Author Topic: I can't get my mod to work.  (Read 3005 times)

I need help with my mod.  It has something to do with my scripts i think.  It is a copy script off of another mod that I have, and everytime I do something to my mod's scripts, instead of modifying my mod, it modifies the other one.  I can check my mod off in the add-ons box, but everytime I try and get it, its not in the weapon selection, like it doesn't exist.  Can someone please tell me how to fix that?

You have to change the datablock names

OK, I tried that, it didn't work.  I replaced all the names of the old mod, and it is still not showing my mod as a real one, just an updated version of the mod I copied it from.

Hmm, you didn't use the catch phrase.  Seems like you're "in a bit of a pickle."

lol, ok, "I'm in a bit of a pickle."  Now could you please tell me what I am doing wrong?

I have the same thing wrong like when you script it , overwrites what your editing it from

If you attached your script we could diagnose the problem much more effectively.

Ok, here it is:

Oops, didn't mean to make a link.


Code: [Select]
//ExplodeBall.cs
//based off of gun and changed into a rocket launcher style blast cannon ball
//after 16 edits it was done, thusly it is the ExplodeBall

//audio
datablock AudioProfile(ExplodeBallShotSound)
{
   filename    = "base/data/sound/printFire.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(ExplodeBallExplodeSound)
{
   filename    = "./sound/jeepExplosion.wav";
   description = AudioClose3d;
   preload = true;
};

//bullet trail effects
datablock ParticleData(ExplodeBallTrailParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.0;
inheritedVelFactor   = 1.0;
constantAcceleration = 0.0;
lifetimeMS           = 1000;
lifetimeVarianceMS   = 25;
textureName          = "base/data/particles/dot";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.0 0.8 0.8 0.4";
colors[1]     = "0.0 0.9 0.9 0.0";
sizes[0]      = 9.0;
sizes[1]      = 9.5;

useInvAlpha = false;
};
datablock ParticleEmitterData(ExplodeBallTrailEmitter)
{
   ejectionPeriodMS = 0.01;
   periodVarianceMS = 0;
   ejectionVelocity = 0.0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ExplodeBallTrailParticle";
};


datablock ParticleData(ExplodeBallParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 700;
lifetimeVarianceMS   = 400;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0 0.9 0.9 0.9";
colors[1]     = "0 0.7 0.7 0.0";
sizes[0]      = 10.0;
sizes[1]      = 15.0;

useInvAlpha = true;
};
datablock ParticleEmitterData(ExplodeBallExplosionEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 10;
   velocityVariance = 1.0;
   ejectionOffset   = 3.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ExplodeBallExplosionParticle";
};


datablock ParticleData(ExplodeBallExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 40;
lifetimeVarianceMS   = 10;
textureName          = "base/data/particles/chunk";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0 1 1 0.5";
colors[1]     = "0.0 0.5 0.5 0.0";
sizes[0]      = 8;
sizes[1]      = 13;

useInvAlpha = false;
};
datablock ParticleEmitterData(ExplodeBallRingEmitter)
{
lifeTimeMS = 50;

   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 0.0;
   ejectionOffset   = 3.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ExplodeBallExplosionRingParticle";
};

datablock ExplosionData(ExplodeBallExplosion)
{
   explosionShape = "./shapes/explosionSphere1.dts";
soundProfile = ExplodeBallExplodeSound;

   lifeTimeMS = 150;

   particleEmitter = ExplodeBallExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = ExplodeBallExplosionRingEmitter;

   faceViewer     = true;
   explosionScale = "10 10 10";

   shakeCamera = true;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "3.0 10.0 3.0";
   camShakeDuration = 0.5;
   camShakeRadius = 20.0;

   // Dynamic light
   lightStartRadius = 5;
   lightEndRadius = 20;
   lightStartColor = "0 1 1 1";
   lightEndColor = "0 0 0 0";

   damageRadius = 10;
   radiusDamage = 100;

   impulseRadius = 15;
   impulseForce = 2000;
};


AddDamageType("ExplodeBall",   '<bitmap:add-ons/ci/ExplodeBall> %1',    '%2 <bitmap:add-ons/ci/ExplodeBall> %1',0.5,1);
datablock ProjectileData(ExplodeBallProjectile)
{
   projectileShapeName = "base/data/shapes/empty.dts";
   directDamage        = 200;
   directDamageType    = $DamageType::ExplodeBall;
   radiusDamageType    = $DamageType::ExplodeBall;

   brickExplosionRadius = 10;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 20;
   brickExplosionMaxVolume = 20;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 40;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse      = 3000;
   verticalImpulse   = 3000;
   explosion           = ExplodeBallExplosion;
   particleEmitter     = ExplodeBallTrailEmitter;

   muzzleVelocity      = 150;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = true;
   gravityMod = 0.0;

   hasLight    = True;
   lightRadius = 6.0;
   lightColor  = "0.0 0.9 0.9";
};

//////////
// item //
//////////
datablock ItemData(ExplodeBallItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

// Basic Item Properties
shapeFile = "./shapes/ExplodeBall.dts";
rotate = true;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "ExplodeBall";
iconName = "./ItemIcons/ExplodeBall";
doColorShift = true;
colorShiftColor = "1 1 1 1.000";

// Dynamic properties defined by the scripts
image = ExplodeBallImage;
canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(ExplodeBallImage)
{
   // Basic Item properties
   shapeFile = "./shapes/ExplodeBall.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = 0; //"0.7 1.2 -0.5";
   rotation = eulerToMatrix( "0 0 0" );

   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off. 
   correctMuzzleVector = true;

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";

   // Projectile && Ammo.
   item = BowItem;
   ammo = " ";
   projectile = ExplodeBallProjectile;
   projectileType = Projectile;

casing = ExplodeBallShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0;

   //melee particles shoot from eye node for consistancy
   melee = true;
   //raise your arm up or not
   armReady = true;

   doColorShift = true;
   colorShiftColor = ExplodeBallItem.colorShiftColor;//"0 0.5 0.5 1.000";

   //casing = " ";

   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.

   // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 2.0;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;
stateSequence[1] = "Ready";

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.05;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitterTime[2] = 0.15;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = ExplodeBallShotSound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitterTime[3] = 1.0;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 2.00;
stateTransitionOnTimeout[3]     = "Reload";

stateName[4] = "Reload";
stateSequence[4]                = "Reload";
stateTransitionOnTriggerUp[4]     = "Ready";
stateSequence[4] = "Ready";

};
« Last Edit: February 11, 2008, 04:37:38 PM by Kyoto »

There is such thing as code tags you know.

Ok, when someone tells me how to do it, I will get rid of that and put a code tag there instead.

Oh god. Is it really that hard?

[ code]code here[ /code]
Remove the spaces

Hmm, do you have a model for it?

You will receive help upon using the catch-phrase.

Stop using the catch phrase to fit in. It's not funny.

I never thought i'd see the day when you of all people try to advise someone on how to fit in.