Author Topic: Item pack won't appear in game, can't figure out what is causing this.  (Read 1998 times)

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;
I have already done this, and
The gun now fires projectiles, but it doesn't have the same effects when the projectile hits the ground.
I'm trying to get it to emit an effect when the projectile collides with something, as the other weapons do this.

Can you post the updated Requiem file?

I have already done this, and I'm trying to get it to emit an effect when the projectile collides with something, as the other weapons do this.
Did you check the projectile's explosion for oddities?


This isn't the issue, but you have two item fields.
Code: [Select]
       // Projectile && Ammo.
        item = Requiem6Item;
        ammo = " ";
        projectile = Requiem6Projectile;
        projectileType = Projectile;
 
  
        item = Requiem6Item;

However, regarding your issue: I told you to add the code below, and you never did?
Code: [Select]
AddDamageType("Requiem6Item",   '<bitmap:add-ons/Weapon_Package_Generic/res/shapes/icons/CI_Pistol> %1',    '%2 <bitmap:add-ons/Weapon_Package_Generic/res/shapes/icons/CI_Pistol> %1',0.2,1);
datablock ProjectileData(Requiem6Projectile : GenericProjectile)
{
        directDamageType    = $DamageType::Requiem6;
        radiusDamageType    = $DamageType::Requiem6;
};

You told the items image to use a specific projectile, but that projectile doesn't exist. The code above defines the projectile titled "Requiem6Projectile". It is important where you place it. The items image will be looking for the datablock, so the code needs to go anywhere before the Requiem6Image.

Edit: added some stuff I forgot.
« Last Edit: January 13, 2015, 05:07:07 PM by Honorabl3 »

This isn't the issue, but you have two item fields.
Code: [Select]
       // Projectile && Ammo.
        item = Requiem6Item;
        ammo = " ";
        projectile = Requiem6Projectile;
        projectileType = Projectile;
 
  
        item = Requiem6Item;

However, regarding your issue: I told you to add the code below, and you never did?
Code: [Select]
AddDamageType("Requiem6Item",   '<bitmap:add-ons/Weapon_Package_Generic/res/shapes/icons/CI_Pistol> %1',    '%2 <bitmap:add-ons/Weapon_Package_Generic/res/shapes/icons/CI_Pistol> %1',0.2,1);
datablock ProjectileData(Requiem6Projectile : GenericProjectile)
{
        directDamageType    = $DamageType::Requiem6;
        radiusDamageType    = $DamageType::Requiem6;
};

You told the items image to use a specific projectile, but that projectile doesn't exist. The code above defines the projectile titled "Requiem6Projectile". It is important where you place it. The items image will be looking for the datablock, so the code needs to go anywhere before the Requiem6Image.

Edit: added some stuff I forgot.
Oh, I saw top of the adddamgetype and assumed it was the same thing that I had at the top of the script, and it works fine now!
Just one more issue, the weapons all seem to be missing textures upon first spawning, but after you grab the item, it appears with textures normally in your hand and on whatever brick its on.


before


after

From what I saw you had DoColorShift = 0.25; when that's supposed to be a bool value, have you tried turning the colour shift off/on?

From what I saw you had DoColorShift = 0.25; when that's supposed to be a bool value, have you tried turning the colour shift off/on?
True has the same effect as 0.25, and false permanently sets it to missing textures, on the held item and the brick item.

I figured turning it off would do that. Now put your colour shift on the ItemData too, as that's the shape that's on the brick. Also it's preferred to use true/false with bool values like that, even if it doesn't seem 100% necessary.