Engine Crash
by Weston Mitchell · in Artist Corner · 10/05/2008 (10:52 pm) · 8 replies
Http://www.mediafire.com/download.php?iymdd4mmznn
there is the "addon"
i think i might be placing this help request in a wrong section.
but here it goes.
Ive been developing a addon for a torque based game called "blockland" http://www.blockland.us/
and im having issues with the script (witch can be found in the download link here
http://www.mediafire.com/download.php?iymdd4mmznn
please go over my addon.
thank you.
there is the "addon"
i think i might be placing this help request in a wrong section.
but here it goes.
Ive been developing a addon for a torque based game called "blockland" http://www.blockland.us/
and im having issues with the script (witch can be found in the download link here
http://www.mediafire.com/download.php?iymdd4mmznn
please go over my addon.
thank you.
About the author
Currently working on a project. Details can be found on http://www.bduhq.com
#2
You're telling (not asking) someone to go to a download site and grab a file (that could be anything) and... what?
If you'd like help, I would recommend posting all the relevant information here (not links). Then, the steps you have taken so far to resolve whatever issue you are having. Lastly, in clear concise words, actually ask a question.
If you see posts I have made in the past, I love to help people. The help you need right now, is forum etiquette.
This is the very wrong place for your demands. However, I'd be willing to help solve your problem with the proper information. Write what you're trying to accomplish, what you've done so far to get there, and the problem you are having getting there. Finally post your script in [code][/code] blocks here. If you do that, I'll read it over.
10/06/2008 (5:19 pm)
There is not a single question in your two posts aside from "Bump?", which isn't a question, but more a demand.You're telling (not asking) someone to go to a download site and grab a file (that could be anything) and... what?
If you'd like help, I would recommend posting all the relevant information here (not links). Then, the steps you have taken so far to resolve whatever issue you are having. Lastly, in clear concise words, actually ask a question.
If you see posts I have made in the past, I love to help people. The help you need right now, is forum etiquette.
This is the very wrong place for your demands. However, I'd be willing to help solve your problem with the proper information. Write what you're trying to accomplish, what you've done so far to get there, and the problem you are having getting there. Finally post your script in [code][/code] blocks here. If you do that, I'll read it over.
#3
Its a "Vehicle" that acts its a Player Type, i made it this way so i could move it around using "Events" in the game blockland. here is the script....
10/08/2008 (8:09 am)
Ok thank you. i can see how anyone would see me as a noob here... im sorry. here is my Script..Its a "Vehicle" that acts its a Player Type, i made it this way so i could move it around using "Events" in the game blockland. here is the script....
#4
10/08/2008 (8:09 am)
//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
// +BC+ Clan
//-----------------------------------------------------------------------------
// Load dts shapes and merge animations
datablock TSShapeConstructor(TrollyHorseDts)
{
baseShape = "./TrollyHorse.dts";
sequence0 = "./ht_root.dsq root";
sequence1 = "./h_run.dsq run";
sequence2 = "./h_run.dsq walk";
sequence3 = "./h_back.dsq back";
sequence4 = "./h_side.dsq side";
sequence5 = "./h_root.dsq crouch";
sequence6 = "./h_run.dsq crouchRun";
sequence7 = "./h_back.dsq crouchBack";
sequence8 = "./h_side.dsq crouchSide";
sequence9 = "./h_look.dsq look";
sequence10 = "./ht_root.dsq headside";
sequence11 = "./ht_root.dsq headUp";
sequence12 = "./h_jump.dsq jump";
sequence13 = "./h_jump.dsq standjump";
sequence14 = "./ht_root.dsq fall";
sequence15 = "./ht_root.dsq land";
sequence16 = "./h_armAttack.dsq armAttack";
sequence17 = "./ht_root.dsq armReadyLeft";
