file Basic Marble Blast Coding Q&A

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05 Mar 2011 00:03 #181 by Jeff
Replied by Jeff on topic Basic Marble Blast Coding Q&A
Bump:

once again, another coding problem. I am trying to make a powerup that changes the surface friction. I have seen in other powerup codes that you use the function onPowerUpUse. The script does compile but it does not show up.

Any help would be greatful.


Quote://FrictionPowerup.cs
//by Jeff
//If this file is found outside of mbopal,
//please contact me on the mbopal forumns
//or at www.marbleblast.com
//Thank you

datablock ItemData(HighFrictionItem)
{
// Mission editor category
category = Powerups;
className = PowerUp;

// Basic Item properties
shapeFile = ~/data/shapes/items/shockabsorber.dts;
mass = 1;
friction = 1;
elasticity = 0.3;

// Dynamic properties defined by the scripts
pickupName = a Hi Friction PowerUp!;
useName = Hi Friction PowerUp;
maxInventory = 1;
emap = false;
};

function HighFrictionItem::onpowerUpUse(%this,%obj,%col,%vec, %vecLen, %material)
{
if(%material $=frictionhighmaterial)
{
%obj.stopThread(0);
%obj.playThread(0,push);
}
}

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05 Mar 2011 00:38 #182 by Stal
Replied by Stal on topic Basic Marble Blast Coding Q&A
Can you see the power up in the mission editor, and does the onPowerUpUse actually work (Test using a help line)?

If it does why are you just playing/stopping animations in the onPowerUpUse?

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05 Mar 2011 00:52 #183 by Jeff
Replied by Jeff on topic Basic Marble Blast Coding Q&A
It does not show up. The stop/play thing needs to be removed.

thats probebly why.

updated code.


Quote://FrictionPowerup.cs
//by Jeff
//If this file is found outside of mbopal,
//please contact me on the mbopal forumns
//or at www.marbleblast.com
//Thank you

datablock ItemData(HighFrictionItem)
{
// Mission editor category
category = Powerups;
className = PowerUp;
powerUpId = 0;

// Basic Item properties
shapeFile = ~/data/shapes/items/shockabsorber.dts;
mass = 1;
friction = 1;
elasticity = 0.3;

// Dynamic properties defined by the scripts
pickupName = a Hi Friction PowerUp!;
useName = Hi Friction PowerUp;
maxInventory = 1;
emap = false;
};

function HighFrictionItem::onpowerUpUse(%this,%obj,%col,%vec, %vecLen, %material)
{
%material = $Highfrictionmaterial;
}

my variable is also defined as:

$Highfrictionmaterial=new MaterialProperty(HighFrictionMaterial);

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05 Mar 2011 01:22 #184 by Stal
Replied by Stal on topic Basic Marble Blast Coding Q&A
That looks better. However that's not the real problem at the moment, if you can't even add it in the mission editor that's a problem before the problem.

EDIT: Fail below the mission editor hook.
Instead of
Code:powerUpId = 0;
use
Code:powerUpId = 6;

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05 Mar 2011 01:29 #185 by Jeff
Replied by Jeff on topic Basic Marble Blast Coding Q&A
I cant. It has already been used up to 9

I cant say anymore to risk mod security on how that was done. :X

I will try 10

Edit: 10 did not make a difference.

Any help would be greatful. (especially stal, Higuy, siezure22, Phil)

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05 Mar 2011 01:44 #186 by Stal
Replied by Stal on topic Basic Marble Blast Coding Q&A
Wait, if you've made PU's before why can't you copy their code?
I think it only goes to 5 (gyro) is vanilla mbg.

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05 Mar 2011 01:47 #187 by Jeff
Replied by Jeff on topic Basic Marble Blast Coding Q&A
Mar 4, 2011, 5:44pm, mbgdemon wrote:Wait, if you've made PU's before why can't you copy their code?
I think it only goes to 5 (gyro) is vanilla mbg.

HiGuy coded it to make it go as high as it needs too. IDK how he did it.

and, you cant use the same PowerUpID which I know you know

so, why would I need to copy there code. I cant make it in powerups .cs because I could mess something up really bad in opal if it is worked on.

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05 Mar 2011 02:01 #188 by Stal
Replied by Stal on topic Basic Marble Blast Coding Q&A
I know, that's why I told you six. 6-9 are used where? About PU.cs, why not? The game seems to be having trouble using your extra script.

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05 Mar 2011 02:12 #189 by Jeff
Replied by Jeff on topic Basic Marble Blast Coding Q&A
cause I told HiGuy I would not mess around in there. It is so top-secrete that I cant even distribute the file to our own staff. I promised HiGuy. Its for 4 new powerups already in the game that no other mod has.

So HiGuy, you may have to put this file in it.

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05 Mar 2011 02:21 #190 by Stal
Replied by Stal on topic Basic Marble Blast Coding Q&A
You're the co-leader of your own mod and you can't mess with powerups.cs, you can't even distribute it among your staff? That's ridicules. If you've got new power ups already, add this one the same way.

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05 Mar 2011 02:23 #191 by Jeff
Replied by Jeff on topic Basic Marble Blast Coding Q&A
see, the anti-hack system prevents me from changing things in powerups.cs that higuy gave us (I think)

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05 Mar 2011 02:24 #192 by IsraeliRD
Replied by IsraeliRD on topic Basic Marble Blast Coding Q&A
You know, from HERE this entire section could have gone to the MBOpal forums instead of derailing a topic. You cannot also claim stuff about your mod without knowing what other mods have, and since you don't know what they have or not, you cannot really claim anything as no one else has.

Anyway, if you want to keep doing this MBOpal talk in other topics or off-topicing topics like this, then you'll start receiving warnings.

"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.

