| Blockland Forums > Modification Help |
| Making vehicle, vehicle crashes the game. |
| << < (5/6) > >> |
| Peejster:
--- Quote from: Butler on March 18, 2011, 12:50:52 AM ---You know you could have just uploaded the console.log file directly to your post using the "Addiditional Options" right? --- End quote --- Too big of a file. --- Quote from: takato14 on March 17, 2011, 10:58:30 PM ---THE BOAT IS A PLAYERTYPE NOT A VEHICLE ITS JUST RIDABLE REMOVE THE COLLISION MESH OR IT WILL CONTINUE TO CRASH Do the caps make it evident, now? -________- --- End quote --- The collision mesh was something I only just added. It crashed even without the collision mesh. Quit being a prick. --- Quote from: Treynolds416 on March 17, 2011, 04:51:29 PM ---Or that, yes. I will test the chair with the default boat script and then we'll know for sure. EDIT: PROBLEM FOUND Your collision mesh appears to be set to 0, it should be -1! --- End quote --- That fixes nothing. |
| takato14:
--- Quote from: Peejster on March 18, 2011, 02:31:09 PM ---The collision mesh was something I only just added. It crashed even without the collision mesh. Quit being a prick. --- End quote --- Oh, then your model is forgeted. Switch to blender :cookieMonster: Either way, adding a collision mesh is entirely wrong and WILL crash even if you fix whatever is wrong with your model already. The real problem here: For a playertype/armor datablock, you need a rig. Even if the model doesnt animate, you need a rig and a root dsq. |
| heedicalking:
LOL oh god you are all so dumb. You need a root animation for any player armor vehicle. A root animation doesn't have to be anything moving at all, it just needs to be set up as the animation played when the model isn't moving, and has nothing called onto it. Just add a bone, make some keyframes, then export it as well as a dsq and set up a shape: --- Code: ---datablock TSShapeConstructor(HorseDts) { baseShape = "./horse.dts"; sequence0 = "./h_root.dsq root"; sequence1 = "./h_run.dsq run"; sequence2 = "./h_run.dsq walk"; sequence3 = "./h_back.dsq back"; sequence4 = "./h_side.dsq side"; sequence5 = "./h_root.dsq crouch"; sequence6 = "./h_run.dsq crouchRun"; sequence7 = "./h_back.dsq crouchBack"; sequence8 = "./h_side.dsq crouchSide"; sequence9 = "./h_look.dsq look"; sequence10 = "./h_root.dsq headside"; sequence11 = "./h_root.dsq headUp"; sequence12 = "./h_jump.dsq jump"; sequence13 = "./h_jump.dsq standjump"; sequence14 = "./h_root.dsq fall"; sequence15 = "./h_root.dsq land"; sequence16 = "./h_armAttack.dsq armAttack"; sequence17 = "./h_root.dsq armReadyLeft"; sequence18 = "./h_root.dsq armReadyRight"; sequence19 = "./h_root.dsq armReadyBoth"; sequence20 = "./h_spearReady.dsq spearready"; sequence21 = "./h_root.dsq spearThrow"; sequence22 = "./h_root.dsq talk"; sequence23 = "./h_death1.dsq death1"; sequence24 = "./h_shiftUp.dsq shiftUp"; sequence25 = "./h_shiftDown.dsq shiftDown"; sequence26 = "./h_shiftAway.dsq shiftAway"; sequence27 = "./h_shiftTo.dsq shiftTo"; sequence28 = "./h_shiftLeft.dsq shiftLeft"; sequence29 = "./h_shiftRight.dsq shiftRight"; sequence30 = "./h_rotCW.dsq rotCW"; sequence31 = "./h_rotCCW.dsq rotCCW"; sequence32 = "./h_root.dsq undo"; sequence33 = "./h_plant.dsq plant"; sequence34 = "./h_root.dsq sit"; sequence35 = "./h_root.dsq wrench"; sequence36 = "./h_root.dsq activate"; sequence37 = "./h_root.dsq activate2"; sequence38 = "./h_root.dsq leftrecoil"; }; --- End code --- Edit that as you need, change all animation names in that script to the name of your root animation IE: sequence24 = "./h_shiftUp.dsq shiftUp"; should be changed to sequence24 = "./h_root.dsq shiftUp"; Don't listen to this crap about collision. Playertype's use a bounding box to determine collision, edit the bounding box size in the script, not the model. |
