Author Topic: What is wrong here?  (Read 3824 times)

Quote
//Para.cs

//audio
datablock AudioProfile(ParaShot1Sound)
{
   filename    = "./sound/gunShot1.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(bulletHitSound)
{
   filename    = "./sound/arrowHit.wav";
   description = AudioClose3d;
   preload = true;
};


//shell
datablock DebrisData(ParaShellDebris)
{
   shapeFile = "./shapes/gunShell.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(ParaFlashParticle)
{
   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(ParaFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ParaFlashParticle";
};

datablock ParticleData(ParaSmokeParticle)
{
   dragCoefficient      = 3;
   gravityCoefficient   = -0.5;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 525;
   lifetimeVarianceMS   = 55;
   textureName          = "base/data/particles/cloud";
   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(ParaSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ParaSmokeParticle";
};


//bullet trail effects
datablock ParticleData(ParaTrailParticle)
{
   dragCoefficient      = 3;
   gravityCoefficient   = -0.0;
   inheritedVelFactor   = 1.0;
   constantAcceleration = 0.0;
   lifetimeMS           = 525;
   lifetimeVarianceMS   = 55;
   textureName          = "base/data/particles/thinRing";
   spinSpeed      = 10.0;
   spinRandomMin      = -500.0;
   spinRandomMax      = 500.0;
   colors[0]     = "0.3 0.3 0.9 0.4";
   colors[1]     = "0.5 0.5 0.5 0.0";
   sizes[0]      = 0.15;
   sizes[1]      = 0.25;

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


datablock ParticleData(ParaExplosionParticle)
{
   dragCoefficient      = 8;
   gravityCoefficient   = -0.5;
   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 0.6 0.9";
   colors[1]     = "0.9 0.5 0.6 0.0";
   sizes[0]      = 0.25;
   sizes[1]      = 1.0;

   useInvAlpha = true;
};
datablock ParticleEmitterData(ParaExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ParaExplosionParticle";
};


datablock ParticleData(ParaExplosionRingParticle)
{
   dragCoefficient      = 8;
   gravityCoefficient   = -0.5;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 300;
   lifetimeVarianceMS   = 100;
   textureName          = "base/data/particles/star1";
   spinSpeed      = 10.0;
   spinRandomMin      = -50.0;
   spinRandomMax      = 50.0;
   colors[0]     = "1 1 0.0 0.9";
   colors[1]     = "0.9 0.0 0.0 0.0";
   sizes[0]      = 0.2;
   sizes[1]      = 0.2;

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

   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ParaExplosionRingParticle";
};

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

   lifeTimeMS = 150;

   particleEmitter = ParaExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = ParaExplosionRingEmitter;

   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("Para",   '<bitmap:add-ons/ci/generic> %1',    '%2 <bitmap:add-ons/ci/generic> %1',0.5,1);
datablock ProjectileData(ParaProjectile)
{
   projectileShapeName = "./shapes/bullet.dts";
   directDamage        = 35;
   directDamageType    = $DamageType::Para;
   radiusDamageType    = $DamageType::Para;

   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 50;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloati ng = 60;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse        = 700;
   verticalImpulse     = 1000;
   explosion           = ParaExplosion;
   particleEmitter     = ParaTrailEmitter;

   muzzleVelocity      = 90;
   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";
};

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

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

   //gui stuff
   uiName = "Para";
   iconName = "Para";
   doColorShift = true;
   colorShiftColor = "0.25 0.25 0.25 1.000";

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

//function BowItem::onUse(%this, %player, %InvPosition)
//{
//   //check for quiver
//   //if you dont have it, regular bow
//   //if you do, super bow
//
//   %client = %player.client;
//
//   %mountPoint = %this.image.mountPoint;
//   %mountedImage = %player.getMountedImage(%mountPoint);
//
//
//   if(%mountedImage)
//   {
//      if(%mountedImage == bowImage.getId() || %mountedImage == superbowImage.getId())
//      {
//         //some kind of bow mounted so, unmount it
//         %player.unMountImage(%mountPoint);
//         messageClient(%client, 'MsgHilightInv', '', -1);
//         %player.currWeaponSlot = -1;
//      }
//      else
//      {
//         //something other than bow mounted, so do bow selection and mount
//         if(%player.getMountedImage($BackSlot))
//         {
//            if(%player.getMountedImage($BackSlot) == quiverImage.getId())
//            {
//               %player.mountimage(superBowImage, $RightHandSlot, 1, %skin);
//               messageClient(%client, 'MsgHilightInv', '', %InvPosition);
//               %player.currWeaponSlot = %invPosition;
//            }
//            else
//            {
//               %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
//               messageClient(%client, 'MsgHilightInv', '', %InvPosition);
//               %player.currWeaponSlot = %invPosition;
//            }
//         }
//         else
//         {
//            %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
//            messageClient(%client, 'MsgHilightInv', '', %InvPosition);
//            %player.currWeaponSlot = %invPosition;
//         }
//      }
//      
//   }
//   else
//   {
//      //nothing mounted so do bow selection and mount
//      //something other than bow mounted, so do bow selection and mount
//      if(%player.getMountedImage($BackSlot))
//      {
//         if(%player.getMountedImage($BackSlot) == quiverImage.getId())
//         {
//            %player.mountimage(superBowImage, $RightHandSlot, 1, %skin);
//            messageClient(%client, 'MsgHilightInv', '', %InvPosition);
//            %player.currWeaponSlot = %invPosition;
//         }
//         else
//         {
//            %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
//            messageClient(%client, 'MsgHilightInv', '', %InvPosition);
//            %player.currWeaponSlot = %invPosition;
//         }
//      }
//      else
//      {
//         %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
//         messageClient(%client, 'MsgHilightInv', '', %InvPosition);
//         %player.currWeaponSlot = %invPosition;
//      }
//   }
//}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(ParaImage)
{
   // Basic Item properties
   shapeFile = "./shapes/Para.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 = ParaProjectile;
   projectileType = Projectile;