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05 Mar 2011 02:39 #193 by Greg_Hutchinson
Replied by Greg_Hutchinson on topic Basic Marble Blast Coding Q&A
Mar 4, 2011, 6:24pm, admin wrote:You know, from HERE this entire section could have gone to the MBOpal forums instead of derailing a topic. You cannot also claim stuff about your mod without knowing what other mods have, and since you don't know what they have or not, you cannot really claim anything as no one else has.

Anyway, if you want to keep doing this MBOpal talk in other topics or off-topicing topics like this, then you'll start receiving warnings.

Agree. Jeff, try answering questions and making it look like higuy's fault we can't distribute, right? Matan I totaly agree. Stal, we cannot go into the powerups.cs. It has a anti hack on it, and there are 3 files that have just one pu. Y? Idk. I could look though, cause i could just back it up, if that helps.

ONTOPIC: Stal, tl;dr. I'm guessing you want to learn how to make a powerup? If so, I'll teach, I made many before so, if thats ur q & needs an a, lemme know.

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05 Mar 2011 04:30 #194 by Stal
Replied by Stal on topic Basic Marble Blast Coding Q&A
@jeff You should have a special staff version without that, Jeff. Anyway your question is null as you've just told us what you need to do to solve it. Do that.

@greg Yeah. I managed to add an object for the mission editor (looks like sj powerup) and can move it around and stuff, but how do I use an onUse() type function? Same for my hazards, addable but they don't do anything.

If your wondering, I was guessing^^

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05 Mar 2011 04:38 #195 by Greg_Hutchinson
Replied by Greg_Hutchinson on topic Basic Marble Blast Coding Q&A
Oh, oops no i don't know that, hahaha. what i know is how to add a powerup and change its sounds and stuff, well text too.

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05 Mar 2011 04:41 #196 by Jeff
Replied by Jeff on topic Basic Marble Blast Coding Q&A
@greg25 I will take over for that question brother...

@Stal wouldn't you use the onpowerupUsed function and then state your conditions within the function.

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05 Mar 2011 05:01 #197 by Stal
Replied by Stal on topic Basic Marble Blast Coding Q&A
@greg me too
@jeff Oh god... how did I not notice you said it compiled correctly earlier on this page? I'll try that now.

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05 Mar 2011 05:10 #198 by Jeff
Replied by Jeff on topic Basic Marble Blast Coding Q&A
@stal yes that is correct. I compiled it through init.cs and there were no syntax errors. It just wont show up in the game.

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05 Mar 2011 05:30 #199 by Stal
Replied by Stal on topic Basic Marble Blast Coding Q&A
Wao... So I used my new powerup and it gave me a game crash I've never seen before. Something about abnormal C++ runtime environment. I was using pu id 10, the change seemed to cause it. Halp?

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05 Mar 2011 05:33 #200 by Jeff
Replied by Jeff on topic Basic Marble Blast Coding Q&A
Mar 4, 2011, 9:30pm, mbgdemon wrote:Wao... So I used my new powerup and it gave me a game crash I've never seen before. Something about abnormal C++ runtime environment. I was using pu id 10, the change seemed to cause it. Halp?

Is there a syntax error that is present in the console. If so, please post.

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06 Mar 2011 19:56 #201 by Stal
Replied by Stal on topic Basic Marble Blast Coding Q&A
Entire console.log:

Quote://
3/4/2011 -- 21:25:54
Processor Init:
AMD (unknown), 2263 Mhz
FPU detected
MMX detected
3DNow detected

Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing 3DNow extensions

Input Init:
keyboard0 input device created.
mouse0 input device created.
DirectInput enabled.

Loading MODS
Loading compiled script common/main.cs.
Missing file: common/defaults.cs!
Loading compiled script marble/main.cs.
Loading compiled script marble/client/defaults.cs.
Loading compiled script marble/server/defaults.cs.
Compiling marble/client/prefs.cs...
Loading compiled script marble/client/prefs.cs.
Compiling marble/server/prefs.cs...
Loading compiled script marble/server/prefs.cs.
Missing file: marble/referrer.cs!

Parsing Arguments

Initializing MOD: Common
Loading compiled script common/client/canvas.cs.
Loading compiled script common/client/audio.cs.

Initializing MOD: FPS
Loading compiled script marble/client/init.cs.
Loading compiled script marble/server/init.cs.
Loading compiled script marble/data/init.cs.

Initializing FPS: Server
Loading compiled script common/server/audio.cs.
Loading compiled script common/server/server.cs.
Loading compiled script common/server/message.cs.
Loading compiled script common/server/commands.cs.
Loading compiled script common/server/missionInfo.cs.
Loading compiled script common/server/missionLoad.cs.
Loading compiled script common/server/missionDownload.cs.
Loading compiled script common/server/clientConnection.cs.
Loading compiled script common/server/kickban.cs.
Loading compiled script common/server/game.cs.
Loading compiled script marble/server/scripts/commands.cs.
Loading compiled script marble/server/scripts/centerPrint.cs.
Loading compiled script marble/server/scripts/game.cs.

Initializing FPS: Client
Loading compiled script common/client/message.cs.
Loading compiled script common/client/mission.cs.
Loading compiled script common/client/missionDownload.cs.
Loading compiled script common/client/actionMap.cs.
Loading compiled script common/editor/editor.cs.
Video Init:
Accelerated OpenGL display device detected.
Accelerated D3D device detected.
Voodoo 2 display device not detected.

