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image not working properly.
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otto-san:
ok this is pretty annoying

I PRESENT TO YOU
TWO BASICALLY IDENTICAL IMAGES

THE WORKING ONE:

--- Code: ---datablock ShapeBaseImageData(TremorDirtImage)
{
shapeFile = "base/data/shapes/empty.dts";
emap = false;

mountPoint = $HeadSlot;

stateName[0] = "Ready";
stateTransitionOnTimeout[0] = "FireA";
stateTimeoutValue[0] = 0.01;

stateName[1] = "FireA";
stateTransitionOnTimeout[1] = "Done";
stateWaitForTimeout[1] = True;
stateTimeoutValue[1] = 0.350;
stateEmitter[1] = TremorDirtEmitter;
stateEmitterTime[1] = 0.350;

stateName[2] = "Done";
stateScript[2] = "onDone";
};
function TremorDirtImage::onDone(%this,%obj,%slot)
{
%obj.unMountImage(%slot);
}
--- End code ---


THE BROKEN ONE:

--- Code: --- datablock ShapeBaseImageData(DagonInkImage)
{
shapeFile = "base/data/shapes/empty.dts";
emap = false;

mountPoint = $HeadSlot;

stateName[0] = "Ready";
stateTransitionOnTimeout[0] = "FireA";
stateTimeoutValue[0] = 0.01;

stateName[1] = "FireA";
stateTransitionOnTimeout[1] = "Done";
stateWaitForTimeout[1] = True;
stateTimeoutValue[1] = 0.350;
stateEmitter[1] = DagonInkEmitter;
stateEmitterTime[1] = 0.350;

stateName[2] = "Done";
stateScript[2] = "onDone";
};

function DagonInkImage::onDone(%this,%obj,%slot)
{
%obj.unMountImage(%slot);
}
--- End code ---

now

why is the latter code not working properly

Even when I call to use both of those the SAME WAY, the latter does not work (the former does).

Also, both emitters work fine when spawned on bricks.
Mr. Wallet:
You have misdiagnosed the problem. The error is not related to the code snippet you have given.

Since you ruled out the emitter which is the only notable difference, I have no hypotheses because "doesn't work" is as vague as you can possibly get within the realm of human language.
otto-san:

--- Quote from: Mr. Wallet on June 10, 2012, 10:34:36 PM ---You have misdiagnosed the problem. The error is not related to the code snippet you have given.

Other than the emitter I have no hypotheses because "doesn't work" is as vague as you can possibly get within the realm of human language.

--- End quote ---
I'm not quite sure how well I can describe how it isn't working, the emitter doesn't show when the image is mounted.

Here's the emitter and particle code.

--- Code: --- datablock ParticleData(DagonInkParticle)
 {
    dragCoefficient      = 5;
    gravityCoefficient   = 0.25;
    inheritedVelFactor   = 0.1;
    constantAcceleration = 0.0;
    lifetimeMS           = 3000;
    lifetimeVarianceMS   = 300;
spinSpeed = -10.0;
spinRandomMax = 100.0;
spinRandomMin = -100.0;
    useInvAlpha          = true;
    textureName          = "base/data/particles/cloud";
    colors[0]     = "0.1 0.1 0.1 1";
    colors[1]     = "0.1 0.1 0.1 1";
    colors[2]     = "0.1 0.1 0.1 1";
    sizes[0]      = 15;
    sizes[1]      = 12.5;
    sizes[2]      = 10;
    times[0]      = 0.0;
    times[1]      = 0.5;
    times[2]      = 1.0;
 };

 datablock ParticleEmitterData(DagonInkEmitter)
 {
    ejectionPeriodMS = 500;
    periodVarianceMS = 5;
    ejectionVelocity = 2.5;
    ejectionOffset   = 0.5;
    velocityVariance = 0.2;
    thetaMin         = 80;
    thetaMax         = 80;
    phiReferenceVel  = 45;
    phiVariance      = 360;
    overrideAdvance = false;
    particles = "DagonInkParticle";

    uiName = "Dagon Ink - Underwater";
 };
--- End code ---

The methods I've tried for mounting the image are using the emote method and mountImage.
Mr. Wallet:
And is the image successfully mounted?
otto-san:

--- Quote from: Mr. Wallet on June 10, 2012, 10:42:05 PM ---And is the image successfully mounted?

--- End quote ---
Yes.

edit:

I added in some echos and it's even getting through all the states.

edit again:

It also doesn't work when I use Tremor's dirt emitter.
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