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
}