Author Topic: Add-On Not Showing In Add-On List  (Read 3976 times)

When I try to check off which Add-Ons I want Blockland to load, my add-on is not there. Could you take a look at my script and figure it out?
Code: [Select]
//HHTaser.cs
datablock AudioProfile(HHTaserDrawSound)
{
   filename    = "./Add-Ons/HHTaser_Weapon/zap.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(HHTaserHitSound)
{
   filename    = "./Add-Ons/HHTaser_Weapon/zap.wav";
   description = AudioClosest3d;
   preload = true;
};


//effects
datablock ParticleData(HHTaserExplosionParticle)
{
   dragCoefficient      = 2;
   gravityCoefficient   = 1.0;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   spinRandomMin = -90;
   spinRandomMax = 90;
   lifetimeMS           = 500;
   lifetimeVarianceMS   = 300;
   textureName          = "base/data/particles/star1";
   colors[0]     = "0.7 0.7 0.9 0.9";
   colors[1]     = "0.9 0.9 0.9 0.0";
   sizes[0]      = 0.5;
   sizes[1]      = 0.25;
};

datablock ParticleEmitterData(HHTaserExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 60;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "HHTaserExplosionParticle";
};

datablock ExplosionData(HHTaserExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 500;

   soundProfile = HHTaserHitSound;

   particleEmitter = HHTaserExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

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

   shakeCamera = true;
   camShakeFreq = "40.0 42.0 40.0";
   camShakeAmp = "2.0 2.0 2.0";
   camShakeDuration = 3.0;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 3;
   lightEndRadius = 0;
   lightStartColor = "00.0 0.2 0.6";
   lightEndColor = "0 0 0";
};


//projectile
AddDamageType("HHTaser",   '<bitmap:add-ons/ci/sword> %1',    '%2 <bitmap:add-ons/ci/sword> %1',1,1);
datablock ProjectileData(HHTaserProjectile)
{
   //projectileShapeName = "~/data/shapes/arrow.dts";
   directDamage        = 40;
   directDamageType  = $DamageType::HHTaser;
   radiusDamageType  = $DamageType::HHTaser;
   explosion           = HHTaserExplosion;
   //particleEmitter     = as;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 2;
   lifetime            = 100;
   fadeDelay           = 70;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = true;
   lightRadius = 3.0;
   lightColor  = "0 0 1.5";
};


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

// Basic Item Properties
shapeFile = "./Add-Ons/HHTaser_Weapon/HHTaser.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "HHTaser";
iconName = "./base/data/particles/Pain";
doColorShift = true;
colorShiftColor = "0.471 0.471 0.471 1.000";

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

//function HHTaser::onUse(%this,%user)
//{
// //if the image is mounted already, unmount it
// //if it isnt, mount it
//
// %mountPoint = %this.image.mountPoint;
// %mountedImage = %user.getMountedImage(%mountPoint);
//
// if(%mountedImage)
// {
// //echo(%mountedImage);
// if(%mountedImage == %this.image.getId())
// {
// //our image is already mounted so unmount it
// %user.unMountImage(%mountPoint);
// }
// else
// {
// //something else is there so mount our image
// %user.mountimage(%this.image, %mountPoint);
// }
// }
// else
// {
// //nothing there so mount
// %user.mountimage(%this.image, %mountPoint);
// }
//}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(HHTaserImage)
{
   // Basic Item properties
   shapeFile = "./Add-Ons/HHTaser_Weapon/HHTaser.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 = false;

   eyeOffset = "0.7 1.2 -0.25";

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

   // Projectile && Ammo.
   item = HHTaserItem;
   ammo = " ";
   projectile = HHTaserProjectile;
   projectileType = Projectile;

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

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "0.471 0.471 0.471 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]             = 0.5;
stateTransitionOnTimeout[0]      = "Ready";
stateSound[0]                    = HHTaserDrawSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "PreFire";
stateAllowImageChange[1]         = true;

stateName[2] = "PreFire";
stateScript[2]                  = "onPreFire";
stateAllowImageChange[2]        = false;
stateTimeoutValue[2]            = 0.1;
stateTransitionOnTimeout[2]     = "Fire";

stateName[3]                    = "Fire";
stateTransitionOnTimeout[3]     = "CheckFire";
stateTimeoutValue[3]            = 0.2;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSequence[3]                = "Fire";
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;
//stateTransitionOnTriggerUp[3] = "StopFire";

stateName[4] = "CheckFire";
stateTransitionOnTriggerUp[4] = "StopFire";
stateTransitionOnTriggerDown[4] = "Fire";


stateName[5]                    = "StopFire";
stateTransitionOnTimeout[5]     = "Ready";
stateTimeoutValue[5]            = 0.2;
stateAllowImageChange[5]        = false;
stateWaitForTimeout[5] = true;
stateSequence[5]                = "StopFire";
stateScript[5]                  = "onStopFire";


};

function HHTaserImage::onPreFire(%this, %obj, %slot)
{
//messageAll( 'MsgClient', 'sword prefired!!!');
//Parent::onFire(%this, %obj, %slot);
%obj.playthread(2, armattack);
}

function HHTaserImage::onStopFire(%this, %obj, %slot)
{
%obj.playthread(2, root);
//messageAll( 'MsgClient', 'stopfire');
}

Does your .zip have a description.txt?

errr...no. What is that?

