Author Topic: Sound problem  (Read 701 times)

Im working on a LOZ Ocorina of time slingshot. I tried adding a sound for the sling shot pulling back, the slingshot shows up in my add ons list but not my wrench gui. Can someone help me spot my problem in the script.

Code: [Select]
//Slingshot.cs

datablock AudioProfile(seedHitSound)
{
   filename    = "./seedHit.wav";
   description = AudioClose3d;
   preload = true;
};

datablock AudioProfile(SlingshotFireSound)
{
   filename    = "./SlingshotFire.wav";
   description = AudioClosest3d;
   preload = true;
};

datablock AudioProfile(SlingshotPullSound)
{
   filename    = "./SlingshotPull.wav";
   description = AudioClosest3d;
   preload = true;
};

datablock ParticleData(seedTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 200;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = false;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/dot";
//animTexName = "~/data/particles/dot";

// Interpolation variables
colors[0] = "1 1 1 0.2";
colors[1] = "1 1 1 0.0";
sizes[0] = 0.2;
sizes[1] = 0.01;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(seedTrailEmitter)
{
   ejectionPeriodMS = 2;
   periodVarianceMS = 0;

   ejectionVelocity = 0; //0.25;
   velocityVariance = 0; //0.10;

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = seedTrailParticle;

   useEmitterColors = true;
   uiName = "Seed Trail";
};

//effects
datablock ParticleData(seedExplosionParticle)
{
dragCoefficient      = 5;
gravityCoefficient   = 0.1;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 500;
lifetimeVarianceMS   = 300;
textureName          = "base/data/particles/chunk";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.9 0.9 0.6 0.9";
colors[1]     = "0.9 0.5 0.6 0.0";
sizes[0]      = 0.25;
sizes[1]      = 0.0;
};
datablock ParticleEmitterData(seedExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 80;
   thetaMax         = 80;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "seedExplosionParticle";

   useEmitterColors = true;
   uiName = "Seed Explosion";
};
datablock ExplosionData(seedExplosion)
{
   //explosionShape = "";
soundProfile = seedHitSound;

   lifeTimeMS = 150;

   particleEmitter = SeedExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = "";

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

   shakeCamera = false;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 1;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};



datablock ParticleData(seedExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.3;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 500;
lifetimeVarianceMS   = 300;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.5 0.5 0.5 0.9";
colors[1]     = "0.5 0.5 0.5 0.0";
sizes[0]      = 0.45;
sizes[1]      = 0.0;

   useInvAlpha = true;
};
datablock ParticleEmitterData(seedExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 3;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "seedExplosionParticle";

   useEmitterColors = true;
   uiName = "Seed Vanish";
};
datablock ExplosionData(seedExplosion)
{
   //explosionShape = "";
soundProfile = "";

   lifeTimeMS = 50;

   emitter[0] = seedExplosionEmitter;

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

   shakeCamera = false;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 1;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};



AddDamageType("seedDirect",   '<bitmap:add-ons/Weapon_Slingshot/CI_seed> %1',    '%2 <bitmap:add-ons/Weapon_Slingshot/CI_seed> %1',0.5,1);

datablock ProjectileData(seedProjectile)
{
   projectileShapeName = "./seed.dts";
   directDamage        = 30;
   directDamageType    = $DamageType::seedDirect;
   radiusDamageType    = $DamageType::seedDirect;

   radiusDamage        = 0;
   damageRadius        = 0;

   explosion             = seedExplosion;
   stickExplosion        = seedStickExplosion;
   bloodExplosion        = seedStickExplosion;
   particleEmitter       = seedTrailEmitter;
   explodeOnPlayerImpact = true;
   explodeOnDeath        = true; 

   armingDelay         = 0;
   lifetime            = 4000;
   fadeDelay           = 4000;   
   bounceFriction      = 0.0;
   bounceElasticity    = 0.0;   
   isBallistic         = false
   gravitymod = 2.0;


   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";

   muzzleVelocity      = 65;
   velInheritFactor    = 1;

   uiName = "Seed";
};


//////////
// item //
//////////
datablock ItemData(SlingshotItem)
{
category = "Weapon"; 
className = "Weapon";

// Basic Item Properties
shapeFile = "./Slingshot.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Slingshot";
iconName = "./icon_Slingshot";
doColorShift = false;
colorShiftColor = "0.0 0.0 0.0 0.0";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(SlingshotImage)
{
   // Basic Item properties
   shapeFile = "./Slingshot.dts";
   emap = true;

   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = 0; //"0.7 1.2 -0.5";
   rotation = eulerToMatrix( "0 0 10" );

   correctMuzzleVector = true;

   className = "WeaponImage";

   // Projectile && Ammo.
   item = BowItem;
   ammo = " ";
   projectile = seedProjectile;
   projectileType = Projectile;

   melee = false;
   //raise your arm up or not
   armReady = true;

   doColorShift = false;
   colorShiftColor = BowItem.colorShiftColor;//"0.400 0.196 0 1.000";

   //casing = " ";


   // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.0;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;
stateTimeoutValue[1] = 0.2;
stateSequence[1]                 = "Ready";
stateSound[1] = SlingshotPullSound

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Reload";
stateTimeoutValue[2]            = 0.3;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateSound[2] = SlingshotFireSound;

stateName[3] = "Reload";
stateSequence[3]                = "Reload";
stateAllowImageChange[3]        = false;
stateTimeoutValue[3]            = 0.5;
stateWaitForTimeout[3] = true;
stateTransitionOnTimeout[3]     = "Check";

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

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


};



Any help will be greatly appreciated.