   casing = ParaShellDebris;
   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 = true;
   colorShiftColor = ParaItem.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]             = 0.015;
   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]            = 0.014;
   stateFire[2]                    = true;
   stateAllowImageChange[2]        = false;
   stateSequence[2]                = "Fire";
   stateScript[2]                  = "onFire";
   stateWaitForTimeout[2]         = true;
   stateEmitter[2]               = ParaFlashEmitter;
   stateEmitterTime[2]            = 0.01;
   stateEmitterNode[2]            = "muzzleNode";
   stateSound[2]               = ParaShot1Sound;
   stateEjectShell[2]              = true;

   stateName[3]                    = "Smoke";
   stateEmitter[3]               = ParaSmokeEmitter;
   stateEmitterTime[3]            = 0.01;
   stateEmitterNode[3]            = "muzzleNode";
   stateTimeoutValue[3]            = 0.001;
   stateTransitionOnTimeout[3]     = "Reload";

   stateName[4]                 = "Reload";
   stateSequence[4]                = "Reload";
   stateAllowImageChange[4]        = false;
   stateTimeoutValue[4]            = 0.1;
   stateWaitForTimeout[4]          = true;
   stateTransitionOnTimeout[4]     = "Check";

   stateName[5]                 = "Check";
   stateTransitionOnTriggerUp[5]   = "StopFire";
   stateTransitionOnTriggerDown[5]   = "Fire";

   stateName[6]                    = "StopFire";
   stateTransitionOnTimeout[6]     = "Ready";
   stateTimeoutValue[6]            = 0.175;
   stateAllowImageChange[6]        = false;
   stateWaitForTimeout[6]          = true;
   //stateSequence[6]                = "Reload";
   stateScript[6]                  = "onStopFire";

};

function ParaImage::onFire(%this,%obj,%slot)
{
   if(%obj.getDamagePercent() < 1.0)
      %obj.playThread(2, shiftAway);
   Parent::onFire(%this,%obj,%slot);   
}
It still won't show up on the spawnlist!

Add brackets to the if at the bottom?

If that wasn't it, try execing it. (use exec("add-ons/para.cs"); if it's named para.cs and is in add-ons...) If it gives errors or anything in red, it should tell you around where the error is. Double check through those spots.

No.

brickExplosionMaxVolumeFloatin g has a space in it where there should not be one.
« Last Edit: March 20, 2007, 06:13:06 PM by Trader »

A space? Can you be more specific please, i did not see a un-needed space.

Theres a space between brickExplosionMaxVolumeFloati n and the  g.


No.

brickExplosionMaxVolumeFloatin_g has a space in it where there should not be one.

wtf no space apears in traders post :o but it is there
« Last Edit: March 21, 2007, 07:07:36 PM by (MoA) Shaun »

In the main script, there is no space.

Yes there is! Ctrl F for brickExplosionMaxVolumeFloati n. Then add a G, and it won't find it.

Are you still confused?

whats the problem exactly? are you asking why this object isnt appearing under the add-ons checklist? if that is the problem, there cant be a space (underscores are ok) in the file name, the script name must be ended in a ".cs", the script must obviously be placed in add-ons folder....

We already know what the problem is: he has a space where there should not be one.

I quoted it, and there really is no space...

The forum post doesn't make the space obvious.  Copy brickExplosionMaxVolumeFloati ng and paste it somewhere else, like the address bar of your browser or a text file.  You'll see it.  There's a space there.

The forum post doesn't make the space obvious.  Copy brickExplosionMaxVolumeFloati ng and paste it somewhere else, like the address bar of your browser or a text file.  You'll see it.  There's a space there.
I know, thats realy strange.