Activating the OpenGL display device...
Activating the OpenGL display device...
Setting screen mode to 1024x768x32 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
32 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
Vendor: ATI Technologies Inc.
Renderer: ATI Radeon 3100 Graphics
Version: 2.1.7537 Release
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 8)
EXT_compiled_vertex_array
EXT_texture_env_combine
EXT_packed_pixels
EXT_fog_coord
ARB_texture_compression
EXT_texture_compression_s3tc
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic (Max anisotropy: 16.000000)
WGL_EXT_swap_control
OpenGL Init: Disabled Extensions
EXT_paletted_texture
NV_vertex_array_range
3DFX_texture_compression_FXT1
NPatch tessellation

Loading compiled script common/ui/defaultProfiles.cs.
Loading compiled script common/ui/GuiEditorGui.gui.
Loading compiled script common/ui/ConsoleDlg.gui.
Loading compiled script common/ui/InspectDlg.gui.
Loading compiled script common/ui/InspectAddFieldDlg.gui.
Loading compiled script common/ui/LoadFileDlg.gui.
Loading compiled script common/ui/SaveFileDlg.gui.
Loading compiled script common/ui/MessageBoxOkDlg.gui.
Loading compiled script common/ui/MessageBoxYesNoDlg.gui.
Loading compiled script common/ui/MessageBoxOKCancelDlg.gui.
Loading compiled script common/ui/MessagePopupDlg.gui.
Loading compiled script common/ui/HelpDlg.gui.
Missing file: common/ui/RecordingsDlg.gui!
Loading compiled script common/client/metrics.cs.
Loading compiled script common/ui/FrameOverlayGui.gui.
Loading compiled script common/client/messageBox.cs.
Loading compiled script common/client/screenshot.cs.
Loading compiled script common/client/cursor.cs.
Loading compiled script common/client/help.cs.
Missing file: common/client/recordings.cs!

OpenAL Driver Init:
OpenAL
Vendor: Creative Labs Inc.
Version: OpenAL 1.0
Renderer: Software
Extensions: EAX 2.0, EAX 3.0, EAX Unified, and EAX-AC3

