 0.196 0 1.000";

   //Raycasting Weapons settings
   raycastWeaponRange = 10000;
   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 = $TypeMasks::PlayerObjectType  | //Targets the weapon can pierce through: AI/Players
    $TypeMasks::VehicleObjectType; //Vehicles
   raycastExplosionProjectile = gunprojectile;
   raycastExplosionSound = ""; //sound played by exploding gunprojectile
   raycastDirectDamage = 45;
   raycastCritDirectDamage = 95;
   raycastDirectDamageType = $DamageType::SemiAutoRifle;
   raycastCritDirectDamageType = $DamageType::SemiAutoRifleHeadshot;
   raycastSpreadCount = 1;
   raycastSpreadAmt = 0; //except for inaccuracy
   raycastTracerProjectile = SemiAutoRifleTrailProjectile;
   raycastCritTracerProjectile = SemiAutoRifleCritTrailProjectile;

   //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]            = 0.14;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = SemiAutoRifleFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = SemiAutoRifleShot1Sound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = SemiAutoRifleSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.01;
stateTransitionOnTimeout[3]     = "Reload";

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

};

function SemiAutoRifleImage::onMount(%this, %obj, %slot)
{
%obj.hidenode("RHand");
        %obj.hidenode("LHand");
}


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


package SemiAutoRifleSightsSwitch
{
function armor::onTrigger(%this, %obj, %triggerNum, %val)
{
%client = %obj.client;
if(%triggerNum == 4 && %obj.isImageMounted(SemiAutoRifleImage) && %val && %obj.toolAmmo[%obj.currTool] != 0)
{
%newAmmo = %obj.toolAmmo[%obj.currTool];
%obj.mountImage(SemiAutoRifleSightsImage, 0, 0, 0);
%obj.toolAmmo[%obj.currTool] = %newAmmo;
}
else if(%triggerNum == 4 && %obj.isImageMounted(SemiAutoRifleSightsImage) && %val)
{
%newAmmo = %obj.toolAmmo[%obj.currTool];
%obj.mountImage(SemiAutoRifleImage, 0, 0, 0);
%obj.toolAmmo[%obj.currTool] = %newAmmo;
}

Parent::onTrigger(%this, %obj, %triggerNum, %val);
}
};
activatePackage(SemiAutoRifleSightsSwitch);


Note that I'm trying to get ironsighst on this weapon enabled. I would really appreciate it if someone can tell me how to fix this/fix it themselves. Thank you.
« Last Edit: November 17, 2010, 08:54:35 PM by Kike »

Damn it people, I need help with this.

Open your console and page up until you see it loading add-ons. See if there are any errors when it loads that one.

Thanks. I'll check that right away.
Edit: Fixed. Thank you. unLocked.

Edit numero dos: Well stuff. Ironsights not work.
« Last Edit: October 13, 2010, 07:50:19 PM by Kike »

Read above for problem


Code reposted for confused, but amazing, coders who will help me with this dilemna whether you like it or not.

Alas, for I have BUMPED. D:

_____________DBBBBDD___________=====++++zzzzzzz+++===_____________>====>>>=DBBBD==>>____________

__________________DDBBBBDD___ DEzzzzzz===>>sssss)  hh  )  )  )  h )  )  )  ) >>====DBBBBBBD=zhh+=========_____

______________DEzzz===++DBBBBBBD++==Eee==sss)  )  h  )  )  I  )  )  ) >>zzDBBBBBBBDz(  (  -  -  -  -  -  -  -  -sh++====__

_________DEzz===hh== < < < < < <== hhDBBBDz=EEz=)  )  ) hh  )  h )==zDBBBBDh(  (  ( - -  -  -  -  -  -  -  -  -  BBBBshh+==_

______DEz==hh< < -  -  -  -  -  -  -  )  )  ) < < < <DhhzDBBD==E)  )  )  )=zzzDBBDhhh<  (  (-  -  -  -  -  -  -  -  -  - BBBBBBBsh==__

