Author Topic: Landmine  (Read 2648 times)

Credits to ladios for the script.

Ok, i was messing with the script but there is an error. Here is what the console said.
Code: [Select]
Loading Add-On: Weapon_mine (CRC:216461455)
Add-Ons/Weapon_mine/Weapon_mine.cs Line: 296 - Syntax error.
>>> Some error context, with ## on sides of error halt:
^canDrop = true;

};



//rigged mine item//



datablock ItemData(mineRigged)

{

^catergory = "Item";

^//className = " "; //ignored again

^

^shapefile = "./shapes/mineRigged.dts";

^mass = 1;

^density = 0.2;

^friction = 0.6;

^emap = true

^doColorShift ##=## false //the item is different in order to be flat and red, so this is not needed, thoughg in game it would appear as if it were used

^image = mineRiggedImage;

^canDrop = true;

};



////////////////

//weapon image//

////////////////

datablock ShapeBaseImageData(mineImage)
>>> Error report complete.

ADD-ON "Weapon_mine" CONTAINS SYNTAX ERRORS


Code: [Select]
//mine.cs//////////////////////////////////////////////////////////////////
//please note this is the most advanced script I have done yet, so things//
//might be a bit messy. CAUTION WET FLOOR//////////////////////////////////
//////////////////////////////////////////////////////////////////////////


//audio profiles//


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

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



//effects//
datablock ParticleData(mineExplosionParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.2;
gravityCoefficient = 0.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1200;
lifetimeVarianceMS = 300;
spinSpeed = 10.0;
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 0.0";
sizes[0] = 7.0;
sizes[1] = 15.0;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(mineExplosionEmitter)
{
   ejectionPeriodMS = 4;
   periodVarianceMS = 0;
   lifeTimeMS    = 21;
   ejectionVelocity = 20;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 40;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "mineExplosionParticle";
};

datablock ParticleData(mineExplosionParticle2)
{
dragCoefficient = 0.1;
windCoefficient = 0.0;
gravityCoefficient = 2.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 400;
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 0.5 0.0 1.0";
colors[1] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.1;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(mineExplosionEmitter2)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   lifetimeMS       = 7;
   ejectionVelocity = 7;
   velocityVariance = 5.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "mineExplosionParticle2";
};

datablock ParticleData(mineExplosionParticle3)
{
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] = "0.6 0.4 0.0 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(mineExplosionEmitter3)
{
   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 = "mineExplosionParticle3";
};

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

   soundProfile = mineExplosionSound;

   emitter[0] = mineExplosionEmitter;
   emitter[1] = mineExplosionEmitter2;
   emitter[2] = mineExplosionEmitter3;
   //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 0.3 0.1";
   lightEndColor = "0 0 0";

   //impulse
   impulseRadius = 3.5;
   impulseForce = 2000;

   //radius damage
   radiusDamage        = 100;
   damageRadius        = 7.0;
};

//projectiles

datablock ProjectileData(mineProjectile)  //this is the one that is thrown
{
   projectileShapeName = "./shapes/mine.dts";
   directDamage        = 0;
  //impactImpulse    = 1000;
  //verticalImpulse    = 1000;
  //explosion           = ;
  //particleEmitter     = ;

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

   muzzleVelocity      = 20;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 5000;
   fadeDelay           = 4900;
   bounceElasticity    = 0.0;
   bounceFriction      = 1.0;
   isBallistic         = true;
   gravityMod = 1.0;

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

datablock ProjectileData(mineRiggedProjectile) //This is the one that goes BEWM
{
   projectileShapeName   = "";
   directDamage        = 100;
   //damageRadius           = ;
   impactImpulse    = 1000;
   verticalImpulse    = 1000;
   explosion           = mineExplosion;
   //particleEmitter     = ;

   brickExplosionRadius = 2;
   brickExplosionImpact = true; //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 20;
   brickExplosionMaxVolumeFloating = 40;

   muzzleVelocity      = 20;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 5000;
   fadeDelay           = 4900;
   bounceElasticity    = 0.0;
   bounceFriction      = 1.0;
   isBallistic         = true;
   gravityMod = 1.0;

   hasLight    = true;
   lightRadius = 5.0;
   lightColor  = "1 0.75 0 1";
};

