Author Topic: Sound errors now  (Read 1414 times)

I get this error in console and I cannot figure out what's wrong with it.

Quote
//M82 Barrett 50.cal
//Modeler: Aware14 (Beastly loveer)
//Script: Ghille (uber cool one with herbs)
//Herb Productions Inc.

Datablock AudioProfile(##M##82FireSound)
{
  filename = "./BarrettFire.wav";
  description = AudioClose3d;
  preload = true;
};

datablock ParticleData(BarrettTrailParticle)
{
        dragCoefficient      = 3;
        gravityCoefficient   = -0.0;
        inheritedVelFactor   = 0.0;
        constantAcceleration = 0.0;
        lifetimeMS           = 625;
        lifetimeVarianceMS   = 55;
        textureName          = "base/data/particles/cloud";  //Woo cloud of smoke is epic
        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(BarrettTrailEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 0.0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "BarrettTrailParticle";
};
//### Projectile

AddDamageType("Barrett",'<bitmap:Add-ons/Weapon_Barrett50cal/CI_Barret> %1','%2 <bitmap:Add-ons/Weapon_Barrett50cal/CI_Barret> %1',0.2,1);
//my lack of spelling skill
datablock ProjectileData(BarrettProjectile)
{
  uiName = "50.Cal Bullet";  //we should do a custom model here by making the default bullet longer
  projectileShapeName = "Add-ons/Weapon_Gun/bullet.dts";
  directDamage = 160;
  directDamageType = $DamageType::Barrett;
  radiusDamageType = $DamageType::Barrett;
  brickExplosionRadius = 0;
  brickExplosionImpact = true;
  brickExplosionForce = 80;
  brickExplosionMaxVolume = 1;
  brickExplosionMaxVolumeFloati ng = 2;
  impactImpulse = 175;
  verticalImpulse = 0;
  explosion = GunExplosion;
  particleEmitter     = BarrettTrailEmitter;
  muzzleVelocity = 200; // 350
  verInheritFactor = 1;
  armingDelay = 0;
  lifetime = 4000;
  fadeDelay = 2000;
  bounceElasticity = 0.5;
  bounceFriction = 0.2;
  isBallistic = true;
  gravityMod = 0.10;
  hasLight = false;
  lightRadius = 3;
  lightColor = "1 0.5 0";
};

//### Item

datablock ItemData(BarrettItem)
{
  uiName = "M82 Barrett";
  iconName = "./UIBarrett";
  image = BarrettImage;
  category = "Weapon";
  className = "Weapon";
  shapeFile = "./Barret.dts";  //Awares lack of spelling skill
  mass = 4.2;
  density = 0.2;
  elasticity = 0;
  friction = 0.6;
  emap = true;
  doColorShift = true;
  colorShiftColor = "1 1 1 1";
  canDrop = true;
};

//### Ze Item Image

datablock ShapeBaseImageData(BarrettImage)
{
  shapeFile = "./Barret.dts";
  emap = true;
  mountPoint = 0;
  offset = "0 0 0";
  correctMuzzleVector = true;
  eyeOffset = "0 0 0";
  rotation = eulerToMatrix("0 0 0");
  className = "WeaponImage";
  item = BarrettItem;
  ammo = " ";
  projectile = BarrettProjectile;
  projectileType = Projectile;
  casing = gunShellDebris;
  shellExitDir = "1 -1 0.5";
  shellExitOffset = "0 0 0";
  shellExitVariance = 10;
  shellVelocity = 6;
  melee = false;
  doReaction = false;
  armReady = true;
  minShotTime = 2000;
  doColorShift = true;
  colorShiftColor = "1 1 1 1";

  stateName[0] = "Activate";
  stateTimeoutValue[0] = 0.2;
  stateTransitionOnTimeout[0] = "Ready";
  stateSound[0] = weaponSwitchSound;

  stateName[1] = "Ready";
  stateTransitionOnTriggerDown[1] = "Fire";
  stateAllowImageChange[1] = true;

  stateName[2] = "Fire";
  stateTransitionOnTimeOut[2] = "Reload";
  stateTimeoutValue[2] = "0.4";
  stateFire[2] = true;
  stateAllowImageChange[2] = false;
  stateWaitForTimeout[2] = true;
  stateEmitter[2] = gunFlashEmitter;
  stateEmitterTime[2] = 0.05;
  stateEmitterNode[2] = "muzzlePoint";
  stateSound[2] = M82FireSound;
  stateScript[2] = "onFire";

  stateName[3] = "Reload";
  stateTimeoutValue[3] = 0.4;
  stateSequence[3] = "Fire";
  stateTransitionOnTimeout[3] = "Delay";
  stateWaitForTimeout[3] = true;
  stateEjectShell[3] = true;
  stateAllowImageChange[4] = false;
//ze delay
  stateName[4] = "Delay";
  stateTimeoutValue[4] = 0.1;
  stateTransitionOnTimeout[4] = "Ready";
  stateWaitForTimeout[4] = true;
  stateAllowImageChange[4] = false;
}; 
Don't think I just posted this on forums without trying. I tried alot of solutions.
« Last Edit: October 19, 2011, 08:09:19 PM by _Dark_ »


« Last Edit: October 19, 2011, 08:10:10 PM by _Dark_ »

You're attempting to declare a function inside an if statement. Add another } before the function line to close the if statement (it will not cause an error if the gun is disabled).

I feel embarrassed that i cant figure out these errors.

datablock cannot be capitalized.