| Blockland Forums > Modification Help |
| Bad datablock from server + raycasting |
| (1/1) |
| Demian:
Getting a console error "Add-Ons/Item_PropTools/PropSprayCan.cs (0): preload failed for propSprayCanImage: Bad Datablock from server."when trying to execute this. Also the raycasting doesn't work for some reason. I use the Support_RaycastingWeapons from Tier Tactical 1. --- Code: ---datablock ShapeBaseImageData(propSprayCanImage) { className = "WeaponImage"; item = propSprayCanItem; projectile = "propSprayCanProjectile"; projectileType = Projectile; showBricks = 0; doColorShift = "1"; colorShiftColor = "0.5 0.5 0.5 1"; firstPersonParticles = "1"; raycastWeaponRange = 200; raycastWeaponPierceTargets = ""; raycastWeaponTargets = $TypeMasks::PlayerObjectType | //AI/Players $TypeMasks::StaticObjectType | //Static Shapes $TypeMasks::TerrainObjectType | //Terrain $TypeMasks::VehicleObjectType | //Vehicles $TypeMasks::FXBrickObjectType; //Bricks raycastExplosionProjectile = propSprayCanProjectile; raycastSpreadAmt = 0; raycastSpreadCount = 0; raycastTracerProjectile = propSprayCanProjectile; raycastFromMuzzle = 0; stateSound[0] = propSprayActivateSound; stateSound[2] = propSprayFireSound; stateEmitter[2] = propSprayPaintEmitter; stateEmitterNode[2] = "muzzleNode"; stateName[0] = "Activate"; stateName[1] = "Ready"; stateName[2] = "Fire"; stateName[3] = "StopFire"; stateName[4] = "CapOff"; stateTransitionOnTriggerUp[2] = "StopFire"; stateTransitionOnTriggerDown[0] = "fire"; stateTransitionOnTriggerDown[1] = "fire"; stateTransitionOnTriggerDown[4] = "fire"; stateTransitionOnTimeout[0] = "CapOff"; stateTransitionOnTimeout[2] = "fire"; stateTransitionOnTimeout[3] = "ready"; stateTransitionOnTimeout[4] = "ready"; stateTimeoutValue[0] = "0.5"; stateTimeoutValue[1] = "0"; stateTimeoutValue[2] = "0.04"; stateTimeoutValue[3] = "0"; stateTimeoutValue[4] = "0.2"; stateWaitForTimeout[0] = "0"; stateWaitForTimeout[1] = "1"; stateWaitForTimeout[2] = "1"; stateWaitForTimeout[3] = "1"; stateWaitForTimeout[4] = "0"; stateFire[0] = "0"; stateFire[1] = "0"; stateFire[2] = "1"; stateFire[3] = "0"; stateFire[4] = "0"; stateAllowImageChange[0] = "1"; stateAllowImageChange[1] = "1"; stateAllowImageChange[2] = "1"; stateAllowImageChange[3] = "1"; stateAllowImageChange[4] = "1"; stateSequence[0] = "Shake"; stateSequence[2] = "fire"; stateSequence[3] = "StopFire"; stateSequence[4] = "CapOff"; stateEmitterTime[0] = "0"; stateEmitterTime[1] = "0"; stateEmitterTime[2] = "0.07"; stateEmitterTime[3] = "0"; stateEmitterTime[4] = "0"; }; --- End code --- Any ideas? |
| Space Guy:
Setting raycastSpreadCount to 0 means it'd fire zero raycasts per shot, except you never do call ::onFire either. You haven't set a model for it. |
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