Author Topic: Sequence import failed: sequence node "main" not found in base shape.  (Read 720 times)

This happens for every add-on playertype I try to make! The one I have trouble with right now is the shark for the shark mod. I have the working animations, but it still crashes the game. How do I fix this?

What .dsq files do you have and can you post the TSShapeConstructor datablock that's in your script?

Okay, for the shark, I have the root, swim, and bite. Here's the TSShapeConstructor part for the shark, the whole script for the other one is in another topic.

Code: [Select]
// Load dts shapes and merge animations

datablock TSShapeConstructor(SharkDts)

{

baseShape  = "./Shark.dts";

sequence0  = "./s_root.dsq root";



sequence1  = "./s_swim.dsq run";

sequence2  = "./s_swim.dsq walk";

sequence3  = "./s_root.dsq back";

sequence4  = "./s_root.dsq side";



sequence5  = "./s_root.dsq crouch";

sequence6  = "./s_root.dsq crouchRun";

sequence7  = "./s_root.dsq crouchBack";

sequence8  = "./s_root.dsq crouchSide";



sequence9  = "./s_root.dsq look";

sequence10 = "./s_root.dsq headside";

sequence11 = "./s_root.dsq headUp";



sequence12 = "./s_root.dsq jump";

sequence13 = "./s_root.dsq standjump";

sequence14 = "./s_root.dsq fall";

sequence15 = "./s_root.dsq land";



sequence16 = "./s_root.dsq armAttack";

sequence17 = "./s_root.dsq armReadyLeft";

sequence18 = "./s_root.dsq armReadyRight";

sequence19 = "./s_root.dsq armReadyBoth";

sequence20 = "./s_root.dsq spearready"; 

sequence21 = "./s_root.dsq spearThrow";



sequence22 = "./s_root.dsq talk"; 



sequence23 = "./s_root.dsq die";



sequence24 = "./s_root.dsq shiftUp";

sequence25 = "./s_root.dsq shiftDown";

sequence26 = "./s_root.dsq shiftAway";

sequence27 = "./s_root.dsq shiftTo";

sequence28 = "./s_root.dsq shiftLeft";

sequence29 = "./s_root.dsq shiftRight";

sequence30 = "./s_root.dsq rotCW";

sequence31 = "./s_root.dsq rotCCW";



sequence32 = "./s_root.dsq undo";

sequence33 = "./s_root.dsq plant";



sequence34 = "./s_root.dsq sit";



sequence35 = "./s_root.dsq wrench";



   sequence36 = "./s_bite.dsq activate";

   sequence37 = "./s_bite.dsq activate2";



   sequence38 = "./s_root.dsq leftrecoil";

};   


datablock PlayerData(RotSharkZombie : SharkArmor)

{

//category = "Vehicles";

minJetEnergy = 0;

jetEnergyDrain = 0;

canJet = 0;

maxItems   = 0; //total number of bricks you can carry

maxWeapons = 0; //this will be controlled by mini-game code

maxTools = 0;

runforce = 100 * 90;

maxForwardSpeed = 8;

maxBackwardSpeed = 8;

maxSideSpeed = 8;

attackpower = 10;

jumpsound = "ZombieJumpSound";



BrickDestroyMaxVolume = 250;

BrickMaxJumpHeight = 20;

uiName = "Zombie Shark";

rideable = true;

canRide = true;

BrickKillRadius = 2;

skinColor = "0.55 0.7 0.55 1";

FollowAnim = "ArmReadyBoth";

};

function RotSharkZombie::ondisabled(%this,%obj)

{

parent::ondisabled(%this,%obj);

ZombieDefault::ondisabled(%this,%obj);

}

function RotSharkZombie::onCollision(%this, %obj, %col, %fade, %pos, %norm)

{

parent::oncollision(%this, %obj, %col, %fade, %pos, %norm);

ZombieDefault::onCollision(%this, %obj, %col, %fade, %pos, %norm);

}

function RotSharkZombie::onMount(%a,%player,%vehicle,%d,%e,%f)

{

ZombieDefault::onMount(%a,%player,%vehicle,%d,%e,%f);

parent::onMount(%a,%player,%vehicle,%d,%e,%f);

}

function RotSharkZombie::onUnMount(%a,%player,%vehicle,%d,%e,%f)

{

ZombieDefault::onUnMount(%a,%player,%vehicle,%d,%e,%f);

parent::onUnMount(%a,%player,%vehicle,%d,%e,%f);

}

function RotSharkZombie::onAdd(%this,%obj)

{

parent::onAdd(%this,%obj);

ZombieDefault::onAdd(%this,%obj);

}

I have the root, swim, and bite.
You're using a whole bunch that you don't actually have.

You're using a whole bunch that you don't actually have.
He probably used the womprat player or something else and copied the script and dsq files. He probably doesn't have the joints either.

Space Guy said if you don't have the animation, put it as root.dsq instead of whatever else it would be.

And the animations that I have were made by Pandan.

Space Guy said if you don't have the animation, put it as root.dsq instead of whatever else it would be.

And the animations that I have were made by Pandan.

Alright. You have the .dsq files but then are they correct I wonder. You'll have to talk to Pandan about these:

1- Were there any joints/bones introduced or taken out of any of the .dsq files that don't match up with the base .dts file?

And the less fussy issue

2- Were there any new polys introduced or taken out of any of the .dsq files that don't match with the base .dts file?

I haven't had problems with groups before but I've had some major problems with the joints. If joints are suddenly introduced in any of the .dsq files and are not included in the base .dts file then BL crashes when you create the characterPlayer. You'll have to check with Pandan whether he added or removed anything going from the .dts to the animations.

Okay. And this happens with any other ones I attempt to create as well, so I just might be doing something wrong. I'll PM Pandan about that.