____DEz=hhBBBBB < < -  -  -  -  -  -  -  -  -) )< < < < <Dhhz==DBD==E DBDhh==h<<(  (  ( -  -  -  -  -  -  -  -  -  -  -  BBBBB s ==_

___DEz=hhBBBBBBBB < < -  -  -  -  -  -  -  -  ) ) ) )< < <Bhh==hhhh===hzzzh=hhhh<<(  (  (  ( -  -  -  -  -  -  -  -  -  -   -hh====__

__DEz==hh BBBB < -  -  -  -  -  -  -  -  -  -  )  ) ) < < < <Dhzzzhhhh+++==++==========<<<(  ( (  (  (  -  -  -  -  -hh========___

___DEzzz==hh< < (  (  (  (  (  (  (  (  (  (  (   < < <Dhzzz++===hhDDBBBBBBBBBBBBBDDddzz+====================___

____DEzzzz====hhDD< < (  (  (  (  < <Dh=========bBD )  )  )zffzz)  )  )  )  )  )zzffffffzzz)  )  )  )zbDBdzzz===========____

_____DEzzzz=====zE+++====++++=======bBDz )  )  )  )  )zzffffffffzz  )  )  )  )zfffffz )  )  )  )  )  )zzzDBbzzzz========___

______DEzzzzz==zE=================bBDffffffffz)  ) zffffffffffffffffzzz )  )zfffffzz )  )  )zzfffffffffffffffDBbzzzz===____

_______DEzzzzz=z============= bBDffffffffffffffffffffffffff ffssssssssssssssssssssssssfff ffffffffffffffffffffffDBbzzz=_____

_________DEzzzzEz======= bBDfffffffffffzz) ) zzfffffszz)  )  )zssssssz)  )  )  )zsssssssssz)  )  ) )zffffffffffffffffffDBbz______

_____________DEzzzzz===== bBDfffffzz  )  )  )  )zzffzz )  )  )  DBBBBBfffffffffffffffffffBBBB DfffffffffffffffffffffffDBbz_ ___

_____________________===DEEz=== bBDssssssss=========================eebbBBBBffffffffffDBb==_______

_________________________====d d d========_____________________________====d d d d d_____________


I need help with MY code...

That looks like Brainforget, or some other thing like that.

Oh dear not this again.

Some time ago i was helping someone with aim-down-sight stuff and he made the same mistake.
Try instead of putting the numbers like this:
eyeoffset= 0;//lolnumbershere
Make it like this:
eyeoffset=lolnumbershere;
A part of code that comes after a "//" is a comment and is not seen as a code by the game.
Comments are not read by the game.

You shouldn't post the entire script because some nosy people cough*keesfani*cough  like to steal you're hard earned work.

Oh dear not this again.

Some time ago i was helping someone with aim-down-sight stuff and he made the same mistake.
Try instead of putting the numbers like this:
eyeoffset= 0;//lolnumbershere
Make it like this:
eyeoffset=lolnumbershere;
A part of code that comes after a "//" is a comment and is not seen as a code by the game.
Comments are not read by the game.
Answer, test it and say if it worked and if it doesn't say what you did.
You shouldn't post the entire script because some nosy people cough*keesfani*cough  like to steal you're hard earned work.
Then the codestealer is a friend. End.

Oh dear not this again.

Some time ago i was helping someone with aim-down-sight stuff and he made the same mistake.
Try instead of putting the numbers like this:
eyeoffset= 0;//lolnumbershere
Make it like this:
eyeoffset=lolnumbershere;
A part of code that comes after a "//" is a comment and is not seen as a code by the game.
Comments are not read by the game.
Thank you, mah guud man. I shall try this immediately.
« Last Edit: November 15, 2010, 04:16:16 PM by Kike »

Not work D: Thanks anyways, lordician