Loading compiled script marble/client/scripts/audioProfiles.cs.
Loading compiled script marble/client/ui/defaultGameProfiles.cs.
Loading compiled script marble/client/ui/PlayGui.gui.
Loading compiled script marble/client/ui/ignitionGui.gui.
Loading compiled script marble/client/ui/ignitionStatusGui.gui.
Loading compiled script marble/client/ui/presentsGui.gui.
Loading compiled script marble/client/ui/productionGui.gui.
Loading compiled script marble/client/ui/titleGui.gui.
Loading compiled script marble/client/ui/playMissionGui.gui.
Loading compiled script marble/client/ui/mainMenuGui.gui.
Loading compiled script marble/client/ui/aboutDlg.gui.
Loading compiled script marble/client/ui/startMissionGui.gui.
Loading compiled script marble/client/ui/chooseGui.gui.
Loading compiled script marble/client/ui/joinServerGui.gui.
Loading compiled script marble/client/ui/endGameGui.gui.
Missing file: marble/client/ui/upsell/UpsellGui.gui!
Loading compiled script marble/client/ui/loadingGui.gui.
Loading compiled script marble/client/ui/optionsDlg.gui.
Loading compiled script marble/client/ui/remapDlg.gui.
Loading compiled script marble/client/ui/MOTDGui.gui.
Loading compiled script marble/client/ui/EnterNameDlg.gui.
Loading compiled script marble/client/ui/HelpCreditsGui.gui.
Loading compiled script marble/client/ui/ExitGameDlg.gui.
Loading compiled script marble/client/ui/MiniShotGui.gui.
Loading compiled script marble/client/scripts/client.cs.
Loading compiled script marble/client/scripts/helpCredits.cs.
Loading compiled script marble/client/scripts/missionDownload.cs.
Loading compiled script marble/client/scripts/serverConnection.cs.
Missing file: marble/client/scripts/playerList.cs!
Loading compiled script marble/client/scripts/loadingGui.cs.
Loading compiled script marble/client/scripts/optionsDlg.cs.
Loading compiled script marble/client/scripts/chatHud.cs.
Loading compiled script marble/client/scripts/messageHud.cs.
Loading compiled script marble/client/scripts/playGui.cs.
Loading compiled script marble/client/scripts/centerPrint.cs.
Loading compiled script marble/client/scripts/game.cs.
Loading compiled script marble/client/scripts/version.cs.
Missing file: marble/client/scripts/demo.cs!
Loading compiled script marble/client/scripts/default.bind.cs.
Loading compiled script marble/client/config.cs.
Checking Server Version
Checking for a message of the day
Set::getObject index out of range.
Set::getObject index out of range.
Set::getObject index out of range.
Set::getObject index out of range.
Set::getObject index out of range.
Set::getObject index out of range.
Set::getObject index out of range.
Set::getObject index out of range.
Engine initialized...
Internet Proxy: (null)
Ignition: ValidTicket
Set::getObject index out of range.
Set::getObject index out of range.
Exporting server prefs...
Loading compiled script marble/server/scripts/audioProfiles.cs.
Loading compiled script marble/server/scripts/camera.cs.
Loading compiled script marble/server/scripts/markers.cs.
... Shape with old version.
Loading compiled script marble/server/scripts/triggers.cs.
Loading compiled script marble/server/scripts/inventory.cs.
Loading compiled script marble/server/scripts/shapeBase.cs.
Loading compiled script marble/server/scripts/staticShape.cs.
Loading compiled script marble/server/scripts/item.cs.
Loading compiled script marble/server/scripts/marble.cs.
ParticleEmitterData(MarbleTrailEmitter) velocityVariance > ejectionVelocity
ParticleEmitterData(MarbleSuperBounceEmitter) unable to find particle datablock: MarbleStar
ParticleEmitterData(MarbleSuperBounceEmitter) unable to find any particle datablocks
marble/server/scripts/marble.cs (0): Register object failed for object MarbleSuperBounceEmitter.
ParticleEmitterData(MarbleShockAbsorberEmitter) unable to find particle datablock: MarbleStar
ParticleEmitterData(MarbleShockAbsorberEmitter) unable to find any particle datablocks
marble/server/scripts/marble.cs (0): Register object failed for object MarbleShockAbsorberEmitter.
ParticleEmitterData(MarbleHelicopterEmitter) unable to find particle datablock: MarbleStar
ParticleEmitterData(MarbleHelicopterEmitter) unable to find any particle datablocks
marble/server/scripts/marble.cs (0): Register object failed for object MarbleHelicopterEmitter.
Loading compiled script marble/server/scripts/gems.cs.
Compiling marble/server/scripts/powerUps.cs...
Loading compiled script marble/server/scripts/powerUps.cs.
Warning: shape marble/data/shapes/items/superspeed.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Warning: shape marble/data/shapes/items/timetravel.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Loading compiled script marble/server/scripts/buttons.cs.
Loading compiled script marble/server/scripts/hazards.cs.
Warning: shape marble/data/shapes/hazards/trapdoor.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Loading compiled script marble/server/scripts/pads.cs.
Warning: shape marble/data/shapes/pads/startarea.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Warning: shape marble/data/shapes/pads/endarea.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Loading compiled script marble/server/scripts/bumpers.cs.
marble/server/scripts/bumpers.cs (0): preload failed for AngleBumper: ShapeBaseData: Couldn't load shape marble/data/shapes/bumpers/angleBumper.dts.
Warning: shape marble/data/shapes/bumpers/pball_tri.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Loading compiled script marble/server/scripts/signs.cs.
Warning: shape marble/data/shapes/signs/plainsign.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Warning: shape marble/data/shapes/signs/plainsign.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Warning: shape marble/data/shapes/signs/plainsign.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Warning: shape marble/data/shapes/signs/plainsign.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Warning: shape marble/data/shapes/signs/plainsign.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Warning: shape marble/data/shapes/signs/finishlinesign.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Loading compiled script marble/server/scripts/fireworks.cs.
Loading compiled script marble/server/scripts/pathedInteriors.cs.
*** LOADING MISSION: marble/data/missions/beginner/mine.mis
*** Stage 1 load
*** Stage 2 load
Executing marble/data/missions/beginner/mine.mis.
*** Mission loaded
Connect request from: IPX:6C645469:6D65203D2022:12853
Connection established 1755
CADD: 1756 local
*** Sending mission load to client: marble/data/missions/beginner/mine.mis
Mapping string: ServerMessage to index: 0
Mapping string: MsgConnectionError to index: 1
Mapping string: MsgLoadInfo to index: 2
Mapping string: MsgLoadInfoDone to index: 3
Mapping string: MsgClientJoin to index: 4
Mapping string: MissionStartPhase1 to index: 5