//////////
// item //
//////////
datablock ItemData(mineItem) //the one to be picked up
{
category = "Item";  // Mission editor category
className = "Item"; // For inventory system, but it already is recognized as an item

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

//gui stuff
uiName = "Mine";
iconName = "./ItemIcons/mine";
doColorShift = false;
colorShiftColor = "0.400 0.196 0 1.000";

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

//rigged mine item//

datablock ItemData(mineRigged)
{
catergory = "Item";
//className = " "; //ignored again

shapefile = "./shapes/mineRigged.dts";
mass = 1;
density = 0.2;
friction = 0.6;
emap = true
doColorShift = false //the item is different in order to be flat and red, so this is not needed, thoughg in game it would appear as if it were used
image = mineRiggedImage;
canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(mineImage)
{
   // Basic Item properties
   shapeFile = "./shapes/mine.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 = mineItem;
   ammo = " ";
   projectile = mineProjectile;
   projectileType = Projectile;


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


   doColorShift = false;
   colorShiftColor = "0.000 0.50 0 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] = "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;
stateEjectShell[5]            = true;
stateSound[5] = MineFireSound;
};

//Rigged mine image// not much detail into this because the second you pick it up you go bewm anyways

datablock shapeBaseDataImage(MineRiggedImage)
{
ShapeFile = "./shapes/mineRigged.dts";
emap = true;
mountPoint = 0;
offSet = "-0.17 0.17 -0.07";
rotation = eulerToMatrix("-90 90 0);
eyeoffset = "0.7 1.2 -0.15"
eyeRotation = eulerToMatrix(90 -90 0);
doColorShift = false
CorrectMuzzleVector = false
className = "WeaponImage";
item = MineRigged
melee = true;
armReady = true;
stateName[0] = "Activate";
StateTimeoutValue[0] = 0.5;
StateTransitionOnTimeout[0] = "Ready";
stateName[1] = "Ready";
StateNameOnTriggerDown[1] = "Fire";
AllowImageChange[1] = true;
StateName[2] = "Fire";
stateTransitionTriggerUp[2] = "Ready";
StateScript[2] = "onFire";
};

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

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

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

//this is where it gets fancy

function mineProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
%col.getTransform(); //gets postition and below sets them to the variables
{
%position = %col.getTransform

%item = new Item()
{
datablock = "mineItem";
static = 1;
position = %position;
Rotation = "1 0 0 0";
scale = "1 1 1"
};

%col.item = %item; //makes the thing go away if the brick it is on does? I dotn really know what it does
}
}

function mineRigged::onCollision(%sourceObject,%pos,%damageType,%col)
{
%col.getTransform();
{
%x = getWord(%col.getWorldBoxCenter(),0);
%y = getWord(%col.getWorldBoxCenter(),1);
%z = getWord(%col.getWorldBoxCenter(),2);

new Projectile()
{
dataBlock        = "MineRiggedProjectile";
initialPosition  = (%x SPC %y SPC %z + 0.5);
initialVelocity  = "0 0 -500";
};
}
}
function deletethis(%delete)
{
%delete.delete();
}
« Last Edit: April 08, 2009, 07:09:46 PM by heedicalking »

Hm I wonder what it could mean if the line before the line the console marked doesn't end with a ;.

emap = true
Change to
emap = true;
doColorShift = false
Change to
doColorShift = false;

emap = true
Change to
emap = true;
doColorShift = false
Change to
doColorShift = false;
Did that, still doesn't work. The problem is that it doesn't appear when i wrench a brick. Here is a console update.
Code: [Select]
Loading Add-On: Weapon_mine (CRC:1135425617)
Add-Ons/Weapon_mine/Weapon_mine.cs Line: 399 - Syntax error.
>>> Some error context, with ## on sides of error halt:
//Rigged mine image// not much detail into this because the second you pick it up you go bewm anyways



datablock shapeBaseDataImage(MineRiggedImage)

{

^ShapeFile = "./shapes/mineRigged.dts";

^emap = true;

^mountPoint = 0;

^offSet = "-0.17 0.17 -0.07";

^rotation = eulerToMatrix("-90 90 0);
##
##^eyeoffset = "0.7 1.2 -0.15"

^eyeRotation = eulerToMatrix(90 -90 0);

^doColorShift = false

^CorrectMuzzleVector = false

^className = "WeaponImage";

^item = MineRigged

^melee = true;

^armReady = true;

^stateName[0]^^^= "Activate";

^StateTimeoutValue[0]^^= 0.5;
>>> Error report complete.

