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Post by IsraeliRD on Feb 19, 2007 0:38:36 GMT
1) Moshe is unable to activate the Nuke from the level 'Magnetic Adventure'. I've sent him the hazards.cs and the Nuke folder and it still doesn't work.
Water/Rug problem solved. Now we need the above one 2 work.
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Post by Lonestar on Feb 19, 2007 3:14:39 GMT
hmm... I thought the Nuke was a joke, I didn't know it was actually going into MBP. He installed the new hazzards.cs and put the Nuke in it's correct folder? Does the folder have a capital "N"? Try using the console to check problems.
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Post by IsraeliRD on Feb 19, 2007 3:26:34 GMT
He did everything just fine. And it's hazards.cs.
He can see the nuke and all but when he touches is MBP Crashes. Literally. So console.log won't help.
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Post by Lonestar on Feb 19, 2007 3:28:52 GMT
When it crashes, that means the last thing in console.log is the error report, so it's easy to find. Open it manually, not in MBG, but open the actual file. in the MBG app.
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Post by IsraeliRD on Feb 19, 2007 3:32:54 GMT
Usually when it crashed for me the game simply exits itself with no error log. I think it's the same for moshe.
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Post by Lonestar on Feb 19, 2007 3:42:14 GMT
Oh. Well, on my comp, it usually shows something. It's worth a shot. If that doesn't work, I don't know.
Could I see his hazards.cs?
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Post by robotmarble on Feb 19, 2007 11:41:46 GMT
Here is the code MBP crashing when he puts it in would imply that the problem is in his hazzerds.cs if he can see it. Have him paste the code at the bottom of his origanal hazzerds.cs:
//----------------------------------------------------------------------------- // Nuke Mine datablock AudioProfile(ExplodeSfx) { filename = "~/data/sound/explode1.wav"; description = AudioDefault3d; preload = true; };
datablock ParticleData(NukeEmitter) { textureName = "~/data/particles/smoke"; dragCoefficient = 2; gravityCoefficient = 0.2; inheritedVelFactor = 0.2; constantAcceleration = 0.0; lifetimeMS = 1000; lifetimeVarianceMS = 1500;
colors[0] = "0.56 0.36 0.26 1.0"; colors[1] = "0.56 0.36 0.26 0.0";
sizes[0] = 0.5; sizes[1] = 1.0; };
datablock ParticleEmitterData(NukeEmitter) { ejectionPeriodMS = 7; periodVarianceMS = 0; ejectionVelocity = 2; velocityVariance = 1.0; ejectionOffset = 0.0; thetaMin = 0; thetaMax = 60; phiReferenceVel = 0; phiVariance = 360; overrideAdvances = false; particles = "LandMineParticle"; };
datablock ParticleData(NukeSmoke) { textureName = "~/data/particles/smoke"; dragCoeffiecient = 100.0; gravityCoefficient = -0.5; inheritedVelFactor = 0.25; constantAcceleration = -0.80; lifetimeMS = 10000; lifetimeVarianceMS = 3000; useInvAlpha = true; spinRandomMin = -80.0; spinRandomMax = 80.0;
colors[0] = "0.56 0.36 0.26 1.0"; colors[1] = "0.2 0.2 0.2 1.0"; colors[2] = "0.0 0.0 0.0 0.0";
sizes[0] = 1.0; sizes[1] = 1.5; sizes[2] = 2.0;
times[0] = 0.0; times[1] = 0.5; times[2] = 1.0; };
datablock ParticleEmitterData(NukeSmokeEmitter) { ejectionPeriodMS = 10; periodVarianceMS = 0; ejectionVelocity = 4; velocityVariance = 0.5; thetaMin = 0.0; thetaMax = 180.0; lifetimeMS = 250; particles = "NukeSmoke"; };
datablock ParticleData(NukeSparks) { textureName = "~/data/particles/spark"; dragCoefficient = 1; gravityCoefficient = 0.0; inheritedVelFactor = 0.2; constantAcceleration = 0.0; lifetimeMS = 5000; lifetimeVarianceMS = 2000;