sequence18 = "./ht_root.dsq armReadyRight";
sequence19 = "./ht_root.dsq armReadyBoth";
sequence20 = "./h_spearReady.dsq spearready";
sequence21 = "./ht_root.dsq spearThrow";
sequence22 = "./h_root.dsq talk";
sequence23 = "./h_death1.dsq death1";
sequence24 = "./h_shiftUp.dsq shiftUp";
sequence25 = "./h_shiftDown.dsq shiftDown";
sequence26 = "./h_shiftAway.dsq shiftAway";
sequence27 = "./h_shiftTo.dsq shiftTo";
sequence28 = "./h_shiftLeft.dsq shiftLeft";
sequence29 = "./h_shiftRight.dsq shiftRight";
sequence30 = "./h_rotCW.dsq rotCW";
sequence31 = "./h_rotCCW.dsq rotCCW";
sequence32 = "./ht_root.dsq undo";
sequence33 = "./h_plant.dsq plant";
sequence34 = "./ht_root.dsq sit";
sequence35 = "./ht_root.dsq wrench";
sequence36 = "./ht_root.dsq activate";
sequence37 = "./ht_root.dsq activate2";
sequence38 = "./ht_root.dsq leftrecoil";
};
datablock AudioProfile(TrollyHorseJumpSound)
{
fileName = "./jumpTrollyHorse.wav";
description = AudioClose3d;
preload = true;
};
datablock DebrisData( TrollyHorseDebris )
{
explodeOnMaxBounce = false;
elasticity = 0.15;
friction = 0.5;
lifetime = 4.0;
lifetimeVariance = 0.0;
minSpinSpeed = 40;
maxSpinSpeed = 600;
numBounces = 5;
bounceVariance = 0;
staticOnMaxBounce = true;
gravModifier = 1.0;
useRadiusMass = true;
baseRadius = 1;
velocity = 20.0;
velocityVariance = 12.0;
};
datablock PlayerData(TrollyHorseArmor)
{
renderFirstPerson = false;
emap = false;
className = Armor;
shapeFile = "./TrollyHorse.dts";
cameraMaxDist = 8;
cameraTilt = 0.261;//0.174 * 2.5; //~25 degrees
cameraVerticalOffset = 2.3;
computeCRC = false;
canObserve = true;
cmdCategory = "Clients";
cameraDefaultFov = 90.0;
cameraMinFov = 5.0;
cameraMaxFov = 120.0;
//debrisShapeName = "~/data/shapes/player/debris_player.dts";
//debris = TrollyHorseDebris;
aiAvoidThis = true;
minLookAngle = -1.5708;
maxLookAngle = 1.5708;
maxFreelookAngle = 3.0;
mass = 90;
drag = 0.1;
maxdrag = 0.52;
density = 0.7;
maxDamage = 250;
maxEnergy = 10;
repairRate = 0.33;
energyPerDamagePoint = 75.0;
rechargeRate = 0.4;
runForce = 28 * 90;
runEnergyDrain = 0;
minRunEnergy = 0;
maxForwardSpeed = 12;
maxBackwardSpeed = 6;
maxSideSpeed = 1;
maxForwardCrouchSpeed = 12;
maxBackwardCrouchSpeed = 6;
maxSideCrouchSpeed = 1;
maxForwardProneSpeed = 0;
maxBackwardProneSpeed = 0;
maxSideProneSpeed = 0;
maxForwardWalkSpeed = 0;
maxBackwardWalkSpeed = 0;
maxSideWalkSpeed = 0;
maxUnderwaterForwardSpeed = 8.4;
maxUnderwaterBackwardSpeed = 7.8;
maxUnderwaterSideSpeed = 7.8;
jumpForce = 0;
jumpEnergyDrain = 0;
minJumpEnergy = 0;
jumpDelay = 0;
minJetEnergy = 0;
jetEnergyDrain = 0;
canJet = 0;
recoverDelay = 0;
recoverRunForceScale = 1.2;
minImpactSpeed = 250;
speedDamageScale = 3.8;
boundingBox = vectorScale("4.5 4.5 4.4", 4);
crouchBoundingBox = vectorScale("2.5 2.5 2.4", 4);
proneBoundingBox = vectorScale("2.5 2.5 2.4", 4);
pickupRadius = 0.75;
// Damage location details
boxNormalHeadPercentage = 0.83;
boxNormalTorsoPercentage = 0.49;
boxHeadLeftPercentage = 0;
boxHeadRightPercentage = 1;
boxHeadBackPercentage = 0;
boxHeadFrontPercentage = 1;
// Foot Prints
//decalData = TrollyHorseFootprint;
//decalOffset = 0.25;
jetEmitter = "";
jetGroundEmitter = "";
jetGroundDistance = 4;
//footPuffEmitter = LightPuffEmitter;
footPuffNumParts = 10;
footPuffRadius = 0.25;
//dustEmitter = LiftoffDustEmitter;
splash = PlayerSplash;
splashVelocity = 4.0;
splashAngle = 67.0;
splashFreqMod = 300.0;
splashVelEpsilon = 0.60;
bubbleEmitTime = 0.1;
splashEmitter[0] = PlayerFoamDropletsEmitter;
splashEmitter[1] = PlayerFoamEmitter;
splashEmitter[2] = PlayerBubbleEmitter;
mediumSplashSoundVelocity = 10.0;
hardSplashSoundVelocity = 20.0;
exitSplashSoundVelocity = 5.0;
// Controls over slope of runnable/jumpable surfaces
runSurfaceAngle = 85;
jumpSurfaceAngle = 0;
minJumpSpeed = 0;
maxJumpSpeed = 0;
horizMaxSpeed = 68;
horizResistSpeed = 33;
horizResistFactor = 0.35;
upMaxSpeed = 20;
upResistSpeed = 1;
upResistFactor = 1;
footstepSplashHeight = 0.35;
//NOTE: some sounds commented out until wav's are available
//JumpSound = TrollyHorseJumpSound;
// Footstep Sounds
// FootSoftSound = TrollyHorseFootFallSound;
