Author Topic: Add-on problem  (Read 1063 times)

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: [Select]
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);
   
}
Other server.cs
Code: [Select]
// 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");
}

*Note: Ill add color later
Please help!

*Note: I have a better model, Im to lazy to post

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.

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.
Well, every time I go to my add on, Ill see the add the game check mark, so then I
  • over it, then ill start the game. Sometimes it crashes the game or it doesn't show up.

Well, every time I go to my add on, Ill see the add the game check mark, so then I
  • over it, then ill start the game. Sometimes it crashes the game or it doesn't show up.
Check the console when the addon loads, tell us what it says.

Here's what it says in the consol

Code: [Select]
Add-Ons/Vehicle_A_10.cs Line: 1 - Syntax error.
>>> Some error context, with ## on sides or error halt:
Atablock WheeledVehicleData(A-1##0##Vehicle)
{
^category + "vehicles";
^displayName = " ";
^ShapeFile = "./a-10.dts":
^emap = true;
^minMountDist = 3;

    numMountPoints = 1;
mountThread[0] = "sit";


^maxDamage = 200.00;
^destroyedLevel = 200.00;
^energyPerDamadePoint = 160;
>>> Error report complete

ADD-ON "Vehicle_A-10" CONTAINS SYNTAX ERRORS

Try getting rid of the hyphen in the datablock name.

Yep, it's the name.

I've had this problem before as well.
Just rename every "A-10" to "A10"

Well, I changed everything from "A-10" to "A10". But it's still not working.
This time in he consol, it doesn't say anything.

Any help? I would really like to make this work.

Did you add the collision box and joints correctly?

Did you add the collision box and joints correctly?
I did the joints right, but I don't know about the collison box.

Well, I changed everything from "A-10" to "A10". But it's still not working.
This time in he consol, it doesn't say anything.
Look up higher in the console when the add-ons are being checked.
Look for:

"Add-On has been renamed from "Vehicle_A-10" to "Vehicle_A10" - will not execute"


And you should also post a picture of the model so we can see if your stuff is placed correctly.