| Blockland Forums > Modification Help |
| Coin doesn't show up in add on list. |
| (1/1) |
| Lørd Tøny:
I'm trying to port the v8 coin, I just can't get this script to execute it correctly. --- Code: ---//Coin.cs datablock AudioProfile(CoinExplosionSound) { filename = "./BasketBallNoice.wav"; description = AudioClose3d; preload = false; }; datablock AudioProfile(CoinFireSound) { filename = "./spearFire.wav"; description = AudioClose3d; preload = true; }; //Coin trai datablock ParticleData(CoinTrailParticle) { dragCoefficient = 3.0; windCoefficient = 0.0; gravityCoefficient = 0.0; inheritedVelFactor = 0.0; constantAcceleration = 0.0; lifetimeMS = 600; lifetimeVarianceMS = 0; spinSpeed = 10.0; spinRandomMin = -50.0; spinRandomMax = 50.0; useInvAlpha = true; animateTexture = false; //framesPerSec = 1; textureName = "base/data/particles/ring"; //animTexName = " "; // Interpolation variables colors[0] = "0.75 0.75 0.75 0.3"; colors[1] = "0.75 0.75 0.75 0.2"; colors[2] = "1 1 1 0.0"; sizes[0] = 0.01; sizes[1] = 0.02; sizes[2] = 0.003; times[0] = 0.0; times[1] = 0.1; times[2] = 1.0; }; datablock ParticleEmitterData(CoinTrailEmitter) { ejectionPeriodMS = 5; periodVarianceMS = 0; ejectionVelocity = 0; //0.25; velocityVariance = 0; //0.10; ejectionOffset = 0; thetaMin = 0.0; thetaMax = 90.0; particles = CoinTrailParticle; }; //effects datablock ParticleData(CoinExplosionParticle) { dragCoefficient = 3.0; windCoefficient = 0.0; gravityCoefficient = 0.5; inheritedVelFactor = 0.0; constantAcceleration = 0.0; lifetimeMS = 1; lifetimeVarianceMS = 1; spinSpeed = 10.0; spinRandomMin = -50.0; spinRandomMax = 50.0; useInvAlpha = true; animateTexture = false; //framesPerSec = 1; textureName = "base/data/particles/empty"; //animTexName = "~/data/particles/empty"; // Interpolation variables colors[0] = "0.0 0.0 0.0 0.0"; colors[1] = "0.0 0.0 0.0 0.0"; sizes[0] = 0.01; sizes[1] = 0.01; times[0] = 0.0; times[1] = 1.0; }; datablock ParticleEmitterData(CoinExplosionEmitter) { ejectionPeriodMS = 1; periodVarianceMS = 0; lifeTimeMS = 1; ejectionVelocity = 1; velocityVariance = 1.0; ejectionOffset = 0.0; thetaMin = 0; thetaMax = 90; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; particles = "CoinExplosionParticle"; }; datablock ParticleData(CoinExplosionParticle2) { dragCoefficient = 0.1; windCoefficient = 0.0; gravityCoefficient = 2.0; inheritedVelFactor = 0.0; constantAcceleration = 0.0; lifetimeMS = 1; lifetimeVarianceMS = 1; spinSpeed = 10.0; spinRandomMin = -50.0; spinRandomMax = 50.0; useInvAlpha = true; animateTexture = false; //framesPerSec = 1; textureName = "base/data/particles/empty"; //animTexName = "~/data/particles/empty"; // Interpolation variables colors[0] = "0.0 0.0 0.0 0.0"; colors[1] = "0.0 0.0 0.0 0.0"; sizes[0] = 0.01; sizes[1] = 0.01; times[0] = 0.0; times[1] = 1.0; }; datablock ParticleEmitterData(CoinExplosionEmitter2) { ejectionPeriodMS = 1; periodVarianceMS = 0; lifetimeMS = 1; ejectionVelocity = 1; velocityVariance = 5.0; ejectionOffset = 0.0; thetaMin = 0; thetaMax = 90; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; particles = "CoinExplosionParticle2"; }; datablock ExplosionData(CoinExplosion) { //explosionShape = ""; lifeTimeMS = 1; soundProfile = CoinExplosionSound; emitter[0] = CoinExplosionEmitter; emitter[1] = CoinExplosionEmitter2; //particleDensity = 30; //particleRadius = 1.0; faceViewer = true; explosionScale = "1 1 1"; shakeCamera = false; camShakeFreq = "0.0 0.0 0.0"; camShakeAmp = "0.0 0.0 0.0"; camShakeDuration = 0.1; camShakeRadius = 1.0; // Dynamic light lightStartRadius = 4; lightEndRadius = 3; lightStartColor = "0.45 0.3 0.1"; lightEndColor = "0 0 0"; //impulse impulseRadius = 3.5; impulseForce = 2000; //radius damage radiusDamage = 1; damageRadius = 1; }; //projectile AddDamageType("Coin", '<bitmap:add-ons/ci/spear> %1', '%2 <bitmap:add-ons/ci/spear> %1',1,1); AddDamageType("CoinRadius", '<bitmap:add-ons/ci/spearRadius> %1', '%2 <bitmap:add-ons/ci/spearRadius> %1',1,0); datablock