Author Topic: Item pack won't appear in game, can't figure out what is causing this.  (Read 1997 times)

I made an item package containing the following items, which had worked fine until recently, when I went to test them and they didn't show up in game, even though they could be enabled in the addon list.
Any suggestions or fixes?

http://pastebin.com/FEdQefTW

http://pastebin.com/KkgPraXz

http://pastebin.com/AAVTMg5J

http://pastebin.com/NBy4CtCm

http://pastebin.com/2GW9XdLf


Have you tried parenting them to a default gun?


I think there is an extra bracket below
Code: [Select]
datablock ProjectileData(UltrapiercerProjectile : GenericProjectile)
 
{
 
{##
##
^directDamageType    = $DamageType::Ultrapiercer;
 
^

I think there is an extra bracket below
Code: [Select]
datablock ProjectileData(UltrapiercerProjectile : GenericProjectile)
 
{
 
{##
##
^directDamageType    = $DamageType::Ultrapiercer;
 
^
This didn't seem to change anything.

This didn't seem to change anything.
That was the syntax error that was causing the add-on not to execute though. Perhaps there is another syntax error? Give us another console log.

I think there is an extra bracket below
Code: [Select]
datablock ProjectileData(UltrapiercerProjectile : GenericProjectile)
 
{
 
{##
##
^directDamageType    = $DamageType::Ultrapiercer;
 
^
Just so I can be clear, is there an extra bracket in this snippet of code, or is should this portion of the script be changed to this?

Each bracket must be accompanied by a closing bracket.

Just realized what I was doing wrong, that first syntax error seems to be fixed, but the items still won't appear in game, so there is probably more.
http://pastebin.com/2rc0P8zq - Latest console log

You appear to have replaced instances of "package" with "Pack" in your "ultrapiercer" file. Reverse that. (With the exception of the AddDamageType part; may want to make it a point to keep that the same)

You appear to have replaced instances of "package" with "Pack" in your "ultrapiercer" file. Reverse that. (With the exception of the AddDamageType part; may want to make it a point to keep that the same)
I also did that a few other files, thank you for pointing that out.
The weapons now appear in game, but the Requiem 6 only seems to play sounds and animations, and not fire projectiles.

Weapon: http://pastebin.com/Z9f59CUy

Console Log: http://pastebin.com/9JYzLSht

I also did that a few other files, thank you for pointing that out.
The weapons now appear in game, but the Requiem 6 only seems to play sounds and animations, and not fire projectiles.

Weapon: http://pastebin.com/Z9f59CUy

Console Log: http://pastebin.com/9JYzLSht
Although convenient, this isn't a syntax error so console log isn't required. However in the weapons script, under
Code: [Select]
datablock ShapeBaseImageData(Requiem6Image)
you seem to have cut out important fields such as
Code: [Select]
       // Projectile && Ammo.
        item = BlehItem;
        ammo = " ";
        projectile = BlehProjectile;
        projectileType = Projectile;

Although convenient, this isn't a syntax error so console log isn't required. However in the weapons script, under
Code: [Select]
datablock ShapeBaseImageData(Requiem6Image)
you seem to have cut out important fields such as
Code: [Select]
       // Projectile && Ammo.
        item = BlehItem;
        ammo = " ";
        projectile = BlehProjectile;
        projectileType = Projectile;
The gun now fires projectiles, but it doesn't have the same effects when the projectile hits the ground.
An example of another gun that has the same effects.
http://pastebin.com/03796mWb

The Requiem weapon is missing the projectile datablock. Example from other weapon:
Code: [Select]
datablock ProjectileData(CerebrumCombusterItemProjectile : GenericProjectile)
{
        directDamageType    = $DamageType::CerebrumCombuster;
        radiusDamageType    = $DamageType::CerebrumCombuster;
};
I don't know what you did to cause so many things to be missing. Rename the above appropriately, and link it correctly to:
Code: [Select]
        // Projectile && Ammo.
        item = BlehItem;
        ammo = " ";
        projectile = BlehProjectile;
        projectileType = Projectile;