You have to have a description.txt (probably a notepad file) in your .zip. Take a look at the default add-ons.

Common causes for not appearing in add-on list:
  • Not in a .zip
  • Spaces in file name
  • Does not contain server.cs
  • Does not contain description.txt
  • Folders did not update*

*To fix, reboot the game or type this in your console:
Code: [Select]
setModPaths(getModPaths());

  • Not in a .zip
It Is.

  • Spaces in file name
There are none.

  • Does not contain server.cs
Been done....

  • Does not contain description.txt
about to....

  • Folders did not update*
hmm?

« Last Edit: January 04, 2009, 07:40:31 PM by ryanb31394 »

Without the "Description.txt", you Add-On is useless.

Without the "Description.txt", you Add-On is useless.

Correct.
The console even displays a message "Description.txt not found, will not execute."
(Or something along the lines of that.)

added the description and it still doesn't work D:

added the description and it still doesn't work D:

You should have:
- Weapon_HHTaser.zip

Inside it, you should have at least:
- description.txt
- server.cs

i do. I have that and the .dts as well as a .png which I'm not sure is doing anything yet...

Is your description.txt file formatted the right way? It needs to have the Title, Author and generic description fields filled with something.

Run the game. Click Start a Game. Click the Add-Ons button. Close the game. Post the console.log file in your Blockland folder here.

Quote
Not in a .zip
It doesn't have to be... It just has to be in a folder named the correct way.
« Last Edit: January 05, 2009, 10:41:14 AM by Space Guy »

Yes, description.txt is correct. Also, do you think I mean ingame? I am talking about BEFORE you start where you check the add-on that you want...

I don't mean in-game.

- Open the Add-Ons menu where you check the Add-Ons that are on the server
- Close it again
- Close the game
- Post the console.log file so I can check if there is anything wrong being reported

k hold on...
EDIT: failed attachment 3......again...
Code: [Select]
-snip-
--------- Parsing Arguments ---------
Parsing command line arguments:
Error opening zip (Add-Ons/Weapon_HHTaser.zip), need to handle this better...
--------- Loading Common ---------
Error opening zip (Add-Ons/Weapon_HHTaser.zip), need to handle this better...
Loading compiled script base/main.cs.
Loading compiled script base/client/defaults.cs.
Loading compiled script base/server/defaults.cs.
Executing config/client/prefs.cs.
Executing config/server/prefs.cs.
--------- Loading MODS ---------


--------- Initializing Base ---------
Loading compiled script base/client/init.cs.
Loading compiled script base/server/init.cs.
Loading compiled script base/data/init.cs.
Loading compiled script base/client/canvas.cs.
Loading compiled script base/client/audio.cs.

-snip-

--------- Initializing Base: Client ---------
Loading compiled script base/client/message.cs.
Loading compiled script base/client/mission.cs.
Loading compiled script base/client/missionDownload.cs.
Loading compiled script base/client/actionMap.cs.
Video Init:
   Accelerated OpenGL display device detected.
   Voodoo 2 display device not detected.

-snip-

Loading compiled script base/client/scripts/allClientScripts.cs.
Activating package: CanvasCursor
Loading compiled script base/client/ui/allClientGuis.gui.
Executing config/client/config.cs.

--------- Loading Client Add-Ons ---------
Loading compiled script base/server/crapOns.cs.

Client checking Add-On: Tool_Multitool
Loading Add-On: Tool_Multitool
Executing Add-Ons/Tool_Multitool/client.cs.

