Loading Add-On: Weapon_FrostGlove (CRC:-830455815)Add-Ons/Weapon_FrostGlove/Weapon_FrostGlove.cs Line: 212 - Syntax error.>>> Some error context, with ## on sides of error halt:^stateSequence[3] = "Fire";^stateWaitForTimeout[3]^^= true;
//frost.csdatablock AudioProfile(frostHitSound){ filename = "./frostHit.wav"; description = AudioClosest3d; preload = true;};//effectsdatablock ParticleData(frostExplosionParticle){ dragCoefficient = 2; gravityCoefficient = 1.0; inheritedVelFactor = 0.2; constantAcceleration = 0.0; spinRandomMin = -90; spinRandomMax = 90; lifetimeMS = 500; lifetimeVarianceMS = 300; textureName = "base/data/particles/chunk"; 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(frostExplosionEmitter){ ejectionPeriodMS = 7; periodVarianceMS = 0; ejectionVelocity = 8; velocityVariance = 1.0; ejectionOffset = 0.0; thetaMin = 0; thetaMax = 60; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; particles = "frostExplosionParticle"; uiName = "Frost Hit";};datablock ExplosionData(frostExplosion){ //explosionShape = ""; lifeTimeMS = 500; soundProfile = frostHitSound; particleEmitter = frostExplosionEmitter; particleDensity = 10; particleRadius = 0.2; faceViewer = true; explosionScale = "1 1 1"; shakeCamera = true; camShakeFreq = "20.0 22.0 20.0"; camShakeAmp = "1.0 1.0 1.0"; camShakeDuration = 0.5; camShakeRadius = 10.0; // Dynamic light lightStartRadius = 3; lightEndRadius = 0; lightStartColor = "00.0 0.2 0.6"; lightEndColor = "0 0 0";};//projectileAddDamageType("frost", '<bitmap:add-ons/Weapon_frost/CI_frost> %1', '%2 <bitmap:add-ons/Weapon_frost/CI_frost> %1',0.75,1);datablock ProjectileData(frostProjectile){ directDamage = 35; directDamageType = $DamageType::frost; radiusDamageType = $DamageType::frost; explosion = frostExplosion; //particleEmitter = as; muzzleVelocity = 50; velInheritFactor = 1; armingDelay = 0; lifetime = 100; fadeDelay = 70; bounceElasticity = 0; bounceFriction = 0; isBallistic = false; gravityMod = 0.0; hasLight = false; lightRadius = 3.0; lightColor = "0 0 0.5"; uiName = "Frost";};//////////// item ////////////datablock ItemData(frostItem){ category = "Weapon"; // Mission editor category className = "Weapon"; // For inventory system // Basic Item Properties shapeFile = "./frost.dts"; mass = 1; density = 0.2; elasticity = 0.2; friction = 0.6; emap = true; //gui stuff uiName = "Frost Glove"; iconName = "./icon_frost"; doColorShift = true; colorShiftColor = "0.471 0.471 0.471 1.000"; // Dynamic properties defined by the scripts image = frostImage; canDrop = true;};//////////////////weapon image//////////////////datablock ShapeBaseImageData(frostImage){ // Basic Item properties shapeFile = "./frost.dts"; emap = true; // Specify mount point & offset for 3rd person, and eye offset // for first person rendering. mountPoint = 0; offset = "0 0 0"; // 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 = frostItem; ammo = " "; projectile = frostProjectile; projectileType = Projectile; //melee particles shoot from eye node for consistancy melee = true; doRetraction = false; //raise your arm up or not armReady = true; //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] = weaponSwitchSound; 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] = "Ready"; stateTimeoutValue[3] = 0.2; stateFire[3] = true; stateAllowImageChange[3] = false; stateSequence[3] = "Fire"; stateWaitForTimeout[3] = true;};function frostimage::onMount(%this,%user){ %user.playthread(1,root); if(%user.paraing) { return; } %user.mountimage(frost1image, 2); %obj = %user; %obj.hidenode(RHand); %obj.hidenode(RHook);}function frosrimage::onUnMount(%this,%user){ if(%user.frosting) { return; } %user.unmountimage(2); %user.client.applybodyparts();}
Loading Add-On: Weapon_FrostGlove (CRC:-830455815)Add-Ons/Weapon_FrostGlove/Weapon_FrostGlove.cs Line: 212 - Syntax error.>>> Some error context, with ## on sides of error halt:^stateSequence[3] = "Fire";^stateWaitForTimeout[3]^^= true;};function frostImage::onPreFire(%this, %obj, %slot){^%obj.playthread(2, armattack);}function frostImage::onStopFire(%this, %obj, %slot){^^%obj.playthread(2, root);} ;####function frostimage::onMount(%this,%user){^%user.playthread(1,root);^if(%user.paraing)^{^^return;^}^^%user.mountimage(frost1image, 2);^%obj = %user;^%obj.hidenode(RHand);^%obj.hidenode(RHook);}function frosrimage::onUnMount(%this,%user)>>> Error report complete.ADD-ON "Weapon_FrostGlove" CONTAINS SYNTAX ERRORS