Author Topic: Blockland crashes when spawning my selfmade vehicle  (Read 2423 times)

Hi guys,

I just made my escape pod, but on some way, when I spawn it ingame, Blockland crashes
I'll post the server.cs here and the blender export log:
server.cs:
Code: [Select]
datablock WheeledVehicleData(EscapePodVehicle)
{
category = "Vehicles";
displayName = " ";
shapeFile = "./escape pod with emptys.dts";
emap = true;
minMountDist = 3;
  
   numMountPoints = 1;
   mountThread[0] = "sit";

maxDamage = 999999.00;
destroyedLevel = 200.00;
energyPerDamagePoint = 160;
speedDamageScale = 1.04;
collDamageThresholdVel = 20.0;
collDamageMultiplier   = 0.02;

massCenter = "0 0 0";
   massBox = "3 3 3";

maxSteeringAngle = 0.9785;  // Maximum steering angle, should match animation
integration = 4;           // Force integration time: TickSec/Rate
//tireEmitter = TireEmitter; // All the tires use the same dust emitter

// 3rd person camera settings
cameraRoll = false;         // Roll the camera with the vehicle
cameraMaxDist = 13;         // Far distance from vehicle
cameraOffset = 7.5;        // Vertical offset from camera mount point
cameraLag = 0.0;           // Velocity lag of camera
cameraDecay = 0.75;        // Decay per sec. rate of velocity lag
cameraTilt = 0.4;
   collisionTol = 0.1;        // Collision distance tolerance
   contactTol = 0.1;

useEyePoint = false;

//defaultTire = jeepTire;
//defaultSpring = jeepSpring;
//flatTire    = jeepFlatTire;
//flatSpring = jeepFlatSpring;

   numWheels = 0;

// Rigid Body
mass = 200;
density = 5.0;
drag = 0.6;
bodyFriction = 0.6;
bodyRestitution = 0.6;
minImpactSpeed = 10;        // Impacts over this invoke the script callback
softImpactSpeed = 10;       // Play SoftImpact Sound
hardImpactSpeed = 15;      // Play HardImpact Sound
groundImpactMinSpeed    = 10.0;

// Engine
engineTorque = 12000; //4000;       // Engine power
engineBrake = 2000;         // Braking when throttle is 0
brakeTorque = 4000;        // When brakes are applied
maxWheelSpeed = 20;        // Engine scale by current speed / max speed

// Energy
maxEnergy = 100;
jetForce = 3000;
minJetEnergy = 30;
jetEnergyDrain = 2;

   isSled = false;

   forwardThrust = 3000;
reverseThrust = 2000;
lift = 100;
maxForwardVel = 0;
maxReverseVel = 0;
horizontalSurfaceForce = 0;   // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
verticalSurfaceForce = 0;
rollForce = 4000;
yawForce = 6000;
pitchForce = 6000;
rotationalDrag = 0.15;
stallSpeed = 10;

splash = vehicleSplash;
splashVelocity = 4.0;
splashAngle = 67.0;
splashFreqMod = 300.0;
splashVelEpsilon = 0.60;
bubbleEmitTime = 1.4;
splashEmitter[0] = vehicleFoamDropletsEmitter;
splashEmitter[1] = vehicleFoamEmitter;
splashEmitter[2] = vehicleBubbleEmitter;
mediumSplashSoundVelocity = 10.0;  
hardSplashSoundVelocity = 20.0;  
exitSplashSoundVelocity = 5.0;

//mediumSplashSound = "";
//hardSplashSound = "";
//exitSplashSound = "";

// Sounds
//   jetSound = ScoutThrustSound;
//engineSound = idleSound;
//squealSound = skidSound;
softImpactSound = slowImpactSound;
hardImpactSound = fastImpactSound;
//wheelImpactSound = slowImpactSound;