*** New Mission: marble/data/missions/beginner/mine.mis
*** Phase 1: Download Datablocks & Targets
Mapping string: MissionStartPhase1Ack to index: 0
Warning: shape marble/data/shapes/items/superspeed.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Warning: shape marble/data/shapes/items/timetravel.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Warning: shape marble/data/shapes/hazards/trapdoor.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Warning: shape marble/data/shapes/pads/startarea.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Warning: shape marble/data/shapes/pads/endarea.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Warning: shape marble/data/shapes/bumpers/pball_tri.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Warning: shape marble/data/shapes/signs/plainsign.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Warning: shape marble/data/shapes/signs/plainsign.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Warning: shape marble/data/shapes/signs/plainsign.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Warning: shape marble/data/shapes/signs/plainsign.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Warning: shape marble/data/shapes/signs/plainsign.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Warning: shape marble/data/shapes/signs/finishlinesign.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Mapping string: MissionStartPhase2 to index: 6
*** Phase 2: Download Ghost Objects
Mapping string: MissionStartPhase2Ack to index: 1
Ghost Always objects received.
Mapping string: MissionStartPhase3 to index: 7
*** Phase 3: Mission Lighting
Mapping string: MissionStartPhase3Ack to index: 2
State Start
Mapping string: MissionStart to index: 8
Mapping string: GameStart to index: 9
*** Initial Control Object
marble/client/scripts/loadingGui.cs (0): Unable to find object: 'LoadingProgressTxt' attempting to call function 'setValue'
Activating DirectInput...
keyboard0 input device acquired.
pushDialog(): Invalid control: MainChatHud
marble/client/scripts/playGui.cs (23): Unable to find object: 'chatHud' attempting to call function 'attach'
Mapping string: Karin Rabe to index: 10
Mapping string: danger to index: 11
State Ready
keyboard0 input device unacquired.
State set
State Go
State Play
==>$testcheats=1;
keyboard0 input device acquired.
Loading compiled script common/editor/cursors.cs.
Loading compiled script common/editor/editor.bind.cs.
Loading compiled script common/editor/ObjectBuilderGui.gui.
Loading compiled script common/editor/EditorGui.gui.
common/editor/EditorGui.gui (0): Unable to instantiate non-conobject class MissionAreaEditor.
common/editor/EditorGui.gui (0): Unable to instantiate non-conobject class TerrainEditor.
Loading compiled script common/editor/EditorGui.cs.
Loading compiled script common/editor/WorldEditorSettingsDlg.gui.
Missing file: common/editor/TerrainEditorVSettingsGui.gui!
common/editor/EditorGui.cs (110): Unable to instantiate non-conobject class Terraformer.
common/editor/EditorGui.cs (497): Unable to find object: 'ETerrainEditor' attempting to call function 'setAction'
common/editor/EditorGui.cs (543): Unable to find object: 'ETerrainEditor' attempting to call function 'setBrushType'
common/editor/EditorGui.cs (552): Unable to find object: 'ETerrainEditor' attempting to call function 'setBrushSize'
common/editor/EditorGui.cs (231): Unable to find object: 'ETerrainEditor' attempting to call function 'attachTerrain'
common/editor/EditorGui.cs (2094): Unable to find object: 'Heightfield_options' attempting to call function 'clear'
common/editor/EditorGui.cs (2095): Unable to find object: 'Heightfield_options' attempting to call function 'setText'
common/editor/EditorGui.cs (2096): Unable to find object: 'Heightfield_options' attempting to call function 'add'
common/editor/EditorGui.cs (2097): Unable to find object: 'Heightfield_options' attempting to call function 'add'
common/editor/EditorGui.cs (2098): Unable to find object: 'Heightfield_options' attempting to call function 'add'
common/editor/EditorGui.cs (2099): Unable to find object: 'Heightfield_options' attempting to call function 'add'
common/editor/EditorGui.cs (2100): Unable to find object: 'Heightfield_options' attempting to call function 'add'
common/editor/EditorGui.cs (2101): Unable to find object: 'Heightfield_options' attempting to call function 'add'
common/editor/EditorGui.cs (2102): Unable to find object: 'Heightfield_options' attempting to call function 'add'
common/editor/EditorGui.cs (2103): Unable to find object: 'Heightfield_options' attempting to call function 'add'
common/editor/EditorGui.cs (2104): Unable to find object: 'Heightfield_options' attempting to call function 'add'
common/editor/EditorGui.cs (2105): Unable to find object: 'Heightfield_options' attempting to call function 'add'
common/editor/EditorGui.cs (2106): Unable to find object: 'Heightfield_options' attempting to call function 'add'
common/editor/EditorGui.cs (2107): Unable to find object: 'Heightfield_options' attempting to call function 'add'
common/editor/EditorGui.cs (2108): Unable to find object: 'Heightfield_options' attempting to call function 'add'
common/editor/EditorGui.cs (2109): Unable to find object: 'Heightfield_options' attempting to call function 'add'
common/editor/EditorGui.cs (2074): Unable to find object: 'tab_terrainFile' attempting to call function 'reset'
common/editor/EditorGui.cs (2075): Unable to find object: 'tab_fBm' attempting to call function 'reset'
common/editor/EditorGui.cs (2076): Unable to find object: 'tab_RMF' attempting to call function 'reset'
common/editor/EditorGui.cs (2077): Unable to find object: 'tab_Canyon' attempting to call function 'reset'
common/editor/EditorGui.cs (2078): Unable to find object: 'tab_Smooth' attempting to call function 'reset'
common/editor/EditorGui.cs (2079): Unable to find object: 'tab_SmoothWater' attempting to call function 'reset'
common/editor/EditorGui.cs (2080): Unable to find object: 'tab_SmoothRidge' attempting to call function 'reset'
common/editor/EditorGui.cs (2081): Unable to find object: 'tab_Filter' attempting to call function 'reset'
common/editor/EditorGui.cs (2082): Unable to find object: 'tab_Turbulence' attempting to call function 'reset'
common/editor/EditorGui.cs (2083): Unable to find object: 'tab_Thermal' attempting to call function 'reset'
common/editor/EditorGui.cs (2084): Unable to find object: 'tab_Hydraulic' attempting to call function 'reset'
common/editor/EditorGui.cs (2085): Unable to find object: 'tab_General' attempting to call function 'reset'
common/editor/EditorGui.cs (2086): Unable to find object: 'tab_Bitmap' attempting to call function 'reset'
common/editor/EditorGui.cs (2087): Unable to find object: 'tab_Blend' attempting to call function 'reset'
