Author Topic: i have a quetsion about server.cs thing  (Read 2591 times)

That should be good, if you use shapefile = "./Weapon_Doll.dts" in the datablocks that are in server.cs.

umm....im so new to this that i dont know what "datablocks" are.....heheheh

umm....im so new to this that i dont know what "datablocks" are.....heheheh

Oh god.. /facepalm

Just... actually I'm out of advice. You can have this one, Chrono..


Server.cs: executed when the server starts
Client.cs: when the client starts it executes



Blockland looks for a client or server.cs in it's add-ons. If it finds one, it will follow the directions given by that file.

You execute scripts, not models or any crap like that. So, a gamemode called TDM, there is a file called Server.cs:

Code: (Torque) [Select]
exec("./GameMode_TeamDM_Base.cs");
exec("./TeamsGUI.cs");

Those files contain all the scripting information it needs to run.

Server.cs: executed when the server starts
Client.cs: when the client starts it executes



Blockland looks for a client or server.cs in it's add-ons. If it finds one, it will follow the directions given by that file.

You execute scripts, not models or any crap like that. So, a gamemode called TDM, there is a file called Server.cs:

Code: (Torque) [Select]
exec("./GameMode_TeamDM_Base.cs");
exec("./TeamsGUI.cs");

Those files contain all the scripting information it needs to run.
As I said before, you dont NEED to exec, and the GUI files are normally .gui, and you shouldn't exec GUIs in server files.
You can just stick all the code in one server file, or one client file.

Code: [Select]
datablock ItemData(swordItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

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

//gui stuff
uiName = "Sword";
iconName = "./icon_sword";
doColorShift = true;
colorShiftColor = "0.471 0.471 0.471 1.000";

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

THATS a datablock.

i made a test add ons
heres what i have
description.txt
Title:Egg
Author:SoulStealer
An egg you can throw.

an egg.dts

and server[cs file]
Code: [Select]
//Egg.cs


datablock AudioProfile(EggExplosionSound)
{
   filename    = "./sound/spearHit.wav";
   description = AudioClose3d;
   preload = false;
};

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


//Egg trail
datablock ParticleData(EggTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

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

// Interpolation variables
colors[0] = "0.75 0.75 0.75 0.3";
colors[1] = "0.75 0.75 0.75 0.2";
colors[2] = "1 1 1 0.0";
sizes[0] = 0.15;
sizes[1] = 0.35;
sizes[2] = 0.05;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 1.0;
};

datablock ParticleEmitterData(EggTrailEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 0;

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

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = EggTrailParticle;
};


//effects
datablock ParticleData(EggExplosionParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 900;
lifetimeVarianceMS = 300;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

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

// Interpolation variables
colors[0] = "0.3 0.3 0.2 0.9";
colors[1] = "0.2 0.2 0.2 0.0";
sizes[0] = 4.0;
sizes[1] = 7.0;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(EggExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   lifeTimeMS    = 21;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "EggExplosionParticle";
};

datablock ParticleData(EggExplosionParticle2)
{
dragCoefficient = 0.1;
windCoefficient = 0.0;
gravityCoefficient = 2.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 500;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

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

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

datablock ParticleEmitterData(EggExplosionEmitter2)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   lifetimeMS       = 7;
   ejectionVelocity = 15;
   velocityVariance = 5.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "EggExplosionParticle2";
};

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

   soundProfile = EggExplosionSound;

   emitter[0] = EggExplosionEmitter;
   emitter[1] = EggExplosionEmitter2;
   //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 = 4;
   lightEndRadius = 3;
   lightStartColor = "0.45 0.3 0.1";
   lightEndColor = "0 0 0";

   //impulse
   impulseRadius = 3.5;
   impulseForce = 2000;

   //radius damage
   radiusDamage        = 40;
   damageRadius        = 3.5;
};

//projectile
AddDamageType("Egg",   '<bitmap:add-ons/ci/spear> %1',    '%2 <bitmap:add-ons/ci/spear> %1',1,1);
AddDamageType("EggRadius",   '<bitmap:add-ons/ci/spearRadius> %1',    '%2 <bitmap:add-ons/ci/spearRadius> %1',1,0);
datablock ProjectileData(EggProjectile)
{
   projectileShapeName = "./shapes/Egg.dts";
   directDamage        = 50;
   directDamageType  = $DamageType::EggDirect;
   radiusDamageType  = $DamageType::EggRadius;
   impactImpulse    = 1000;
   verticalImpulse    = 1000;
   explosion           = EggExplosion;
   particleEmitter     = EggTrailEmitter;

   brickExplosionRadius = 0;
   brickExplosionImpact = true; //destroy a brick if we hit it directly?
   brickExplosionForce  = 20;
   brickExplosionMaxVolume = 200;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 20000;
   fadeDelay           = 19500;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0.50;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";
};


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

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

//gui stuff
uiName = "Egg";
iconName = "./ItemIcons/Egg";
doColorShift = true;
colorShiftColor = "0.400 0.196 0 1.000";

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

//function Egg::onUse(%this,%user)
//{
// //mount the image in the right hand slot
// %user.mountimage(%this.image, $RightHandSlot);
//}

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

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   //eyeOffset = "0.1 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 = EggItem;
   ammo = " ";
   projectile = EggProjectile;
   projectileType = Projectile;

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

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "0.400 0.196 0 1.000";

   // 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] = "Ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateAllowImageChange[1] = true;

stateName[2]                    = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2]            = 0.7;
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] = EggFireSound;
};

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

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

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

should it work?