//   explosion = VehicleExplosion;
justcollided = 0;

   uiName = "Escape-Pod";
rideable = true;
lookUpLimit = 0.60;
lookDownLimit = 0.60;

paintable = false;
  
   damageEmitter[0] = vehicleBurnEmitter;
damageEmitterOffset[0] = "0.0 0.0 0.0 ";
damageLevelTolerance[0] = 0.99;

   damageEmitter[1] = vehicleBurnEmitter;
damageEmitterOffset[1] = "0.0 0.0 0.0 ";
damageLevelTolerance[1] = 1.0;

   numDmgEmitterAreas = 1;

   initialExplosionProjectile = vehicleExplosionProjectile;
   initialExplosionOffset = 0;         //offset only uses a z value for now

   burnTime = 4000;

   finalExplosionProjectile = vehicleFinalExplosionProjectile;
   finalExplosionOffset = 0.5;          //offset only uses a z value for now

   minRunOverSpeed    = 2;   //how fast you need to be going to run someone over (do damage)
   runOverDamageScale = 5;   //when you run over someone, speed * runoverdamagescale = damage amt
   runOverPushScale   = 1.2; //how hard a person you're running over gets pushed
};
Blender export log:
Code: [Select]
Torque Exporter 0.97 Beta3
 Using blender, version 249
 Exporting...
 Writing shape to  'C:\Dokumente und Einstellungen\HP_Besitzer\Eigene Dateien\escape pod with emptys.dts'.
 Processing...
 > Shape Details
    > Nodes
      ^^ Bone [Exp-Catch-Root] (parent -1)
      ^^ Bone [Shape] (parent -1)
       ^^ Bone [Col0] (parent 1)
        ^^ Bone [Col] (parent 2)
       ^^ Bone [Detail32] (parent 1)
        ^^ Bone [Circle] (parent 4)
        ^^ Bone [Sphere] (parent 4)
        ^^ Bone [mount0] (parent 4)
    > Objects
     'Col' : Standard
     'Circle' : Standard
     'Sphere' : Standard
    > Materials
       black50
       black75
       RedFPcolor
    > Detail Levels
       Detail-1 (size : 1)
       Smallest : Detail-1 (size : 1)
    > Internal Sequences
 Writing out DTS...
 Done.
 Finished.
 

The files containing in the zip:
-server.cs
-escape pod with emptys.dts
-black50.png
-black75.png
-RedFPcolor.png
-description.txt

Did I export it wrong?

Btw, I used 2 different shapes and 1 collision shape (the collision shape contains the both other shapes), should I only use 1 shape and 1 col shape?
« Last Edit: September 19, 2009, 01:43:54 PM by chilmans »

you cant find whats wrong with your add-on. And you flame mine?

you cant find whats wrong with your add-on. And you flame mine?
? Do I know you?

you cant find whats wrong with your add-on. And you flame mine?

Or, you can be nice and help.
Opinions are opinions, put them aside.

~WhatevaGuy

Or, you can be nice and help.
Opinions are opinions, put them aside.

~WhatevaGuy

fine... still tho :(

idk what to do as i post in my other topic I can model, But i have no idea how to script.

fine... still tho :(

idk what to do as i post in my other topic I can model, But i have no idea how to script.

Eh, well, at least you did something helpful by keeping this at the top.

~WhatevaGuy

Can you post the console log? =\

It could be the maxDamage, that's a bit high... :\

It could be the maxDamage, that's a bit high... :\

Yeah, try to set that down a little then test it. It may be overloading or whatever it does.

~WhatevaGuy

It could be the maxDamage, that's a bit high... :\
I just used the barrel script and changed it to work with my model
But I will try if that works and post the console log

