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Add-on problem
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Tomaz:
Help Please[/u][/b][/size]
So I've been trying to get this add on to work in Blockland, and I would like some help on how to make it work. Please help me.

Model (just incase some people want to see it)
Server.cs[/b]

--- Code: ---datablock WheeledVehicleData(A-10Vehicle)
{
category = "Vehicles";
displayName = " ";
shapeFile = "./A-10.dts";
emap = true;
minMountDist = 3;
   
   numMountPoints = 1;
   mountThread[0] = "sit";



maxDamage = 200.00;
destroyedLevel = 200.00;
energyPerDamagePoint = 160;
speedDamageScale = 1.04;
collDamageThresholdVel = 200.0;
collDamageMultiplier   = 0.02;

massCenter = "0 0 0";
   //massBox = "2 5 1";

maxSteeringAngle = 0.9785;  // Maximum steering angle, should match animation
integration = 4;           // Force integration time: TickSec/Rate
tireEmitter = VehicleTireEmitter; // All the tires use the same dust emitter

// 3rd person camera settings
cameraRoll = false;         // Roll the camera with the vehicle
cameraMaxDist = 25;         // Far distance from vehicle
cameraOffset = 7;        // Vertical offset from camera mount point
cameraLag = 0.0;           // Velocity lag of camera
cameraDecay = 0.75;        // Decay per sec. rate of velocity lag
cameraTilt = 0.4;
   collisionTol = 0.1;        // Collision distance tolerance
   contactTol = 0.1;

useEyePoint = false;

defaultTire   = A-10Tire;
defaultSpring   = A-10Spring;
// flatTire    = A-10FlatTire;
// flatSpring    = A-10FlatSpring;

   numWheels = 4;

// Rigid Body
mass = 200;
density = 5.0;
drag = 0.6;
bodyFriction = 0.6;
bodyRestitution = 0.6;
minImpactSpeed = 10;        // Impacts over this invoke the script callback
softImpactSpeed = 10;       // Play SoftImpact Sound
hardImpactSpeed = 25;      // Play HardImpact Sound
groundImpactMinSpeed    = 10.0;

// Engine
engineTorque = 8000; //8000;       // Engine power
engineBrake = 4000;         // Braking when throttle is 0
brakeTorque = 6000;        // When brakes are applied
maxWheelSpeed = 15;        // Engine scale by current speed / max speed

rollForce = 2000;
yawForce = 1000;
pitchForce = 900;
rotationalDrag = 0.2;

// Energy
maxEnergy = 100;
jetForce = 3000;
minJetEnergy = 30;
jetEnergyDrain = 2;

   isSled = false;

   forwardThrust = 5000;
reverseThrust = 2000;
lift = 100;
maxForwardVel = 60;
maxReverseVel = 5;
horizontalSurfaceForce = 150;   // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
verticalSurfaceForce = 160;
rollForce = 20000;
yawForce = 11000;
pitchForce = 12000;
rotationalDrag = 0.5;
stallSpeed = 5;

//   forwardThrust = 2000;
// reverseThrust = 2000;
// lift = 100;
// maxForwardVel = 70;
// maxReverseVel = 70;
// horizontalSurfaceForce = 100;   // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
// verticalSurfaceForce = 100;
// rollForce = 6000;
// yawForce = 6000;
// pitchForce = 4000;
// rotationalDrag = 0.5;
// stallSpeed = 10;
//
//   forwardThrust = 2500;
// reverseThrust = 500;
// lift = 15000;
// maxForwardVel = 60;
// maxReverseVel = 10;
// horizontalSurfaceForce = 500;   // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
// verticalSurfaceForce = 500;
// rollForce = 5000;
// yawForce = 5000;
// pitchForce = 5000;
// rotationalDrag = 0.1;
// stallSpeed = 10;

splash = vehicleSplash;
splashVelocity = 4.0;
splashAngle = 67.0;
splashFreqMod = 300.0;
splashVelEpsilon = 0.60;
bubbleEmitTime = 1.4;
splashEmitter[0] = vehicleFoamDropletsEmitter;
splashEmitter[1] = vehicleFoamEmitter;
splashEmitter[2] = vehicleBubbleEmitter;
mediumSplashSoundVelocity = 10.0;   
hardSplashSoundVelocity = 20.0;   
exitSplashSoundVelocity = 5.0;

//mediumSplashSound = "";
//hardSplashSound = "";
//exitSplashSound = "";

