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| Edited vehicle isn't showing up in the addons list |
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| Mr.jacksaunt:
So I edited heed's old AA turret. I made the projectiles do more damage, the gun shoot faster and I made the projectile go faster. I tried to test it but it won't show up in-game. --- Code: ---datablock TSShapeConstructor(AATurretDts) { baseShape = "./AATurret.dts"; sequence0 = "./t_root.dsq root"; sequence1 = "./t_root.dsq run"; sequence2 = "./t_root.dsq walk"; sequence3 = "./t_root.dsq back"; sequence4 = "./t_root.dsq side"; sequence5 = "./t_root.dsq crouch"; sequence6 = "./t_root.dsq crouchRun"; sequence7 = "./t_root.dsq crouchBack"; sequence8 = "./t_root.dsq crouchSide"; sequence9 = "./t_look.dsq look"; sequence10 = "./t_root.dsq headside"; sequence11 = "./t_root.dsq headUp"; sequence12 = "./t_root.dsq jump"; sequence13 = "./t_root.dsq standjump"; sequence14 = "./t_root.dsq fall"; sequence15 = "./t_root.dsq land"; sequence16 = "./t_root.dsq armAttack"; sequence17 = "./t_root.dsq armReadyLeft"; sequence18 = "./t_root.dsq armReadyRight"; sequence19 = "./t_root.dsq armReadyBoth"; sequence20 = "./t_root.dsq spearready"; sequence21 = "./t_root.dsq spearThrow"; sequence22 = "./t_root.dsq talk"; sequence23 = "./t_root.dsq death1"; sequence24 = "./t_root.dsq shiftUp"; sequence25 = "./t_root.dsq shiftDown"; sequence26 = "./t_root.dsq shiftAway"; sequence27 = "./t_root.dsq shiftTo"; sequence28 = "./t_root.dsq shiftLeft"; sequence29 = "./t_root.dsq shiftRight"; sequence30 = "./t_root.dsq rotCW"; sequence31 = "./t_root.dsq rotCCW"; sequence32 = "./t_root.dsq undo"; sequence33 = "./t_root.dsq plant"; sequence34 = "./t_root.dsq sit"; sequence35 = "./t_root.dsq wrench"; }; datablock ProjectileData(AATurretProjectile : gunProjectile) { directDamage = 40; }; datablock PlayerData(AATurretPlayer) { ShootOnClick=1; ShootOnClick_Hold=1; ShootOnClick_ShootDelay=100; ShootOnClick_ReShootDelay=100; ShootOnClick_ProjectileCount=2; ShootOnClick_RequiredSlot=0; ShootOnClick_Sound=gunshot1Sound; ShootOnClick_Projectile[0]= AATurretProjectile; ShootOnClick_Position[0]="3 -1 1"; ShootOnClick_Velocity[0]="200 0 0"; ShootOnClick_Scale[0]="1 1 1"; ShootOnClick_Projectile[1]= AATurretProjectile; ShootOnClick_Position[1]="3 1 1"; ShootOnClick_Velocity[1]="200 0 0"; ShootOnClick_Scale[1]="1 1 1"; renderFirstPerson = true; emap = false; className = Armor; shapeFile = "./AATurret.dts"; cameraMaxDist = 15; cameraTilt = 0.261; cameraVerticalOffset = 5.3; computeCRC = false; canObserve = true; cmdCategory = "Clients"; cameraDefaultFov = 90.0; cameraMinFov = 5.0; cameraMaxFov = 120.0; //debrisShapeName = "~/data/player/debris_player.dts"; //debris = horseDebris; aiAvoidThis = true; minLookAngle = -1.5708; maxLookAngle = 0; maxFreelookAngle = 3.0; mass = 200; drag = 10; maxdrag = 0.52; density = 0.7; maxDamage = 250; maxEnergy = 10; repairRate = 0.33; energyPerDamagePoint = 75.0; rechargeRate = 0.4; runForce = 0 * 0; runEnergyDrain = 0; minRunEnergy = 0; maxForwardSpeed = 0; maxBackwardSpeed = 0; maxSideSpeed = 0; maxForwardCrouchSpeed = 0; maxBackwardCrouchSpeed = 0; maxSideCrouchSpeed = 0; maxForwardProneSpeed = 0; maxBackwardProneSpeed = 0; maxSideProneSpeed = 0; maxForwardWalkSpeed = 0; maxBackwardWalkSpeed = 0; maxSideWalkSpeed = 0; maxUnderwaterForwardSpeed = 0; maxUnderwaterBackwardSpeed = 0; maxUnderwaterSideSpeed = 0; jumpForce = 0 * 0; //8.3 * 90; jumpEnergyDrain = 0; minJumpEnergy = 0; jumpDelay = 0; minJetEnergy = 0; jetEnergyDrain = 0; canJet = 0; recoverDelay = 0; recoverRunForceScale = 1.2; minImpactSpeed = 250; speedDamageScale = 3.8; boundingBox = vectorScale("2.5 2.5 1.7", 4); crouchBoundingBox = vectorScale("2.5 2.5 1.7", 4); proneBoundingBox = vectorScale("2.5 2.5 1.7", 4); pickupRadius = 0.75; // Damage location details boxNormalHeadPercentage = 0.83; boxNormalTorsoPercentage = 0.49; boxHeadLeftPercentage = 0; boxHeadRightPercentage = 1; boxHeadBackPercentage = 0; boxHeadFrontPercentage = 1; // Foot Prints //decalData = HorseFootprint; //decalOffset = 0.25; jetEmitter = playerJetEmitter; jetGroundEmitter = playerJetGroundEmitter; jetGroundDistance = 4; //footPuffEmitter = LightPuffEmitter; footPuffNumParts = 10; footPuffRadius = 0.25; //dustEmitter = LiftoffDustEmitter; splash = PlayerSplash; splashVelocity = 4.0; splashAngle = 67.0; splashFreqMod = 300.0; splashVelEpsilon = 0.60; bubbleEmitTime = 0.1; splashEmitter[0] = PlayerFoamDropletsEmitter; splashEmitter[1] = PlayerFoamEmitter; splashEmitter[2] = PlayerBubbleEmitter; mediumSplashSoundVelocity = 10.0; hardSplashSoundVelocity = 20.0; exitSplashSoundVelocity = 5.0; // Controls over slope of runnable/jumpable surfaces runSurfaceAngle = 85; jumpSurfaceAngle = 86; minJumpSpeed = 20; maxJumpSpeed = 30; horizMaxSpeed = 68; horizResistSpeed = 33; horizResistFactor = 0.35; upMaxSpeed = 80; upResistSpeed = 25; upResistFactor = 0.3; footstepSplashHeight = 0.35; //NOTE: some sounds commented out until wav's are available JumpSound = HorseJumpSound; // Footstep Sounds //FootSoftSound = HorseFootFallSound; //FootHardSound = HorseFootFallSound; //FootMetalSound = HorseFootFallSound; //FootSnowSound = HorseFootFallSound; //FootShallowSound = HorseFootFallSound; //FootWadingSound = HorseFootFallSound; //FootUnderwaterSound = HorseFootFallSound; //FootBubblesSound = FootLightBubblesSound; //movingBubblesSound = ArmorMoveBubblesSound; //waterBreathSound = WaterBreathMaleSound; //impactSoftSound = ImpactLightSoftSound; //impactHardSound = ImpactLightHardSound; //impactMetalSound = ImpactLightMetalSound; //impactSnowSound = ImpactLightSnowSound; //impactWaterEasy = ImpactLightWaterEasySound; //impactWaterMedium = ImpactLightWaterMediumSound; //impactWaterHard = ImpactLightWaterHardSound; groundImpactMinSpeed = 10.0; groundImpactShakeFreq = "4.0 4.0 4.0"; groundImpactShakeAmp = "1.0 1.0 1.0"; groundImpactShakeDuration = 0.8; groundImpactShakeFalloff = 10.0; //exitingWater = ExitingWaterLightSound; observeParameters = "0.5 4.5 4.5"; // Inventory Items maxItems = 10; //total number of bricks you can carry maxWeapons = 5; //this will be controlled by mini-game code maxTools = 5; uiName = "AA Turret"; rideable = true; lookUpLimit = 0.6; lookDownLimit = 0.1; canRide = false; showEnergyBar = false; paintable = true; brickImage = horseBrickImage; //the imageData to use for brick deployment