Author Topic: I need help with a script edit  (Read 682 times)

Can some one tell me what is wrong with this modified script of the Smoke Grenade by Muffin Mix. It does not work at all in-game but I can check it off.

Code: [Select]
datablock AudioProfile(smokeGrenadeExplosionSound)
{
   filename    = "./sound/jeepExplosion.wav";
   description = AudioClose3d;
   preload = false;
};

datablock AudioProfile(smokeGrenadeFireSound)
{
   filename    = "./sound/spearFire.wav";
   description = AudioClose3d;
   preload = true;
};


//spear trail
datablock ParticleData(smokeGrenadeTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.2;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/cloud";
//animTexName = " ";

// Interpolation variables
colors[0] = "0.6 0.6 0.6 0.1";
colors[1] = "0.6 0.6 0.6 0.0";
sizes[0] = 0.25;
sizes[1] = 0.10;
};

datablock ParticleEmitterData(smokeGrenadeTrailEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;

   ejectionVelocity = 0; //0.25;
   velocityVariance = 0; //0.10;

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = smokeGrenadeTrailParticle;
};


//effects
datablock ParticleData(smokeGrenadeExplosionParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.2;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 12200;
lifetimeVarianceMS = 1000;
spinSpeed = 0.0;
spinRandomMin = -10.0;
spinRandomMax = 10.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/cloud";

// Interpolation variables
colors[0] = "0.5 0.5 0.5 0.9";
colors[1] = "0.7 0.7 0.7 1.0";
colors[2] = "0.0 0.0 0.0 0.0";
sizes[0] = 15.0;
sizes[1] = 20.0;
sizes[2] = 20.0;
times[0] = 0.0;
times[1] = 0.9;
times[2] = 1.0;
};

datablock ParticleEmitterData(smokeGrenadeExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   lifeTimeMS    = 30;
   ejectionVelocity = 15;
   velocityVariance = 10.0;
   ejectionOffset   = 1.0;
   thetaMin         = 25;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "smokeGrenadeExplosionParticle";
};

datablock ParticleData(smokeGrenadeExplosionParticle2)
{
dragCoefficient = 0.1;
windCoefficient = 0.0;
gravityCoefficient = 2.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 2000;
lifetimeVarianceMS = 500;
spinSpeed = 10.0;
spinRandomMin = -200.0;
spinRandomMax = 200.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/cloud";

// Interpolation variables
colors[0] = "0.7 0.7 0.7 1.0";
colors[1] = "0.7 0.7 0.7 0.0";
sizes[0] = 10.5;
sizes[1] = 13.1;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(smokeGrenadeExplosionEmitter2)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   lifetimeMS       = 7;
   ejectionVelocity = 30;
   velocityVariance = 5.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 1;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "smokeGrenadeExplosionParticle2";
};

datablock ParticleData(smokeGrenadeExplosionParticle3)
{
dragCoefficient = 3.0;
windCoefficient = 0.2;
gravityCoefficient = 2.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 300;
spinSpeed = 10.0;
spinRandomMin = -10.0;
spinRandomMax = 10.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/chunk";

// Interpolation variables
colors[0] = "0.0 0.0 0.5 0.9";
colors[1] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.4;
sizes[1] = 0.4;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(smokeGrenadeExplosionEmitter3)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   lifeTimeMS    = 21;
   ejectionVelocity = 60;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "smokeGrenadeExplosionParticle3";
};

datablock ExplosionData(smokeGrenadeExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 150;

   soundProfile = smokeGrenadeExplosionSound;

   emitter[0] = smokeGrenadeExplosionEmitter;
   emitter[1] = smokeGrenadeExplosionEmitter2;
   emitter[2] = smokeGrenadeExplosionEmitter3;
   //particleDensity = 30;
   //particleRadius = 1.0;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "7.0 8.0 7.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 15.0;

   // Dynamic light
   lightStartRadius = 6;
   lightEndRadius = 3;
   lightStartColor = "0.45 0.45 0.45";
   lightEndColor = "0 0 0";

   //impulse
   impulseRadius = 0;
   impulseForce = 0;

