Author Topic: Bad datablock from server + raycasting  (Read 311 times)

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: [Select]
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";
};

Any ideas?

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.