Author Topic: Add-On Not Showing In Add-On List  (Read 3951 times)

Is your description.txt file formatted the right way?

Well, description.txt's can have anything inside them, unless you're running it through RTB's checking system. I'm often too lazy to make one for my personal scripts so I just hurl in a blank one.

So do yal know what is wrong?

This sometimes happens to me, what I do to fix it is:
  • Create a folder with the same name of the .zip file (Without the extention, duur).
  • Extract the contents of the .zip file inside the folder.
  • Enable ingame.

I'm not too sure if this is a permenant fix, but it usually works for me :)

Well, that made it show in the menu, but it still doesn't show up ingame.....

It is probably a problem with the script then.

Can you post your console log now?

Here is a mediafire link: (Right Here) For some reason attachments aren't working...

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');
}
Im Happy It Doesn't Work :D

Here is a mediafire link: (Right Here) For some reason attachments aren't working...
Oh Cool xD

erm....why are you here? And quoting very long posts?

does anyone know where i can get the city RPG Script

does anyone know where i can get the city RPG Script
Get Out. Seriously. You have no use in this topic. Unless you are going to help me, which is doubtful judging by your post, then get out of my topic.

Code: [Select]
shapeFile = "./Add-Ons/HHTaser_Weapon/HHTaser.dts";
That won't work. That's looking in Add-Ons/Weapon_HHTaser/Add-Ons/HHTaser_Weapon/HHTaser.dts. Try this instead:

Code: [Select]
shapeFile = "./HHTaser.dts";
Do the same for the sound files, assuming your model is actually located there.

Code: [Select]
AddDamageType("HHTaser",   '<bitmap:add-ons/ci/sword> %1',    '%2 <bitmap:add-ons/ci/sword> %1',1,1);That's using a nonexistant file. If you really want it to show a sword message, then use Add-Ons/Weapon_Sword/CI_sword, otherwise you should be making your own one and using that instead.

how do you even get add-ons and get add-on list

Code: [Select]
That's using a nonexistant file. If you [i]really[/i] want it to show a sword message, then use Add-Ons/Weapon_Sword/CI_sword, otherwise you should be making your own one and using that instead.

I planned on changing it. I was just trying to get it into the game. Hopefully this works! :D
EDIT: Okay, now it is saying something about the damage type:

Code: [Select]
Loading Add-On: Weapon_HHTaser
Executing Add-Ons/Weapon_HHTaser/server.cs.
WARNING: AddDamageType() - HHTaser file "add-ons/ci/sword.png" does not exist!
Add-Ons/Weapon_HHTaser/server.cs (0): preload failed for HHTaserItem: ShapeBaseData: Couldn't load shape "Add-Ons/Weapon_HHTaser/Add-Ons/Weapon_HHTaser/HHTaser.dts".
Add-Ons/Weapon_HHTaser/server.cs (0): preload failed for HHTaserImage: Unable to load shape: Add-Ons/Weapon_HHTaser/Add-Ons/Weapon_HHTaser/HHTaser.dts.
6 datablocks added.

Here is my script in that area:
Code: [Select]
//projectile
AddDamageType("HHTaser",   '<bitmap:add-ons/Weapon_Sword/CI_sword> %1',    '%2 <bitmap:add-ons/Weapon_Sword/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";
};
Apparently it isn't updating or something. I have saved it and even unchecked it in add-ons, exited blockland and re-checked it...still didn't work...
« Last Edit: January 06, 2009, 04:40:01 PM by ryanb31394 »

You will be able to see description.txt or w/e messages when the client is first started, it will say "checking add-on" than all the add-ons you have.