common/editor/EditorGui.cs (2088): Unable to find object: 'tab_Sinus' attempting to call function 'reset'
common/editor/EditorGui.cs (2113): Unable to find object: 'Terrain' attempting to call function 'getHeightfieldScript'
common/editor/EditorGui.cs (2117): Unable to find object: 'Heightfield_operation' attempting to call function 'rowCount'
common/editor/EditorGui.cs (2119): Unable to find object: 'Heightfield_operation' attempting to call function 'clear'
common/editor/EditorGui.cs (2595): Unable to find object: 'tab_terrainFile' attempting to call function 'setVisible'
common/editor/EditorGui.cs (2596): Unable to find object: 'tab_fBm' attempting to call function 'setVisible'
common/editor/EditorGui.cs (2597): Unable to find object: 'tab_RMF' attempting to call function 'setVisible'
common/editor/EditorGui.cs (2598): Unable to find object: 'tab_Canyon' attempting to call function 'setVisible'
common/editor/EditorGui.cs (2599): Unable to find object: 'tab_Smooth' attempting to call function 'setVisible'
common/editor/EditorGui.cs (2600): Unable to find object: 'tab_SmoothWater' attempting to call function 'setVisible'
common/editor/EditorGui.cs (2601): Unable to find object: 'tab_SmoothRidge' attempting to call function 'setVisible'
common/editor/EditorGui.cs (2602): Unable to find object: 'tab_Filter' attempting to call function 'setVisible'
common/editor/EditorGui.cs (2603): Unable to find object: 'tab_Turbulence' attempting to call function 'setVisible'
common/editor/EditorGui.cs (2604): Unable to find object: 'tab_Thermal' attempting to call function 'setVisible'
common/editor/EditorGui.cs (2605): Unable to find object: 'tab_Hydraulic' attempting to call function 'setVisible'
common/editor/EditorGui.cs (2606): Unable to find object: 'tab_General' attempting to call function 'setVisible'
common/editor/EditorGui.cs (2607): Unable to find object: 'tab_Bitmap' attempting to call function 'setVisible'
common/editor/EditorGui.cs (2608): Unable to find object: 'tab_Blend' attempting to call function 'setVisible'
common/editor/EditorGui.cs (2609): Unable to find object: 'tab_Sinus' attempting to call function 'setVisible'
common/editor/EditorGui.cs (2305): Unable to find object: 'Heightfield_operation' attempting to call function 'rowCount'
common/editor/EditorGui.cs (2306): Unable to find object: 'Heightfield_operation' attempting to call function 'addRow'
common/editor/EditorGui.cs (2309): Unable to find object: 'Heightfield_operation' attempting to call function 'getRowNumById'
common/editor/EditorGui.cs (2495): Unable to find object: 'Heightfield_operation' attempting to call function 'rowCount'
common/editor/EditorGui.cs (2503): Unable to find object: 'Terrain' attempting to call function 'setHeightfieldScript'
common/editor/EditorGui.cs (2121): Unable to find object: 'Heightfield_operation' attempting to call function 'setSelectedById'
common/editor/EditorGui.cs (2074): Unable to find object: 'tab_terrainFile' attempting to call function 'reset'
common/editor/EditorGui.cs (2075): Unable to find object: 'tab_fBm' attempting to call function 'reset'
common/editor/EditorGui.cs (2076): Unable to find object: 'tab_RMF' attempting to call function 'reset'
common/editor/EditorGui.cs (2077): Unable to find object: 'tab_Canyon' attempting to call function 'reset'
common/editor/EditorGui.cs (2078): Unable to find object: 'tab_Smooth' attempting to call function 'reset'
common/editor/EditorGui.cs (2079): Unable to find object: 'tab_SmoothWater' attempting to call function 'reset'
common/editor/EditorGui.cs (2080): Unable to find object: 'tab_SmoothRidge' attempting to call function 'reset'
common/editor/EditorGui.cs (2081): Unable to find object: 'tab_Filter' attempting to call function 'reset'
common/editor/EditorGui.cs (2082): Unable to find object: 'tab_Turbulence' attempting to call function 'reset'
common/editor/EditorGui.cs (2083): Unable to find object: 'tab_Thermal' attempting to call function 'reset'
common/editor/EditorGui.cs (2084): Unable to find object: 'tab_Hydraulic' attempting to call function 'reset'
common/editor/EditorGui.cs (2085): Unable to find object: 'tab_General' attempting to call function 'reset'
common/editor/EditorGui.cs (2086): Unable to find object: 'tab_Bitmap' attempting to call function 'reset'
common/editor/EditorGui.cs (2087): Unable to find object: 'tab_Blend' attempting to call function 'reset'
common/editor/EditorGui.cs (2088): Unable to find object: 'tab_Sinus' attempting to call function 'reset'
common/editor/EditorGui.cs (2426): Unable to find object: 'Heightfield_operation' attempting to call function 'rowCount'
common/editor/EditorGui.cs (2428): Unable to find object: 'Heightfield_operation' attempting to call function 'getRowId'
common/editor/EditorGui.cs (2430): Unable to find object: 'Heightfield_operation' attempting to call function 'getRowNumById'
common/editor/EditorGui.cs (2441): Unable to find object: 'Heightfield_operation' attempting to call function 'rowCount'
common/editor/EditorGui.cs (2444): Unable to find object: 'Heightfield_operation' attempting to call function 'getRowId'
common/editor/EditorGui.cs (2210): Unable to find object: 'Heightfield_operation' attempting to call function 'getRowTextById'
common/editor/EditorGui.cs (2212): Unable to find object: 'Heightfield_operation' attempting to call function 'getRowNumById'
Heightfield::eval:
common/editor/EditorGui.cs (2448): Unable to find object: 'Heightfield_operation' attempting to call function 'getRowId'
common/editor/EditorGui.cs (2210): Unable to find object: 'Heightfield_operation' attempting to call function 'getRowTextById'
common/editor/EditorGui.cs (2212): Unable to find object: 'Heightfield_operation' attempting to call function 'getRowNumById'
Heightfield::eval:
common/editor/EditorGui.cs (2495): Unable to find object: 'Heightfield_operation' attempting to call function 'rowCount'
common/editor/EditorGui.cs (2503): Unable to find object: 'Terrain' attempting to call function 'setHeightfieldScript'
common/editor/EditorGui.cs (2433): Unable to find object: 'Terraformer' attempting to call function 'previewScaled'
common/editor/EditorGui.cs (1361): Unable to find object: 'Texture_operation_menu' attempting to call function 'clear'
common/editor/EditorGui.cs (1362): Unable to find object: 'Texture_operation_menu' attempting to call function 'setText'
common/editor/EditorGui.cs (1363): Unable to find object: 'Texture_operation_menu' attempting to call function 'add'
common/editor/EditorGui.cs (1364): Unable to find object: 'Texture_operation_menu' attempting to call function 'add'
common/editor/EditorGui.cs (1365): Unable to find object: 'Texture_operation_menu' attempting to call function 'add'
common/editor/EditorGui.cs (1366): Unable to find object: 'Texture_operation_menu' attempting to call function 'add'