| takato14:
--- Quote from: heedicalking on March 18, 2011, 06:39:20 PM ---LOL oh god you are all so dumb. You need a root animation for any player armor vehicle. A root animation doesn't have to be anything moving at all, it just needs to be set up as the animation played when the model isn't moving, and has nothing called onto it. Just add a bone, make some keyframes, then export it as well as a dsq and set up a shape: --- Code: ---datablock TSShapeConstructor(HorseDts) { baseShape = "./horse.dts"; sequence0 = "./h_root.dsq root"; sequence1 = "./h_run.dsq run"; sequence2 = "./h_run.dsq walk"; sequence3 = "./h_back.dsq back"; sequence4 = "./h_side.dsq side"; sequence5 = "./h_root.dsq crouch"; sequence6 = "./h_run.dsq crouchRun"; sequence7 = "./h_back.dsq crouchBack"; sequence8 = "./h_side.dsq crouchSide"; sequence9 = "./h_look.dsq look"; sequence10 = "./h_root.dsq headside"; sequence11 = "./h_root.dsq headUp"; sequence12 = "./h_jump.dsq jump"; sequence13 = "./h_jump.dsq standjump"; sequence14 = "./h_root.dsq fall"; sequence15 = "./h_root.dsq land"; sequence16 = "./h_armAttack.dsq armAttack"; sequence17 = "./h_root.dsq armReadyLeft"; sequence18 = "./h_root.dsq armReadyRight"; sequence19 = "./h_root.dsq armReadyBoth"; sequence20 = "./h_spearReady.dsq spearready"; sequence21 = "./h_root.dsq spearThrow"; sequence22 = "./h_root.dsq talk"; sequence23 = "./h_death1.dsq death1"; sequence24 = "./h_shiftUp.dsq shiftUp"; sequence25 = "./h_shiftDown.dsq shiftDown"; sequence26 = "./h_shiftAway.dsq shiftAway"; sequence27 = "./h_shiftTo.dsq shiftTo"; sequence28 = "./h_shiftLeft.dsq shiftLeft"; sequence29 = "./h_shiftRight.dsq shiftRight"; sequence30 = "./h_rotCW.dsq rotCW"; sequence31 = "./h_rotCCW.dsq rotCCW"; sequence32 = "./h_root.dsq undo"; sequence33 = "./h_plant.dsq plant"; sequence34 = "./h_root.dsq sit"; sequence35 = "./h_root.dsq wrench"; sequence36 = "./h_root.dsq activate"; sequence37 = "./h_root.dsq activate2"; sequence38 = "./h_root.dsq leftrecoil"; }; --- End code --- Edit that as you need, change all animation names in that script to the name of your root animation IE: sequence24 = "./h_shiftUp.dsq shiftUp"; should be changed to sequence24 = "./h_root.dsq shiftUp"; Don't listen to this crap about collision. Playertype's use a bounding box to determine collision, edit the bounding box size in the script, not the model. --- End quote --- That is exactly what I just said, you just wasted your time typing more stuff. You moron. |
| heedicalking:
--- Quote from: takato14 on March 18, 2011, 08:49:07 PM ---That is exactly what I just said, you just wasted your time typing more stuff. You moron. --- End quote --- OH GOD LOL. You didn't type exactly that, and you didn't explain how to do it either. How does helping someone out make me a moron. If you wanna go yell at people go to drama where all the dumb kids lurk. |
| Navigation |
| Message Index |
| Next page |
| Previous page |