« Last Edit: June 27, 2009, 02:29:34 AM by Dalek »

it worked fine before i tried adding the pullbacksound

Code: [Select]
Loading Add-On: Weapon_Slingshot (CRC:1034347425)
Add-Ons/Weapon_Slingshot/Weapon_Slingshot.cs Line: 218 - Syntax error.
>>> Some error context, with ## on sides of error halt:
   explodeOnPlayerImpact = true;

   explodeOnDeath        = true; 



   armingDelay         = 0;

   lifetime            = 4000;

   fadeDelay           = 4000;   

   bounceFriction      = 0.0;

   bounceElasticity    = 0.0;   

   isBallistic         = false

   gravitymod ##=## 2.0;





   hasLight    = false;

   lightRadius = 3.0;

   lightColor  = "0 0 0.5";



   muzzleVelocity      = 65;

   velInheritFactor    = 1;



   uiName = "Seed";

};





//////////

// item //

//////////

datablock ItemData(SlingshotItem)

{

^category = "Weapon"; 
>>> Error report complete.

ADD-ON "Weapon_Slingshot" CONTAINS SYNTAX ERRORS

You missed a semicolon, so there is a syntax error.
Quote
datablock ProjectileData(seedProjectile)
{
   projectileShapeName = "./seed.dts";
   directDamage        = 30;
   directDamageType    = $DamageType::seedDirect;
   radiusDamageType    = $DamageType::seedDirect;

   radiusDamage        = 0;
   damageRadius        = 0;

   explosion             = seedExplosion;
   stickExplosion        = seedStickExplosion;
   bloodExplosion        = seedStickExplosion;
   particleEmitter       = seedTrailEmitter;
   explodeOnPlayerImpact = true;
   explodeOnDeath        = true; 

   armingDelay         = 0;
   lifetime            = 4000;
   fadeDelay           = 4000;   
   bounceFriction      = 0.0;
   bounceElasticity    = 0.0;   
   isBallistic         = false; //Put one here
   gravitymod = 2.0;


   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";

   muzzleVelocity      = 65;
   velInheritFactor    = 1;

   uiName = "Seed";
};

Code: [Select]
Loading Add-On: Weapon_Slingshot (CRC:1034347425)
Add-Ons/Weapon_Slingshot/Weapon_Slingshot.cs Line: 218 - Syntax error.
>>> Some error context, with ## on sides of error halt:
   explodeOnPlayerImpact = true;

   explodeOnDeath        = true; 



   armingDelay         = 0;

   lifetime            = 4000;

   fadeDelay           = 4000;   

   bounceFriction      = 0.0;

   bounceElasticity    = 0.0;   

   isBallistic         = false

   gravitymod ##=## 2.0;





   hasLight    = false;

   lightRadius = 3.0;

   lightColor  = "0 0 0.5";



   muzzleVelocity      = 65;

   velInheritFactor    = 1;



   uiName = "Seed";

};





//////////

// item //

//////////

datablock ItemData(SlingshotItem)

{

^category = "Weapon"; 
>>> Error report complete.

ADD-ON "Weapon_Slingshot" CONTAINS SYNTAX ERRORS

You missed a semicolon, so there is a syntax error.
ok thanks space guy

Code: [Select]
Loading Add-On: Weapon_Slingshot (CRC:1034347425)
Add-Ons/Weapon_Slingshot/Weapon_Slingshot.cs Line: 218 - Syntax error.
>>> Some error context, with ## on sides of error halt:
   explodeOnPlayerImpact = true;

   explodeOnDeath        = true; 



   armingDelay         = 0;

   lifetime            = 4000;

   fadeDelay           = 4000;   

   bounceFriction      = 0.0;

   bounceElasticity    = 0.0;   

   isBallistic         = false

   gravitymod ##=## 2.0;





   hasLight    = false;

   lightRadius = 3.0;

   lightColor  = "0 0 0.5";



   muzzleVelocity      = 65;

   velInheritFactor    = 1;



   uiName = "Seed";

};





//////////

// item //

//////////

datablock ItemData(SlingshotItem)

{

^category = "Weapon"; 
>>> Error report complete.

ADD-ON "Weapon_Slingshot" CONTAINS SYNTAX ERRORS

You missed a semicolon, so there is a syntax error.
still doesnt seem to work

isBallistic         = false

You did add a semicolon after that right?

isBallistic         = false

You did add a semicolon after that right?
ya i just fixed it, and i figured out i forgot a semicolon after slingshotpuullsound

pullback sound isnt working

neither is seedhit sound