Client checking Add-On: System_ReturnToBlockland
Loading Add-On: System_ReturnToBlockland
Executing Add-Ons/System_ReturnToBlockland/client.cs.
Executing config/client/RTB/prefs.cs.
Executing Add-Ons/System_ReturnToBlockland/RTBC_Profiles.cs.
Executing Add-Ons/System_ReturnToBlockland/RTBH_Support.cs.
Activating package: RTBH_Support
Executing Add-Ons/System_ReturnToBlockland/RTBC_Authentication.cs.
Activating package: RTBC_Authentication
Executing Add-Ons/System_ReturnToBlockland/RTBC_BugTracker.cs.
Executing Add-Ons/System_ReturnToBlockland/RTB_BugTracker.gui.
Executing Add-Ons/System_ReturnToBlockland/RTBC_ColorManager.cs.
Executing Add-Ons/System_ReturnToBlockland/RTB_ColorManager.gui.
Executing Add-Ons/System_ReturnToBlockland/RTBC_InfoTips.cs.
Executing Add-Ons/System_ReturnToBlockland/RTBR_InfoTips_Hook.cs.
Activating package: RTBC_InfoTips
Executing Add-Ons/System_ReturnToBlockland/RTBC_IRCClient.cs.
Executing Add-Ons/System_ReturnToBlockland/RTB_IRCClient.gui.
Activating package: RTBC_IRCClient
Executing Add-Ons/System_ReturnToBlockland/RTBC_Manual.cs.
Executing Add-Ons/System_ReturnToBlockland/RTB_Manual.gui.
Executing Add-Ons/System_ReturnToBlockland/RTBC_ModManager.cs.
Executing Add-Ons/System_ReturnToBlockland/RTB_ModManager.gui.
Activating package: RTBC_ModManager
Executing Add-Ons/System_ReturnToBlockland/RTBC_Options.cs.
Executing Add-Ons/System_ReturnToBlockland/RTB_Options.gui.
Executing Add-Ons/System_ReturnToBlockland/RTBC_ServerControl.cs.
Executing Add-Ons/System_ReturnToBlockland/RTB_ServerControl.gui.
Activating package: RTBC_ServerControl
Executing Add-Ons/System_ReturnToBlockland/RTBC_ServerInformation.cs.
Executing Add-Ons/System_ReturnToBlockland/RTB_ServerInformation.gui.
Activating package: RTBC_ServerInformation
Executing Add-Ons/System_ReturnToBlockland/RTBC_Updater.cs.
Executing Add-Ons/System_ReturnToBlockland/RTB_Updater.gui.
Executing Add-Ons/System_ReturnToBlockland/RTB_BarredScreen.gui.
Executing Add-Ons/System_ReturnToBlockland/RTB_WelcomeScreen.gui.
Executing Add-Ons/System_ReturnToBlockland/BL_AddOnsGui.gui.
Executing Add-Ons/System_ReturnToBlockland/BL_JoinServerGui.gui.
Activating package: RTB_Client

Client checking Add-On: Script_ToolBinds
Loading Add-On: Script_ToolBinds
Executing Add-Ons/Script_ToolBinds/client.cs.

Client checking Add-On: Script_MacroSaver
Loading Add-On: Script_MacroSaver
Executing Add-Ons/Script_MacroSaver/client.cs.
Executing Add-Ons/Script_MacroSaver/macroGui.gui.
Activating package: MacroSaver

Client checking Add-On: Script_IGSO
Loading Add-On: Script_IGSO
Executing Add-Ons/Script_IGSO/client.cs.

--------- Initializing IGSO Client ---------
Executing Add-Ons/Script_IGSO/Igso.cs.
Executing Add-Ons/Script_IGSO/Msg.cs.
Activating package: IGSOMsg
Executing Add-Ons/Script_IGSO/UI.gui.
Executing Add-Ons/Script_IGSO/Saves/Colors.cs.
Executing Add-Ons/Script_IGSO/Saves/Prefs.cs.
Loading IGSO Color List...

Loading IGSO Settings List...

Setting IGSO Button Colors...


Client checking Add-On: Script_FFC
Loading Add-On: Script_FFC
Executing Add-Ons/Script_FFC/client.cs.
Activating package: FFCClient

Client checking Add-On: Script_Auto-Jet
Loading Add-On: Script_Auto-Jet
Executing Add-Ons/Script_Auto-Jet/client.cs.

Client checking Add-On: Script_AddOnSelectAll
Loading Add-On: Script_AddOnSelectAll
Executing Add-Ons/Script_AddOnSelectAll/client.cs.
Activating package: AddOnsSelectAll

Client checking Add-On: Gamemode_zombie
Loading Add-On: Gamemode_zombie
Executing Add-Ons/Gamemode_zombie/client.cs.
Executing Add-Ons/Gamemode_zombie/ZombieMiniGameGui.gui.
Executing Add-Ons/Gamemode_zombie/Zombieclient.cs.
Activating package: ZombieClientOverwrite

Binding server port to default IP
UDP initialized on port 0
Error opening zip (Add-Ons/Weapon_HHTaser.zip), need to handle this better...
Executing config/server/ADD_ON_LIST.cs.
Loading compiled script base/server/crapOns.cs.
 -snip-
Add-Ons/Script_IGSO/Msg.cs (39): Unable to find object: 'MessagesList' attempting to call function 'getRowTextById'
-snip-
there, sorry but attachments being difficult
« Last Edit: January 05, 2009, 12:42:14 PM by ryanb31394 »