Author Topic: my Ship is not working  (Read 4365 times)

i do have that thats what the box is in the pic is :p

The collision box must be in another layer, and that layer must be set in the exporter as collision.

ik allanbout collosions (spalled that wrong ijust wook up :p) its just when o try to lode it in BLAM it crached it dos have a collosion

ik allanbout collosions (spalled that wrong ijust wook up :p) its just when o try to lode it in BLAM it crached it dos have a collosion
What.

i have all thats needed but it crashed when i try to load it in

What is the name of the collision box?

i feel so dumb.....i forgot to rename the collision to collision :P but qustion...what do you rotate 90%? X Y or Z? for the armature
« Last Edit: July 15, 2013, 01:56:37 PM by nuketf »

ok so i fixed the collision box and still crash

Are you adding mount points that don't exist in the sever script, or not placing points that do exist.

i have one mount point that is the driver and one mount point in the .cs

i have one mount point that is the driver and one mount point in the .cs
You'll need another mount point for every turret you want to put on.

well for right now i just want the ship to not crash then il have turrets on


datablock ParticleEmitterData(RowboatFoamEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 3.0;
   velocityVariance = 1.0;
   ejectionOffset   = 1.0;
   thetaMin         = 80;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "PlayerFoamParticle";

   useEmitterColors = true;

   uiName = "Rowboat Foam";
};

datablock PlayerData(RowBoatArmor : PlayerStandardArmor)
{
   cameraVerticalOffset = 3;
   shapefile = "./Rowboat.dts";
   canJet = 0;
   mass = 120;
   drag = 0.03;
   density = 0.6;
   runSurfaceAngle = 1;
   jumpSurfaceAngle = 1;
   maxForwardSpeed = 0;
   maxBackwardSpeed = 0;
   maxBackwardCrouchSpeed = 0;
   maxForwardCrouchSpeed = 0;
   maxSideSpeed = 0;
   maxSideCrouchSpeed = 0;
   maxStepHeight = 0;
   maxUnderwaterSideSpeed = 0;

   uiName = "UEF_BattleShip";
   showEnergyBar = false;
   
   jumpForce = 0;
   jumpEnergyDrain = 10000;
   minJumpEnergy = 10000;
   jumpDelay = 127;
   minJumpSpeed = 0;
   maxJumpSpeed = 0;
   
   rideable = true;
   canRide = false;
   paintable = true;
   
   boundingBox         = vectorScale("2.5 2.5 1", 4);
   crouchBoundingBox   = vectorScale("2.5 2.5 1", 4);
   
   lookUpLimit = 0.65;
   lookDownLimit = 0.45;
   
   numMountPoints = 1;
   mountThread[0] = "sit";

   splashEmitter[0] = RowboatFoamEmitter;
   splashEmitter[1] = RowboatFoamEmitter;
   splashEmitter[2] = RowboatFoamEmitter;
   
   upMaxSpeed = 1;
   upResistSpeed = 1;
   upResistFactor = 1;
   maxdamage = 260;

   minImpactSpeed = 250;
   speedDamageScale = 3.8;

   useCustomPainEffects = true;
   PainHighImage = "";
   PainMidImage  = "";
   PainLowImage  = "";
   painSound     = "";
   deathSound    = "";
};
« Last Edit: July 18, 2013, 01:15:42 PM by nuketf »

No, post the ship's CS file not the rowboat, post as in a link to the file

that is the ships .cs i want it to work like the rowboat so i replaced the model