Console log while using trace:
Code: [Select]
*** Initial Control Object
==>trace(1);
   Console trace is on.
Leaving ConsoleEntry::eval() - return
Entering RTBIC_SC::onLine(5965, :lacuckooracha!Blockhead6@cloak-92ECD33.range86-140.btcentralplus.com JOIN :#rtb)
   Entering RTBIC_SC::dispatchCommand(5965, JOIN, lacuckooracha!Blockhead6@cloak-92ECD33.range86-140.btcentralplus.com, #rtb)
      Entering RTBIC_SC::onJoin(5965, lacuckooracha!Blockhead6@cloak-92ECD33.range86-140.btcentralplus.com, #rtb)
         Entering RTBIC_addLine(* lacuckooracha has joined #rtb.)
         Leaving RTBIC_addLine() - return
         Entering RTBIC_addUser(lacuckooracha)
            Entering RTBIC_hasUser(lacuckooracha)
            Leaving RTBIC_hasUser() - return 0
            Entering RTBIC_lightRefresh()
               Entering RTBIC_drawBadges()
               Leaving RTBIC_drawBadges() - return 18 3217
            Leaving RTBIC_lightRefresh() - return
         Leaving RTBIC_addUser() - return
      Leaving RTBIC_SC::onJoin() - return
   Leaving RTBIC_SC::dispatchCommand() - return
Leaving RTBIC_SC::onLine() - return
Entering toggleConsole(1)
   Entering [RTBC_IRCClient]Canvas::popDialog(Canvas, ConsoleDlg)
      Entering [CanvasCursor]GuiCanvas::popDialog(Canvas, ConsoleDlg)
         Entering [CanvasCursor]GuiCanvas::checkCursor(Canvas)
            Entering [CanvasCursor]GuiCanvas::checkTabFocus(Canvas)
            Leaving [CanvasCursor]GuiCanvas::checkTabFocus() - return
         Leaving [CanvasCursor]GuiCanvas::checkCursor() - return
      Leaving [CanvasCursor]GuiCanvas::popDialog() - return
   Leaving [RTBC_IRCClient]Canvas::popDialog() - return
Leaving toggleConsole() - return
Entering toggleConsole(0)
Leaving toggleConsole() - return 0
Entering wrenchVehicleSpawnDlg::send(wrenchVehicleSpawnDlg)
   Entering [RTBC_IRCClient]Canvas::popDialog(Canvas, wrenchVehicleSpawnDlg)
      Entering [CanvasCursor]GuiCanvas::popDialog(Canvas, wrenchVehicleSpawnDlg)
         Entering wrenchVehicleSpawnDlg::onSleep(5613)
         Leaving wrenchVehicleSpawnDlg::onSleep() - return
         Entering [CanvasCursor]GuiCanvas::checkCursor(Canvas)
            Entering cursorOff()
            Leaving cursorOff() - return
            Entering [CanvasCursor]GuiCanvas::checkTabFocus(Canvas)
            Leaving [CanvasCursor]GuiCanvas::checkTabFocus() - return
         Leaving [CanvasCursor]GuiCanvas::checkCursor() - return
      Leaving [CanvasCursor]GuiCanvas::popDialog() - return
   Leaving [RTBC_IRCClient]Canvas::popDialog() - return
Leaving wrenchVehicleSpawnDlg::send() - return
Entering serverCmdSetWrenchData(28625, N  ^VDB 984^RCV 0^RC 1^C 1^R 1)
   Entering getQuotaObjectFromClient(28625)
      Entering getQuotaObjectFromBrickGroup(28627)
      Leaving getQuotaObjectFromBrickGroup() - return 31468
   Leaving getQuotaObjectFromClient() - return 31468
   Entering SimObject::setNTObjectName(30631, )
      Entering SimObject::clearNTObjectName(30631)
      Leaving SimObject::clearNTObjectName() - return
   Leaving SimObject::setNTObjectName() - return
   Entering fxDTSBrick::setvehicle(30631, 984, 28625)
      Entering fxDTSBrick::spawnVehicle(30631)
         Entering getQuotaObjectFromBrick(30631)
            Entering getQuotaObjectFromBrickGroup(28627)
            Leaving getQuotaObjectFromBrickGroup() - return 31468
After that Blockland crashes D:
Anything you guys can find out of that?

Btw, changed the max damage to 999.00, but it still crashes
Oh and what is massbox for?
« Last Edit: September 20, 2009, 09:49:28 AM by chilmans »

I think max damage can only be 100, but im not sure...

I think max damage can only be 100, but im not sure...
Will try that, everything might help a bit
edit: Didn't help
« Last Edit: September 20, 2009, 10:09:29 AM by chilmans »


bump

I tried alot of things, but unfortunately nothing helps

Could something tell me in simple steps what to do in blender when making a vehicle?
The vehicle should have no wheels, but does it need the hud0 bones?

Please, could someone help with that?