colors[0] = "0.60 0.40 0.30 1.0"; colors[1] = "0.60 0.40 0.30 1.0"; colors[2] = "1.0 0.40 0.30 0.0";
sizes[0] = 0.5; sizes[1] = 0.25; sizes[2] = 0.25;
times[0] = 0.0; times[1] = 0.5; times[2] = 1.0; };
datablock ParticleEmitterData(NukeSparkEmitter) { ejectionPeriodMS = 3; periodVarianceMS = 0; ejectionVelocity = 13; velocityVariance = 6.75; ejectionOffset = 0.0; thetaMin = 0; thetaMax = 180; phiReferenceVel = 0; phiVariance = 360; overrideAdvances = false; orientParticles = true; lifetimeMS = 5000; particles = "NukeSparks"; };
datablock ExplosionData(NukeSubBlow1) { offset = 1.0; emitter[0] = NukeSmokeEmitter; emitter[1] = NukeSparkEmitter; };
datablock ExplosionData(NukeSubBlow2) { offset = 1.0; emitter[0] = NukeSubBlow1; emitter[1] = NukeSubBlow2; };
datablock ExplosionData(NukeExplosion) { soundProfile = ExplodeSfx; lifeTimeMS = 10000;
// Volume particles particleEmitter = NukeEmitter; particleDensity = 120; particleRadius = 3;
// Point emission emitter[0] = NukeSmokeEmitter; emitter[1] = NukeSparkEmitter;
// Sub explosion objects subExplosion[0] = NukeSubBlow1; subExplosion[1] = NukeSubBlow2; // Camera Shaking shakeCamera = true; camShakeFreq = "10.0 11.0 10.0"; camShakeAmp = "1.0 1.0 1.0"; camShakeDuration = 5; camShakeRadius = 50.0;
// Impulse impulseRadius = 10; impulseForce = 100;
// Dynamic light lightStartRadius = 6; lightEndRadius = 3; lightStartColor = "0.5 0.5 0"; lightEndColor = "0 0 0"; };
datablock StaticShapeData(Nuke) { className = "Explosive"; category = "Hazards"; shapeFile = "~/data/shapes/hazards/Nuke/nuke.dts"; explosion = NukeExplosion; renderWhenDestroyed = false; resetTime = 15000; };
function Nuke::onAdd(%this, %obj) { if (%obj.resetTime $= "") %obj.resetTime = "Default"; }
function Nuke::onCollision(%this, %obj, %col) { %obj.setDamageState("Destroyed");
%resetTime = (%obj.resetTime $= "Default")? %this.resetTime: %obj.resetTime; if (%resetTime) { %obj.startFade(0, 0, true); %obj.schedule(%resetTime, setDamageState,"Enabled"); %obj.schedule(%resetTime, "startFade", 1000, 0, false); } }
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Post by IsraeliRD on Feb 19, 2007 11:48:12 GMT
The code that crashed it was from MY hazards.cs .. but it works fine for me... what's happening? Is it PC only or MAC only?
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Post by robotmarble on Feb 19, 2007 11:50:46 GMT
I don't see how if it works for me and you. If you gave him your whole hazzerds.cs it may have crashed it. I think he is just doing somemthing wrong.
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Post by IsraeliRD on Feb 19, 2007 11:54:57 GMT
We replaced every hazards.cs with similar code. And it was the whole hazards.cs
I'll get him to get the original and add the codes for Nuke, Wind and Magnet by himself. I'm surprised coz Magnet WORKS.
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Post by robotmarble on Feb 19, 2007 11:55:38 GMT
Yeah Magnet is really cool.
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Post by IsraeliRD on Feb 19, 2007 11:57:03 GMT
Yea it is but the weird thing is that magnet works yet nuke isn't??? maybe if he deletes the nuke part and then re-adds it via your code it will work?
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Post by robotmarble on Feb 19, 2007 11:58:30 GMT
It will
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Post by IsraeliRD on Feb 19, 2007 11:59:55 GMT
kk we'll give it a go I'll talk to him tomorrow.
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