common/editor/EditorGui.cs (1368): Unable to find object: 'Heightfield_operation' attempting to call function 'rowCount'
common/editor/EditorGui.cs (1371): Unable to find object: 'HeightfieldPreview' attempting to call function 'getValue'
common/editor/EditorGui.cs (1371): Unable to find object: 'TexturePreview' attempting to call function 'setValue'
common/editor/EditorGui.cs (1372): Unable to find object: 'Terrain' attempting to call function 'getTextureScript'
common/editor/EditorGui.cs (1897): Unable to find object: 'Texture_material' attempting to call function 'clear'
common/editor/EditorGui.cs (1898): Unable to find object: 'Texture_operation' attempting to call function 'clear'
common/editor/EditorGui.cs (1846): Unable to find object: 'Texture_material' attempting to call function 'addRow'
common/editor/EditorGui.cs (1877): Unable to find object: 'Texture_material' attempting to call function 'rowCount'
common/editor/EditorGui.cs (1885): Unable to find object: 'Terrain' attempting to call function 'setTextureScript'
common/editor/EditorGui.cs (1909): Unable to find object: 'Texture_material' attempting to call function 'rowCount'
common/editor/EditorGui.cs (1936): Unable to find object: 'Texture_material' attempting to call function 'getRowId'
common/editor/EditorGui.cs (1936): Unable to find object: 'Texture_material' attempting to call function 'setSelectedById'
common/editor/EditorGui.cs (1376): Unable to find object: 'Texture_material' attempting to call function 'rowCount'
common/editor/EditorGui.cs (1378): Unable to find object: 'Texture_operation' attempting to call function 'clear'
Obj: AudioDefault3d -
Obj: AudioClose3d -
Obj: AudioClosest3d -
Obj: AudioDefaultLooping3d -
Obj: AudioCloseLooping3d -
Obj: AudioClosestLooping3d -
Obj: Quieter3D -
Obj: Audio2D -
Obj: AudioLooping2D -
Obj: spawnSfx -
Obj: pickupSfx -
Obj: HelpDingSfx -
Obj: ReadyVoiceSfx -
Obj: SetVoiceSfx -
Obj: GetRollingVoiceSfx -
Obj: WonRaceSfx -
Obj: MissingGemsSfx -
Obj: jumpSfx -
Obj: bounceSfx -
Obj: PenaltyVoiceSfx -
Obj: OutOfBoundsVoiceSfx -
Obj: DestroyedVoiceSfx -
Obj: Observer -
Obj: WayPointMarker - Misc
Obj: SpawnSphereMarker - Misc
Obj: InBoundsTrigger -
Obj: OutOfBoundsTrigger -
Obj: HelpTrigger -
Obj: BounceParticle -
Obj: MarbleBounceEmitter -
Obj: TrailParticle -
Obj: MarbleTrailEmitter -
Obj: SuperJumpParticle -
Obj: MarbleSuperJumpEmitter -
Obj: SuperSpeedParticle -
Obj: MarbleSuperSpeedEmitter -
Obj: Bounce1Sfx -
Obj: Bounce2Sfx -
Obj: Bounce3Sfx -
Obj: Bounce4Sfx -
Obj: RollingHardSfx -
Obj: SlippingSfx -
Obj: DefaultMarble -
Obj: GotGemSfx -
Obj: GotAllGemsSfx -
Obj: GemItem - Gems
Obj: GemItemBlue - Gems
Obj: GemItemRed - Gems
Obj: GemItemYellow - Gems
Obj: GemItemPurple - Gems
Obj: GemItemGreen - Gems
Obj: GemItemTurquoise - Gems
Obj: GemItemOrange - Gems
Obj: GemItemBlack - Gems
Obj: doSuperJumpSfx -
Obj: PuSuperJumpVoiceSfx -
Obj: SuperJumpItem - Powerups
Obj: OOBSoundItem - Powerups
Obj: doSuperBounceSfx -
Obj: PuSuperBounceVoiceSfx -
Obj: SuperBounceItem - Powerups
Obj: SuperBounceLoopSfx -
Obj: SuperBounceImage -
Obj: doSuperSpeedSfx -
Obj: PuSuperSpeedVoiceSfx -
Obj: SuperSpeedItem - Powerups
Obj: doShockAbsorberSfx -
Obj: PuShockAbsorberVoiceSfx -
Obj: ShockAbsorberItem - Powerups
Obj: ShockLoopSfx -
Obj: ShockAbsorberImage -
Obj: doHelicopterSfx -
Obj: PuGyrocopterVoiceSfx -
Obj: HelicopterItem - Powerups
Obj: HelicopterLoopSfx -
Obj: HelicopterImage -
Obj: PuTimeTravelVoiceSfx -
Obj: TimeTravelItem - Powerups
Obj: PuAntiGravityVoiceSfx -
Obj: AntiGravityItem - Powerups
Obj: ButtonClick -
Obj: PushButton - Buttons
Obj: TrapDoorOpenSfx -
Obj: TrapDoor - Hazards
Obj: DuctFanSfx -
Obj: DuctFan - Hazards
Obj: SmallDuctFan - Hazards
Obj: Vaccume - Hazards
Obj: oilslick - Hazards
Obj: TornadoSfx -
Obj: Tornado - Hazards
Obj: ExplodeSfx -
Obj: LandMineParticle -
Obj: LandMineEmitter -
Obj: LandMineSmoke -
Obj: LandMineSmokeEmitter -
Obj: LandMineSparks -
Obj: LandMineSparkEmitter -
Obj: LandMineSubExplosion1 -
Obj: LandMineSubExplosion2 -
Obj: LandMineExplosion -
Obj: LandMine - Hazards
Obj: StartPad - Pads
Obj: EndPad - Pads
Obj: BumperDing -
Obj: BumperFlat -
Obj: TriangleBumper - Bumpers
Obj: RoundBumper - Bumpers
Obj: SignPlain - Signs
Obj: SignPlainUp - Signs
Obj: SignPlainDown - Signs
Obj: SignPlainLeft - Signs
Obj: SignPlainRight - Signs
Obj: SignCaution - Signs
Obj: SignCautionCaution - Signs
Obj: SignCautionDanger - Signs
Obj: SignFinish - Signs
Obj: FireWorkSmoke -
Obj: FireWorkSmokeEmitter -
Obj: RedFireWorkSpark -
Obj: RedFireWorkSparkEmitter -
Obj: RedFireWorkSparkExplosion -
Obj: RedFireWorkTrail -
Obj: RedFireWorkTrailEmitter -
Obj: RedFireWork -
Obj: RedFireWorkExplosion -
Obj: BlueFireWorkSpark -
Obj: BlueFireWorkSparkEmitter -
Obj: BlueFireWorkSparkExplosion -
Obj: BlueFireWorkTrail -
Obj: BlueFireWorkTrailEmitter -
Obj: BlueFireWork -
Obj: BlueFireWorkExplosion -
Obj: FireWorkNode -
Obj: MovingBlockSustainSfx -
Obj: PathedDefault -
Obj: PathedMovingBlock -
Obj: TriggerGotoTarget -
Obj: TriggerGotoDelayTarget -
Loading compiled script common/editor/editorRender.cs.
popDialog(): Invalid control: MainChatHud
common/editor/EditorGui.cs (652): Unable to find object: 'ETerrainEditor' attempting to call function 'setVisible'
common/editor/EditorGui.cs (652): Unable to find object: 'ETerrainEditor' attempting to call function 'setVisible'
Mapping string: MsgItemPickup to index: 12
Mapping string: You picked up %1 to index: 13
keyboard0 input device unacquired.
keyboard0 input device acquired.
pushDialog(): Invalid control: MainChatHud
marble/client/scripts/playGui.cs (23): Unable to find object: 'chatHud' attempting to call function 'attach'
common/editor/EditorGui.cs (0): Unable to find object: 'MessageHud' attempting to call function 'close'
Marble powerUpId to do: 10
keyboard0 input device unacquired.
DirectInput deactivated.
keyboard0 input device created.
mouse0 input device created.
Activating DirectInput...
keyboard0 input device acquired.
keyboard0 input device unacquired.
DirectInput deactivated.
keyboard0 input device created.
mouse0 input device created.
Activating DirectInput...
keyboard0 input device acquired.
keyboard0 input device unacquired.
DirectInput deactivated.
keyboard0 input device created.
mouse0 input device created.
Activating DirectInput...
keyboard0 input device acquired.
keyboard0 input device unacquired.
DirectInput deactivated.
keyboard0 input device created.
mouse0 input device created.
Activating DirectInput...
keyboard0 input device acquired.
keyboard0 input device unacquired.
DirectInput deactivated.
keyboard0 input device created.
mouse0 input device created.
Activating DirectInput...
keyboard0 input device acquired.
keyboard0 input device unacquired.
DirectInput deactivated.
keyboard0 input device created.
mouse0 input device created.
Activating DirectInput...
keyboard0 input device acquired.
keyboard0 input device unacquired.