   //radius damage
   radiusDamage        = 0;
   damageRadius        = 0;
};


//projectile
AddDamageType("smokeGrenadeDirect",   '<bitmap:add-ons/ci/frag> %1',    '%2 <bitmap:add-ons/ci/frag> %1',1,1);
AddDamageType("smokeGrenadeRadius",   '<bitmap:add-ons/ci/fragRadius> %1',    '%2 <bitmap:add-ons/ci/fragRadius> %1',1,0);
datablock ProjectileData(smokeGrenadeProjectile)
{
   projectileShapeName = "./shapes/smokeGrenT.dts";
   directDamage        = 0;
   directDamageType  = $DamageType::smokeGrenadeDirect;
   radiusDamageType  = $DamageType::smokeGrenadeRadius;
   impactImpulse    = 0;
   verticalImpulse    = 0;
   explosion           = smokeGrenadeExplosion;
   particleEmitter     = smokeGrenadeTrailEmitter;

   brickExplosionRadius = 0;
   brickExplosionImpact = false; //destroy a brick if we hit it directly?
   brickExplosionForce  = 0;
   brickExplosionMaxVolume = 0;

   muzzleVelocity      = 20;
   velInheritFactor    = 1;

   armingDelay         = 1000;
   lifetime            = 5000;
   fadeDelay           = 3000;
   bounceElasticity    = 0.3;
   bounceFriction      = 0.1;
   isBallistic         = true;
   gravityMod = 1.0;

   hasLight    = false;
   lightRadius = 5.0;
   lightColor  = "0 0 0.5";

   explodeondeath = true;

};


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

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

//gui stuff
uiName = "smokeGrenade";
iconName = "./ItemIcons/smokeGrendade";
doColorShift = false;
colorShiftColor = "0.000 0.000 0.500 1.000";

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

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

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "-0.025 0.05 0";
   //eyeOffset = "0.1 0.2 -0.55";

   // 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 = smokeGrenadeItem;
   ammo = " ";
   projectile = smokeGrenadeProjectile;
   projectileType = Projectile;

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

   //casing = " ";
   doColorShift = false;
   colorShiftColor = "0.000 0.000 0.500 0.000";

   // 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] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateSequence[0] = "ready";
stateSound[0]                 = weaponSwitchSound;

        stateName[1]         = "Done";
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateAllowImageChange[1] = true;

stateName[2]                    = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2]            = 0.8;
stateWaitForTimeout[2] = false;
stateTransitionOnTriggerUp[2] = "AbortCharge";
stateScript[2]                  = "onCharge";
stateAllowImageChange[2]        = false;

stateName[3] = "AbortCharge";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 0.3;
stateWaitForTimeout[3] = true;
stateScript[3] = "onAbortCharge";
stateAllowImageChange[3] = false;

stateName[4] = "Armed";
stateTransitionOnTriggerUp[4] = "Fire";
stateAllowImageChange[4] = false;

stateName[5] = "Fire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.5;
stateFire[5] = true;
stateSequence[5] = "fire";
stateScript[5] = "onFire";
stateWaitForTimeout[5] = true;
stateAllowImageChange[5] = false;
stateSound[5] = smokeGrenadeFireSound;

stateScript[6] = "onDone";
};

function smokeGrenadeImage::onCharge(%this, %obj, %slot)
{
%obj.playthread(2, spearReady);
}

function smokeGrenadeImage::onAbortCharge(%this, %obj, %slot)
{
%obj.playthread(2, root);
}

function smokeGrenadeImage::onMount(%this, %obj, %slot)
{
%obj.grenadeslotsave = %obj.currTool;
{

function SmokeGrenadeImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, spearThrow);
Parent::onFire(%this, %obj, %slot);
}

function smokeGrenadeImage::onDone(%this,%obj,%slot)
{
%obj.unMountImage(%slot);
}

Some tips for getting better help faster:
 - Specify if there are any console errors.
 - Specify what you mean by "does not work at all" (e.g. does it simply not appear in the wrench menu? does it not fire properly?)

It doesn't appear in the wrench menu, I shall get the error in a bit.

It has some thing to do with the AudioProfile one sec..