ProjectileData(CoinProjectile) { projectileShapeName = "`~/Coin.dts"; directDamage = 50; directDamageType = $DamageType::CoinDirect; radiusDamageType = $DamageType::CoinRadius; impactImpulse = 1000; verticalImpulse = 1000; explosion = CoinExplosion; particleEmitter = CoinTrailEmitter; brickExplosionRadius = 0; brickExplosionImpact = true; //destroy a brick if we hit it directly? brickExplosionForce = 20; brickExplosionMaxVolume = 200; muzzleVelocity = 3; velInheritFactor = 1; armingDelay = 2000; lifetime = 2000; fadeDelay = 3000; bounceElasticity = 0.7; bounceFriction = 0; isBallistic = true; gravityMod = 3.0; hasLight = false; lightRadius = 3.0; lightColor = "0 0 0.5"; }; ////////// // item // ////////// datablock ItemData(CoinItem) { category = "Weapon"; // Mission editor category className = "weapon"; // For inventory system // Basic Item Properties shapeFile = "./Coin.dts"; mass = 1; density = 0.2; elasticity = 0.2; friction = 0.6; emap = true; //gui stuff uiName = "Coin"; iconName = "./CoinIcon"; doColorShift = true; colorShiftColor = "0.400 0.196 0 1.000"; // Dynamic properties defined by the scripts image = CoinImage; canDrop = true; }; //function Coin::onUse(%this,%user) //{ // //mount the image in the right hand slot // %user.mountimage(%this.image, $RightHandSlot); //} //////////////// //weapon image// //////////////// datablock ShapeBaseImageData(CoinImage) { // Basic Item properties shapeFile = "./Coin.dts"; emap = true; // Specify mount point & offset for 3rd person, and eye offset // for first person rendering. mountPoint = 0; offset = "0 0 0"; //eyeOffset = "0.1 0.2 -0.55"; // 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 = CoinItem; ammo = " "; projectile = CoinProjectile; projectileType = Projectile; //melee particles shoot from eye node for consistancy melee = false; //raise your arm up or not armReady = true; //casing = " "; doColorShift = true; colorShiftColor = "0.400 0.196 0 1.000"; // 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] = 0.1; stateTransitionOnTimeout[0] = "Ready"; stateSequence[0] = "ready"; stateSound[0] = weaponSwitchSound; stateName[1] = "Ready"; stateTransitionOnTriggerDown[1] = "Charge"; stateAllowImageChange[1] = true; stateName[2] = "Charge"; stateTransitionOnTimeout[2] = "Armed"; stateTimeoutValue[2] = 0.7; stateWaitForTimeout[2] = false; stateTransitionOnTriggerUp[2] = "AbortCharge"; stateScript[2] = "onCharge"; stateAllowImageChange[2] = false; stateName[3] = "AbortCharge"; stateTransitionOnTimeout[3] = "Ready"; stateTimeoutValue[3] = 0.3; stateWaitForTimeout[3] = true; stateScript[3] = "onAbortCharge"; stateAllowImageChange[3] = false; stateName[4] = "Armed"; stateTransitionOnTriggerUp[4] = "Fire"; stateAllowImageChange[4] = false; stateName[5] = "Fire"; stateTransitionOnTimeout[5] = "Ready"; stateTimeoutValue[5] = 0.5; stateFire[5] = true; stateSequence[5] = "fire"; stateScript[5] = "onFire"; stateWaitForTimeout[5] = true; stateAllowImageChange[5] = false; stateSound[5] = CoinFireSound; }; function CoinImage::onCharge(%this, %obj, %slot) { %obj.playthread(2, spearReady); } function CoinImage::onAbortCharge(%this, %obj, %slot) { %obj.playthread(2, root); } function CoinImage::onFire(%this, %obj, %slot) { %obj.playthread(2, spearThrow); Parent::onFire(%this, %obj, %slot); } --- End code --- |
| Red_Guy:
any console errors? thats the first place you should look when something doesnt work as expected. |
| Lørd Tøny:
--- Quote from: Red_Guy on April 14, 2011, 04:17:12 AM ---any console errors? thats the first place you should look when something doesnt work as expected. --- End quote --- None. |
| Pink Ranger:
In datablock ProjectileData(CoinProjectile), there's a ` before the tilde in projectileShapeName = "`~/Coin.dts" That might be the problem. |
| Iban:
Post your entire console.log. It's likely you made a mistake in the add-on packaging, or Badspot has remotely failed the add-on itself. |
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