Game Development Community

bad error code using particle editor,saving

by Thomas Champion · in Torque 3D Professional · 12/02/2012 (12:20 pm) · 3 replies

I posted this in afx private but have got no responce, so i thought i might see if the whole of the community might be able to help me out.


I have not touched that script, lol. I was using the particle editor and made a really nice spinning fiery portal. I clicked to save the particle effect and the game crashed with this warning.
And it does it every time i try to save now. same error.
//////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////

End of line reached before end of quote.
Quote started( Script/server/afx/effects/spellpack1/arcane_membrane.cs 714 )

/////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////
I know this tells me there is a problem at line 714 in that script, im not a good coder, i grab sniplets and peice them together, that's how i got lightning to work, got code from the forums from a post in 2004.
But i am afraid i can't fix this, ill mess it up so bad it wont ever work again. and im 4 months into a build that's going exceptionally well.

I don't have a clue as of how to fix that bug. This is the second time i used the particle editor.
First time made some really nice effect in a area im working on, i saved the game and quit and the next day i started the engine and all the particles were gone.

We had that fixed from some time ago when the particle editor datablock did not have any emiters in it and i had to add some from another demo to get the particle editor to save.This bug is a whole new creature.

What i have had to do to save the particles i make is this, shift click and drag a copy of the effect i made, close the editor and open the world editor and place the particle effect where i needed it.
Been working fine for all kinds of things.

If anyone can help me with this problem i would salute you, because i need those portals for a transistion between levels, and to portal from town to town, i know i can use the teleport spawns, but i still need the effect to go with it.

This is a preview of what im working on, how far along i am.

Looks best in 780p hd mid size screen. Give me some feed back lol.


#1
12/02/2012 (8:34 pm)
post contents of:
"Script/server/afx/effects/spellpack1/arcane_membrane.cs 714"

pastebin.com
#2
12/02/2012 (9:22 pm)
Sounds like you're missing a closing quotation mark somewhere... these are as fun as forgetting a semi-colon and about as easy to track down. (Not at all easy, that is).
#3
12/04/2012 (3:22 am)
@ ahsan

Im not sure i can post that code here, its copyright of jeff faust and arcanefx.


If its ok to post in private ,maybe someone from GG can chime in and let me know, and i will post it if its ok.

I will also post the copyrights of jeff faust and arcane fx.

@ Richard, i can open it in vc++ 2010 and run a debug for (not exactly sure what to look for) syntax errors?

Also i noticed that my particle effects editor opens with the sparkles from that script, But even so .if i change the entire effect and use diferent particle texture why should that code have anything to do with me naming the new effect i made and saving it. That's what is confusing me.



// casting symbols, right hand
datablock afxEffectWrapperData(AitM_CasterSymbols_rt_hand_EW : AitM_CasterSymbols_lf_hand_EW)
{
constraint = "caster.Bip01 R Hand";
};

// casting sparkle particle
datablock ParticleData(AitM_CastingSparkle_P)


{ ///error in this line. there is a yellow bar next to the { in vc++2010, so something is wrong there. just not sure what. /// this is line 714 is there something missing here?


textureName = "art/afx/effects/SpellPack1/AitM/particles/AitM_sparkle"";
dragCoeffiecient = 0;


code block without my descriptions in it.

// casting symbols, right hand
datablock afxEffectWrapperData(AitM_CasterSymbols_rt_hand_EW : AitM_CasterSymbols_lf_hand_EW)
{
constraint = "caster.Bip01 R Hand";
};

// casting sparkle particle
datablock ParticleData(AitM_CastingSparkle_P)
{
textureName = "art/afx/effects/SpellPack1/AitM/particles/AitM_sparkle"";
dragCoeffiecient = 0;

EDIT:: I compiled a debud and ran the game. i fixed two problems at starting the engine itself, and the debug ask me if i wanted ti put a break in the same line i have in the posted code above, i allowed the break, then it ask me if wanted to do something else i just agreed and clicked yes.

Now i can make new emiters and save them. not sure what effects it has on afx spells yet, or just that one spell.

Like i said im not a coder and really didnt know what i was in the debug, but it worked out. i will work on my build later tonight and see if that had any ill effects. i can live without that one spell.

Thank you guys for the input, i would rather get advice on code in here than do what i done. I could have messed up the whole engine doing the wrong thing.VC++ is a pretty smart program.lol