ADD-ON "Weapon_mine" CONTAINS SYNTAX ERRORS

Hm I wonder what it could mean if the line before the line the console marked is missing a ".

EDIT: You're also missing a ton of semicolons and other quotations in general.

EDIT: You're also missing a ton of semicolons and other quotations in general.
Well, i got this script back in 2007 so it must have been differant then. I wish i knew what to fix exactly.

Well, i got this script back in 2007 so it must have been differant then. I wish i knew what to fix exactly.

No, it wasn't.
Learn Torque syntax before trying to script.

datablock shapeBaseDataImage(MineRiggedImage)
{
ShapeFile = "./shapes/mineRigged.dts";
emap = true;
mountPoint = 0;
offSet = "-0.17 0.17 -0.07";
rotation = eulerToMatrix("-90 90 0);
eyeoffset = "0.7 1.2 -0.15";
eyeRotation = eulerToMatrix(90 -90 0);
doColorShift = false;
CorrectMuzzleVector = false;
className = "WeaponImage";
item = MineRigged;
melee = true;
armReady = true;
stateName[0] = "Activate";
StateTimeoutValue[0] = 0.5;
}

You should really look through code before you post a topic.. there's heaps of simple syntax errors. But I'll help point them out:
Mine Rigged Image seems to be missing a fair few semi-colons in its datablock declaration.
Quote
function mineProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
   %col.getTransform(); //gets postition and below sets them to the variables
   {
      %position = %col.getTransform
         
      %item = new Item()
      {
         datablock = "mineItem";
         static = 1;
         position = %position;
         Rotation = "1 0 0 0";
         scale = "1 1 1"
      };
      
      %col.item = %item; //makes the thing go away if the brick it is on does? I dotn really know what it does
   }
}
function mineRigged::onCollision(%sourceObject,%pos,%damageType,%col)
{
   %col.getTransform();
   {
      %x = getWord(%col.getWorldBoxCenter(),0);
      %y = getWord(%col.getWorldBoxCenter(),1);
      %z = getWord(%col.getWorldBoxCenter(),2);
   
      new Projectile()
      {
      dataBlock        = "MineRiggedProjectile";
      initialPosition  = (%x SPC %y SPC %z + 0.5);
      initialVelocity  = "0 0 -500";
      };
   }
}
function deletethis(%delete)
{
%delete.delete();
}

The deletethis function is also useless. Just use %obj.delete(); straight away. You don't even use it in any of the code anyway...

You don't need to put {} after %col.getTransform();

You also don't need to put %col.getTransform(); at all because it doesn't assign its value to anything..

Oh, ok, if i have any more problem i will try to work on them on my own sinse i am an unexperienced scripter and shouldn't be posting scripts with basic errors. I added the ; after everything that i think needed it and still doesn't appear in drop down list.
« Last Edit: April 09, 2009, 06:07:38 PM by heedicalking »

Would these be the problem?
Code: [Select]
##
##^eyeoffset = "0.7 1.2 -0.15";
Only thing that is differant in console.
« Last Edit: April 09, 2009, 07:27:10 PM by heedicalking »

Would these be the problem?
Code: [Select]
##
##^eyeoffset = "0.7 1.2 -0.15"
Only thing that is differant in console.

Still missing a semicolon on that line, and it also appears the line before it is syntaxing as well.

Still missing a semicolon on that line, and it also appears the line before it is syntaxing as well.
But what is wrong with that line? There is nothing even on it.
Anyway, i added a semicolon and it still appears as a bad line.
« Last Edit: April 09, 2009, 07:26:47 PM by heedicalking »

But what is wrong with that line? There is nothing even on it.

By the looks of the above script, your missing a quotation on the preceding line.