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Power-Up Problem

Posted: Sat Feb 07, 2009 3:56 pm
by Taylor
Alright so i was trying to make custom Power-ups in my server. i followed benblue's tutorial, but when i tried to open my server, BANG it quits. why??? here's my P-up part of special.cs.

Code: Select all

datablock ProjectileData(NinjaStar)
{
   velocity = 150;          // meters per second
   inheritVelocity = 5;    // how much of shooters velocity to inherit
   numBounce = 0;             // usually 0
   splashArea = 0.0;          // usually 0
   count = 20;                // how many shots per clip?
   saveOldCartridge = true;   // chuck old cartridge or keep it around
   canSave = false;           // can this cartridge be saved if another comes along?
   reloadTime = 1400;          // in milliseconds
   burstDelay = 2000;         // milliseconds until next burst if button held down
   burstCount = 3;            // number of projectiles to fire per burst
   synchTime = 1000;          // synch over this many milliseconds
   synchBefore = 500;         // synch if not older than this in milliseconds
   damage = 2;                // usually 1
   gravityScale = 2;        //
   sizeScale = 0.8;           // scale of projectile (meters for bitmaps)
   resource = "~/data/shapes/tanks/NinjaStar.jpg";    // shape or bitmap
   tankExplosion = "DefaultTankExplosion";   // datablock for explosion
   ownTankExplosion = "DefaultTankExplosion";  // datablock for explosion
   bounceExplosion = "DefaultExplosion";       // datablock for explosion
   otherExplosion = "DefaultExplosion";  // datablock for explosion
   reticle = "NinjaReticle";
};

Code: Select all

$NumPupTypes = 4;
$pupTypes[0] = "SpeedyProjectile";
$pupTypes[1] = "BounceProjectile";
$pupTypes[2] = "SplashProjectile";
$pupTypes[3] = "NinjaStarProjectile";

$pupSnds[0] = "ActivateSpeedy";
$pupSnds[1] = "ActivateBounce";
$pupSnds[2] = "ActivateSplash";
$pupSnds[3] = "ActivateSplash";

things i tried (on suggestion from Squishin RT):
changing it to NinjaStarProjectile.

i have all the files listed there, i just don't know what happened!

Re: Power-Up Problem

Posted: Sat Feb 07, 2009 5:22 pm
by TheBMTBaron
Well, You didnt change the other thing. What is the "NinjaStar.jpg"? Do you actually have that Object? If you do, Is it in data/shapes/tanks?

Also, Try changing the Recticle to a simple one like SpeedyRecticle .

Hope it helps!!

Edit: Just saw your Post on the RT Forums! Dont listen to the First thing! But still try the Recticle!

Edit 2: I looked over it again, It is can not find the Projectile, Change the "NinjaStar" to "NinjaStarProjectile", You have to have both of them!

Re: Power-Up Problem

Posted: Sat Feb 07, 2009 7:03 pm
by Taylor
nope, didn't work.

Re: Power-Up Problem

Posted: Sat Feb 07, 2009 11:13 pm
by bla bla
one time i was making my own projectile and the //'s were in different lengths and it didn't work i changed them to the same lengths and they worked

maybe try doing that but that stuff doesn't matter nad it just happen to work for me...

Re: Power-Up Problem

Posted: Sun Feb 08, 2009 9:47 am
by Taylor
well, i very much doubt that will work...

EDIT: i decided to try it anywa... oh wait, forgot something...

EDIT EDIT: didn't work.

