Author Topic: Add-On Not Showing In Add-On List  (Read 3956 times)


Look for it when it loads.

It...wait....have you read through the topic? I have already fixed the problem of it not appearing in the menu. Now it won't appear ingame. And yes it does show...

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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:

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

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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.
I'm going to quote the post that you completely ignored that will fix most of your issues.

No...wait....read my post.
Main part of it:
Quote
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...
I have already done that in the script, but in the game it won't  update and continues to say that I haven't yet...

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.
Those are the exact errors I just told you how to fix.

And those are the same exact errors that I told you I did fix. Like I said, it isn't updating or something, because even when I open the .cs file it shows that I fixed it.....

And those are the same exact errors that I told you I did fix. Like I said, it isn't updating or something, because even when I open the .cs file it shows that I fixed it.....
Really? For "Here is my script in that area", it seems to be exactly the same as it was last time.
Quote
Code: [Select]
//projectile
AddDamageType("HHTaser",   '<bitmap:add-ons/Weapon_Sword/CI_sword> %1',    '%2 <bitmap:add-ons/Weapon_Sword/CI_sword> %1',1,1);

Post your current version of the code file.

err...that is the changed version. It is an exact quote of what I was told to put there :/

No. That is an exact quote of what you previously had. Read the post.
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.

*facepalm*
Original:
Quote
'<bitmap:add-ons/ci/sword> %1',

New One:
Quote
'<bitmap:add-ons/Weapon_Sword/CI_sword> %1',
Can you see the difference there?!

Very well. I still don't see why it should have a sword CI at all...

Check the contents of the directory. Are you saving your 'updated' file to Add-Ons/Weapon_HHTaser/server.cs and not some other place. (e.g. "server.cs.txt" or a different directory)

Here is my vurrent script. What is wrong?
Code: [Select]
//HHTaser.cs
datablock AudioProfile(HHTaserDrawSound)
{
   filename    = "./zap.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(HHTaserHitSound)
{
   filename    = "./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/Weapon_HHTaser/Pain> %1',    '%2 <bitmap:Add-Ons/Weapon_HHTaser/Pain> %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 = "./HHTaser.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "HHTaser";
iconName = "./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 = "./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');
}

Which file is that and what problems are you receiving from it?

Use [code][/code] please!
« Last Edit: February 10, 2009, 06:29:01 PM by Kalphiter »