i know there is something wrong in the script but i can not find it, any help?
(yes i have made the .dsq files and the animation in the model)
The game crashes when i spawn the vehicle.
(Though there might be a problem in the model, but the only people who could possibly help with that is kaje or badspot D: )
// Load dts shapes and merge animations
datablock TSShapeConstructor(MechDts)
{
baseShape = "add-ons/mech/mech.dts";
sequence0 = "add-ons/mech/mech_root.dsq";
sequence1 = "add-ons/mech/mech_run.dsq";
sequence2 = "add-ons/mech/mech_run.dsq";
sequence3 = "add-ons/mech/mech_run.dsq";
sequence4 = "add-ons/mech/mech_run.dsq";
sequence5 = "add-ons/mech/mech_root.dsq";
sequence6 = "add-ons/mech/mech_run.dsq";
sequence7 = "add-ons/mech/mech_run.dsq";
sequence8 = "add-ons/mech/mech_run.dsq";
sequence9 = "add-ons/mech/mech_root.dsq";
sequence10 = "add-ons/mech/mech_root.dsq";
sequence11 = "add-ons/mech/mech_root.dsq";
sequence12 = "add-ons/mech/mech_jump.dsq";
sequence13 = "add-ons/mech/mech_jump.dsq";
sequence14 = "add-ons/mech/mech_root.dsq";
sequence15 = "add-ons/mech/mech_root.dsq";
sequence16 = "add-ons/mech/mech_root.dsq";
sequence17 = "add-ons/mech/mech_root.dsq";
sequence18 = "add-ons/mech/mech_root.dsq";
sequence19 = "add-ons/mech/mech_root.dsq";
sequence20 = "add-ons/mech/mech_root.dsq";
sequence21 = "add-ons/mech/mech_root.dsq";
sequence22 = "add-ons/mech/mech_root.dsq";
sequence23 = "add-ons/mech/mech_root.dsq";
sequence24 = "add-ons/mech/mech_root.dsq";
sequence25 = "add-ons/mech/mech_root.dsq";
sequence26 = "add-ons/mech/mech_root.dsq";
sequence27 = "add-ons/mech/mech_root.dsq";
sequence28 = "add-ons/mech/mech_root.dsq";
sequence29 = "add-ons/mech/mech_root.dsq";
sequence30 = "add-ons/mech/mech_root.dsq";
sequence31 = "add-ons/mech/mech_root.dsq";
sequence32 = "add-ons/mech/mech_root.dsq";
sequence33 = "add-ons/mech/mech_root.dsq";
sequence34 = "add-ons/mech/mech_root.dsq";
sequence35 = "add-ons/mech/mech_root.dsq";
};
datablock AudioProfile(MechFootFallSound)
{
fileName = "base/data/sound/pain.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(MechJumpSound)
{
fileName = "./sound/jumphorse.wav";
description = AudioClose3d;
preload = true;
};
datablock DebrisData( MechDebris )
{
explodeOnMaxBounce = false;
elasticity = 0.15;
friction = 0.5;
lifetime = 4.0;
lifetimeVariance = 0.0;
minSpinSpeed = 40;
maxSpinSpeed = 600;
numBounces = 5;
bounceVariance = 0;
staticOnMaxBounce = true;
gravModifier = 1.0;
useRadiusMass = true;
baseRadius = 1;
velocity = 20.0;
velocityVariance = 12.0;
};
datablock PlayerData(MechArmor)
{
renderFirstPerson = false;
emap = false;
className = Armor;
shapeFile = "add-ons/mech/Mech.dts";
cameraMaxDist = 8;
cameraTilt = 0.261;//0.174 * 2.5; //~25 degrees
cameraVerticalOffset = 2.3;
computeCRC = false;
canObserve = true;
cmdCategory = "Clients";
cameraDefaultFov = 90.0;
cameraMinFov = 5.0;
cameraMaxFov = 120.0;
//debrisShapeName = "~/data/shapes/player/debris_player.dts";
//debris = MechDebris;
aiAvoidThis = true;
minLookAngle = -1.5708;
maxLookAngle = 1.5708;
maxFreelookAngle = 3.0;
mass = 90;
drag = 0.1;
maxdrag = 0.52;
density = 0.7;
maxDamage = 250;
maxEnergy = 10;
repairRate = 0.33;
energyPerDamagePoint = 75.0;
rechargeRate = 0.4;
runForce = 28 * 90;
runEnergyDrain = 0;
minRunEnergy = 0;
maxForwardSpeed = 12;
maxBackwardSpeed = 6;
maxSideSpeed = 1;
maxForwardCrouchSpeed = 12;
maxBackwardCrouchSpeed = 6;
maxSideCrouchSpeed = 1;
maxForwardProneSpeed = 0;
maxBackwardProneSpeed = 0;
maxSideProneSpeed = 0;
maxForwardWalkSpeed = 0;
maxBackwardWalkSpeed = 0;
maxSideWalkSpeed = 0;
maxUnderwaterForwardSpeed = 8.4;
maxUnderwaterBackwardSpeed = 7.8;
maxUnderwaterSideSpeed = 7.8;
jumpForce = 17 * 90; //8.3 * 90;
jumpEnergyDrain = 0;
minJumpEnergy = 0;
jumpDelay = 0;
minJetEnergy = 0;
jetEnergyDrain = 0;
canJet = 1;
recoverDelay = 0;
recoverRunForceScale = 1.2;
minImpactSpeed = 250;
speedDamageScale = 3.8;
boundingBox = vectorScale("2.5 2.5 2.4", 4); //"2.5 2.5 2.4";
crouchBoundingBox = vectorScale("2.5 2.5 2.4", 4); //"2.5 2.5 2.4";
proneBoundingBox = vectorScale("2.5 2.5 2.4", 4); //"2.5 2.5 2.4";
pickupRadius = 0.75;
// Damage location details
boxNormalHeadPercentage = 0.83;
boxNormalTorsoPercentage = 0.49;
boxHeadLeftPercentage = 0;
boxHeadRightPercentage = 1;
boxHeadBackPercentage = 0;
boxHeadFrontPercentage = 1;
// Foot Prints
//decalData = MechFootprint;
//decalOffset = 0.25;
jetEmitter = playerJetEmitter;
jetGroundEmitter = playerJetGroundEmitter;
jetGroundDistance = 8;
//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 = 15;
upResistFactor = 0.3;
footstepSplashHeight = 0.35;
//NOTE: some sounds commented out until wav's are available
JumpSound = MechJumpSound;
// Footstep Sounds
FootSoftSound = MechFootFallSound;
FootHardSound = MechFootFallSound;
FootMetalSound = MechFootFallSound;
FootSnowSound = MechFootFallSound;
FootShallowSound = MechFootFallSound;
FootWadingSound = MechFootFallSound;
FootUnderwaterSound = MechFootFallSound;
//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 = "Mech";
rideable = true;
lookUpLimit = 0.6;
lookDownLimit = 0.2;
canRide = false;
showEnergyBar = false;
paintable = true;
brickImage = MechBrickImage; //the imageData to use for brick deployment
numMountPoints = 4;
mountThread[0] = "root";
mountThread[1] = "root";
mountThread[2] = "root";
mountThread[3] = "root";
};
function MechArmor::onAdd(%this,%obj)
{
// Vehicle timeout
%obj.mountVehicle = true;
// Default dynamic armor stats
%obj.setRechargeRate(%this.rechargeRate);
%obj.setRepairRate(0);
}
function MechArmor::onDriverLeave(%obj, %player)
{
//do nothing
}