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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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