// Sounds
//   jetSound = ScoutThrustSound;
//engineSound = idleSound;
//squealSound = skidSound;
softImpactSound = slowImpactSound;
hardImpactSound = fastImpactSound;
//wheelImpactSound = slowImpactSound;

//   explosion = VehicleExplosion;
justcollided = 0;

   uiName = "A-10 ";
rideable = true;
lookUpLimit = 0.50;
lookDownLimit = 0.50;

paintable = false;
   
   damageEmitter[0] = VehicleBurnEmitter;
damageEmitterOffset[0] = "0.0 0.0 0.0 ";
damageLevelTolerance[0] = 0.99;

   damageEmitter[1] = VehicleBurnEmitter;
damageEmitterOffset[1] = "0.0 0.0 0.0 ";
damageLevelTolerance[1] = 1.0;

   numDmgEmitterAreas = 1;

   initialExplosionProjectile = A-10ExplosionProjectile;
   initialExplosionOffset = 0;         //offset only uses a z value for now

   burnTime = 10000;

   finalExplosionProjectile = A-10FinalExplosionProjectile;
   finalExplosionOffset = 0.5;          //offset only uses a z value for now


   minRunOverSpeed    = 5;   //how fast you need to be going to run someone over (do damage)
   runOverDamageScale = 15;   //when you run over someone, speed * runoverdamagescale = damage amt
   runOverPushScale   = 3.2; //how hard a person you're running over gets pushed
   
      // Advanced Steering
   steeringAutoReturn = false;
   // steeringAutoReturnRate = 0.9;
   // steeringAutoReturnMaxSpeed = 10;
   steeringUseStrafeSteering = false;
   // steeringStrafeSteeringRate = 0.1;
   
   minFJetStreamSpeed = 30;

ShootOnClick=1;
ShootOnClick_Hold=0;
ShootOnClick_ShootDelay=4000;
ShootOnClick_ReShootDelay=4000;
ShootOnClick_ProjectileCount=2;
ShootOnClick_RequiredSlot=0;
ShootOnClick_Sound=HMissileFIRESound;

ShootOnClick_Projectile[0]=HomingMissileProjectile;
ShootOnClick_Position[0]="0 2.8 -1";
ShootOnClick_Velocity[0]="140 0 0";
ShootOnClick_Scale[0]="1 1 1";

ShootOnClick_Projectile[1]=HomingMissileProjectile;
ShootOnClick_Position[1]="0 -2.8 -1";
ShootOnClick_Velocity[1]="140 0 0";
ShootOnClick_Scale[1]="1 1 1";
};

function A-10vehicle::onadd(%this,%obj)
{

parent::onadd(%this,%obj);
   %obj.playThread(0,"propfast");

FJetStreamCheck(%obj);
   
}
--- End code ---
Other server.cs
--- Code: ---// support stuff for the Fighterjet vehicle
exec("./A-10_TireSpring.cs");
exec("./A-10_Explosion.cs");
exec("./A-10_FinalExplosion.cs");

//we need the jeep add-on for this, so force it to load
%error = ForceRequiredAddOn("Vehicle_Jeep");

if(%error == $Error::AddOn_Disabled)
{
   //A bit of a hack:
   //  we just forced the jeep to load, but the user had it disabled
   //  so lets make it so they can't select it
   JeepVehicle.uiName = "";
}

if(%error == $Error::AddOn_NotFound)
{
   //we don't have the jeep, so we're screwed
   error("ERROR: Vehicle_A-10 - required add-on Vehicle_Jeep not found");
}
else
{
   exec("./Vehicle_A-10.cs");
   exec("./Support_shootOnClick.cs");
   exec("./HomingMissilePROJECTILE.cs");
}
--- End code ---

*Note: Ill add color laterPlease help!
Tomaz:
*Note: I have a better model, Im to lazy to post
Treynolds416:
Instead of making us check through the entire script for errors or executing it ourselves, why don't you tell us what isn't working.
Tomaz:

--- Quote from: Treynolds416 on January 24, 2011, 08:15:39 AM ---Instead of making us check through the entire script for errors or executing it ourselves, why don't you tell us what isn't working.

--- End quote ---
Well, every time I go to my add on, Ill see the add the game check mark, so then I [x] over it, then ill start the game. Sometimes it crashes the game or it doesn't show up.
Treynolds416:

--- Quote from: Tomaz on January 24, 2011, 11:14:36 AM --- Well, every time I go to my add on, Ill see the add the game check mark, so then I [x] over it, then ill start the game. Sometimes it crashes the game or it doesn't show up.

--- End quote ---
Check the console when the addon loads, tell us what it says.
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