Re: Power-Up Problem

Posted: Sun Feb 08, 2009 1:49 pm
by Metal
I know what's the reason :

Code: Select all

datablock ProjectileData(NinjaStar)
{
   velocity = 150;          // meters per second
   inheritVelocity = 5;    // how much of shooters velocity to inherit
   numBounce = 0;             // usually 0
   splashArea = 0.0;          // usually 0
   count = 20;                // how many shots per clip?
   saveOldCartridge = true;   // chuck old cartridge or keep it around
   canSave = false;           // can this cartridge be saved if another comes along?
   reloadTime = 1400;          // in milliseconds
   burstDelay = 2000;         // milliseconds until next burst if button held down
   burstCount = 3;            // number of projectiles to fire per burst
   synchTime = 1000;          // synch over this many milliseconds
   synchBefore = 500;         // synch if not older than this in milliseconds
   damage = 2;                // usually 1
   gravityScale = 2;        //
   sizeScale = 0.8;           // scale of projectile (meters for bitmaps)
   resource = "~/data/shapes/tanks/NinjaStar.jpg";    // shape or bitmap
   tankExplosion = "DefaultTankExplosion";   // datablock for explosion
   ownTankExplosion = "DefaultTankExplosion";  // datablock for explosion
   bounceExplosion = "DefaultExplosion";       // datablock for explosion
   otherExplosion = "DefaultExplosion";  // datablock for explosion
   reticle = "NinjaReticle";
};

also below "reticle" add "emitter like so

Code: Select all

datablock ProjectileData(NinjaStar)
{
   velocity = 150;          // meters per second
   inheritVelocity = 5;    // how much of shooters velocity to inherit
   numBounce = 0;             // usually 0
   splashArea = 0.0;          // usually 0
   count = 20;                // how many shots per clip?
   saveOldCartridge = true;   // chuck old cartridge or keep it around
   canSave = false;           // can this cartridge be saved if another comes along?
   reloadTime = 1400;          // in milliseconds
   burstDelay = 2000;         // milliseconds until next burst if button held down
   burstCount = 3;            // number of projectiles to fire per burst
   synchTime = 1000;          // synch over this many milliseconds
   synchBefore = 500;         // synch if not older than this in milliseconds
   damage = 2;                // usually 1
   gravityScale = 2;        //
   sizeScale = 0.8;           // scale of projectile (meters for bitmaps)
   resource = "~/data/shapes/tanks/NinjaStar.jpg";    // shape or bitmap
   tankExplosion = "DefaultTankExplosion";   // datablock for explosion
   ownTankExplosion = "DefaultTankExplosion";  // datablock for explosion
   bounceExplosion = "DefaultExplosion";       // datablock for explosion
   otherExplosion = "DefaultExplosion";  // datablock for explosion
   reticle = "NinjaReticle";
   emitter = "YOUR EMITTER ( you need to make one or copy a simple made and paste and change name of it)
};

Hope it works :tankerwinks:

Re: Power-Up Problem

Posted: Sun Feb 08, 2009 1:51 pm
by Metal
oh and the reticle, if you created a reticle and called it NinjaStar it has to work ( you can reticles make like emitters, just copy and paste below

Re: Power-Up Problem

Posted: Sun Feb 08, 2009 1:53 pm
by Mr Phobik
^^ & ^WRONG!!!

Taylor, do you even have a reticle that is "NInjaReticle"? And...Do you have a shape in "game/data/shapes/tanks" that is "NinjaStar"?
You can't just write whatever you want, the shape has to exist!

Re: Power-Up Problem

Posted: Sun Feb 08, 2009 1:56 pm
by TheBMTBaron
You dont need an Emitter (Look at Splash, Speedy and bounce, do they have Emitters?). Try changing the Reticle to something Simple such as SpeedyReticle, It may be something with your reticle.

Just saw Metals new post, He's right. Are you sure the reticle works? Try changing the, lets say, area reticle to your NinjaStar one. If Area doesnt work, Its all the reticle.

Ugh, I just saw Phobiks too! I already said that Phobik about the NinjaStar Object =) And you just stole my correcting for the Reticle! You must be reading minds now.... =)

Re: Power-Up Problem

Posted: Sun Feb 08, 2009 4:01 pm
by Metal
the ninjastar exists but did he have it and know the correct path??

it will fire blocks or something if he don't know to make some good weapons, the block will just have the color of the NinjaStar........