// FootHardSound = TrollyHorseFootFallSound;
// FootMetalSound = TrollyHorseFootFallSound;
// FootSnowSound = TrollyHorseFootFallSound;
// FootShallowSound = TrollyHorseFootFallSound;
// FootWadingSound = TrollyHorseFootFallSound;
// FootUnderwaterSound = TrollyHorseFootFallSound;
//FootBubblesSound = FootLightBubblesSound;
//movingBubblesSound = ArmorMoveBubblesSound;
//waterBreathSound = WaterBreathMaleSound;
//impactSoftSound = ImpactLightSoftSound;
//impactHardSound = ImpactLightHardSound;
//impactMetalSound = ImpactLightMetalSound;
//impactSnowSound = ImpactLightSnowSound;
impactWaterEasy = Splash1Sound;
impactWaterMedium = Splash1Sound;
impactWaterHard = Splash1Sound;
groundImpactMinSpeed = 10.0;
groundImpactShakeFreq = "4.0 4.0 4.0";
groundImpactShakeAmp = "1.0 1.0 1.0";
groundImpactShakeDuration = 0.8;
groundImpactShakeFalloff = 10.0;
//exitingWater = ExitingWaterLightSound;
observeParameters = "0.5 4.5 4.5";
// Inventory Items
maxItems = 10; //total number of bricks you can carry
maxWeapons = 5; //this will be controlled by mini-game code
maxTools = 5;
uiName = "TrollyHorse";
rideable = true;
lookUpLimit = 0.6;
lookDownLimit = 0.2;
canRide = false;
showEnergyBar = false;
paintable = false;
brickImage = TrollyHorseBrickImage; //the imageData to use for brick deployment
numMountPoints = 1;
mountThread[0] = "root";
};
function TrollyHorseArmor::onAdd(%this,%obj)
{
// Vehicle timeout
%obj.mountVehicle = true;
// Default dynamic armor stats
%obj.setRechargeRate(%this.rechargeRate);
%obj.setRepairRate(0);
}
//called when the driver of a player-vehicle is unmounted
function TrollyHorseArmor::onDriverLeave(%obj, %player)
{
//do nothing
}
#5
Just looking over the script, I do notice one thing. Usually with datablocks you would not use the TSShapeConstructor, you would use something like "PlayerData" or "VehicleData" to correctly populate a player controlled object.
This may be different for the specific game you are trying to make the script for.
10/08/2008 (8:40 am)
You forgot the most important part. What's your question? What problem are you having? Just looking over the script, I do notice one thing. Usually with datablocks you would not use the TSShapeConstructor, you would use something like "PlayerData" or "VehicleData" to correctly populate a player controlled object.
This may be different for the specific game you are trying to make the script for.
#6
1. it doesnt spawn unless i change my player to its player type.
2. it has a bounding box that is oddly shaped each time its spawned.
10/09/2008 (7:46 pm)
Its just issues*** if you read it anyway.. its kinda unknown what the real problem is. but here are some side-effects.1. it doesnt spawn unless i change my player to its player type.
2. it has a bounding box that is oddly shaped each time its spawned.
#7
@Weston:
1: Could be a problem with your spawn function. It would have to changed to reflect your desire to spawn with the TrollyHorseArmor
2: How oddly is it shaped? Is it consistent? If it is then it may be a fault with the model itself. That datablock is loaded with several fields that are only relevant to BlockLand and I'm not familiar with it. Off hand it (the datablock) looks correct.
10/09/2008 (9:45 pm)
@William: The TSShapeConstructor is used to dts shapes and merge animations for a model. It's usually located in the path with the animations and model and exec'd from player.cs -- usually.@Weston:
1: Could be a problem with your spawn function. It would have to changed to reflect your desire to spawn with the TrollyHorseArmor
2: How oddly is it shaped? Is it consistent? If it is then it may be a fault with the model itself. That datablock is loaded with several fields that are only relevant to BlockLand and I'm not familiar with it. Off hand it (the datablock) looks correct.
#8
10/15/2008 (2:26 pm)
Yeah the model is consistent, but i understand what you mean. it would really help if someone had the Demo Of blockland and just tested my addon. im not sure if thats easy.. but thats what would narrow it down.
Torque Owner Weston Mitchell