numMountPoints = 1; mountThread[0] = "sit"; //protection for passengers protectPassengersBurn = true; //protect passengers from the burning effect of explosions? protectPassengersRadius = false; //protect passengers from radius damage (explosions) ? protectPassengersDirect = false; //protect passengers from direct damage (bullets) ? }; datablock DebrisData(AAturretDebris) { emitters = "jeepDebrisTrailEmitter"; shapeFile = "./AATurret.dts"; lifetime = 3.0; minSpinSpeed = -300.0; maxSpinSpeed = 300.0; elasticity = 0.5; friction = 0.2; numBounces = 1; staticOnMaxBounce = true; snapOnMaxBounce = false; fade = true; gravModifier = 2; }; datablock ExplosionData(AATurretExplosion) { //explosionShape = ""; lifeTimeMS = 150; soundProfile = vehicleExplosionSound; emitter[0] = vehicleExplosionEmitter; emitter[1] = vehicleExplosionEmitter2; debris = turretDebris; debrisNum = 1; debrisNumVariance = 0; debrisPhiMin = 0; debrisPhiMax = 360; debrisThetaMin = 0; debrisThetaMax = 20; debrisVelocity = 18; debrisVelocityVariance = 3; faceViewer = true; explosionScale = "1 1 1"; shakeCamera = true; camShakeFreq = "7.0 8.0 7.0"; camShakeAmp = "10.0 10.0 10.0"; camShakeDuration = 0.75; camShakeRadius = 15.0; // Dynamic light lightStartRadius = 0; lightEndRadius = 20; lightStartColor = "0.45 0.3 0.1"; lightEndColor = "0 0 0"; //impulse impulseRadius = 15; impulseForce = 1000; impulseVertical = 2000; //radius damage radiusDamage = 30; damageRadius = 8.0; //burn the players? playerBurnTime = 5000; }; datablock ProjectileData(AATurretExplosionProjectile) { directDamage = 0; radiusDamage = 0; damageRadius = 0; explosion = AATurretExplosion; directDamageType = $DamageType::jeepExplosion; radiusDamageType = $DamageType::jeepExplosion; explodeOnDeath = 1; armingDelay = 0; lifetime = 10; }; function Projectile::onAdd(%obj,%a,%b) { if(%obj.dataBlock.getID() == AATurretProjectile.getID()) { %obj.initialvelocity=vectorscale(vectorNormalize(%obj.initialvelocity),600); } Parent::onAdd(%obj,%a,%b); } --- End code --- |
| jes00:
If it's not showing up in the add on list: Make sure the namecheck.txt and description.txt are correct. Is the console saying anything about it? If it's not showing up in game: Any errors or anything in the console? |
| Mr.jacksaunt:
--- Quote from: jes00 on March 27, 2012, 06:01:42 PM ---If it's not showing up in the add on list: Make sure the namecheck.txt and description.txt are correct. Is the console saying anything about it? --- End quote --- Both seem fine. After I checked I deleted namecheck.txt because I'm pretty sure that regenerates. --- Quote from: jes00 on March 27, 2012, 06:01:42 PM ---If it's not showing up in game: Any errors or anything in the console? --- End quote --- I can't get it in game, I'll try a workaround console command. |
| _Dark_:
Did you rename any files. |
| Mr.jacksaunt:
--- Quote from: _Dark_ on March 27, 2012, 06:33:30 PM ---Did you rename any files. --- End quote --- nope So I manually loaded it, but whenever you fire it I get this in the console. --- Code: ---Add-Ons/Vehicle_AATurret/Vehicle_AATurret/Vehicle_AATurret.cs (0) Unknown command onAdd. --- End code --- |
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