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06 Mar 2011 22:07 #202 by Jeff
Replied by Jeff on topic Basic Marble Blast Coding Q&A
there is no syntax error as I see. Please post your code so that I can take a look at that.

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06 Mar 2011 22:09 #203 by dobrakmato
Replied by dobrakmato on topic Basic Marble Blast Coding Q&A
How to make marble jump(code) not using spacebar.

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06 Mar 2011 22:12 #204 by Jeff
Replied by Jeff on topic Basic Marble Blast Coding Q&A
@Dobrak mato

make the code of the jump impulse in marble.cs and set a new movement key in defualtbind.cs (i think)

Siezure22, correct me if I am wrong.

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06 Mar 2011 22:27 #205 by Stal
Replied by Stal on topic Basic Marble Blast Coding Q&A
Code:datablock ItemData(OOBSoundItem)
{
// Mission editor category
category = Powerups;
className = PowerUp;
powerUpId = 10;

activeAudio = DoSuperJumpSfx;
pickupAudio = PuSuperJumpVoiceSfx;

// Basic Item properties
shapeFile = ~/data/shapes/items/superjump.dts;
mass = 1;
friction = 1;
elasticity = 0.3;
emap = false;

// Dynamic properties defined by the scripts
pickupName = a annoying sound PowerUp!;
useName = bwahhaa PowerUp;
maxInventory = 1;
};

function OOBSoundItem::onpowerUpUse(%this,%obj,%col,%vec, %vecLen)
{
}

Thats in powerups.cs.

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06 Mar 2011 23:16 #206 by Jeff
Replied by Jeff on topic Basic Marble Blast Coding Q&A
Seizure22 says,
Quote:That is because the default powerups are hardcoded in the engine, and there are no definitions of what to do for powerupid > 5. To fix this, you would need to edit the Marble::setPowerUp function to account for ID > 5 (and thus make functions to do what you want to accomplish) OR create a separate class of item object altogether (such as the gems are) with custom scripting to interface with the powerup variables, functions, and GUI element(s).

Well, thats what you would have to do and that probebly explains why it wont show up in game.

BTW, it seems to me that the script does compile but you and I are having the same problem lol

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07 Mar 2011 02:51 #207 by Stal
Replied by Stal on topic Basic Marble Blast Coding Q&A
No, I can place the item in game, and pick it up. I get an error when I try to use it. Where would I find Marble:setPowerUp ?

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07 Mar 2011 03:23 #208 by Jeff
Replied by Jeff on topic Basic Marble Blast Coding Q&A
thats in marble.cs

btw, can I use your code as a model for mbopal?

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07 Mar 2011 03:31 #209 by Stal
Replied by Stal on topic Basic Marble Blast Coding Q&A
Sure, it's not very difficult to make though.
Anyway I'm not sure what to change. It doesn't have any defined 1-5 kind of thing afaik.

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07 Mar 2011 03:36 #210 by Jeff
Replied by Jeff on topic Basic Marble Blast Coding Q&A
Quote:/
// Marble object
//

function Marble::setPowerUp(%this,%item,%reset)
{
PlayGui.setPowerUp(%item.shapeFile);
%this.powerUpData = %item;
%this.setPowerUpId(%item.powerUpId,%reset);
}

function Marble::getPowerUp(%this)
{
return %this.powerUpData;
}

function Marble::onPowerUpUsed(%obj)
{
PlayGui.setPowerUp();
%obj.playAudio(0, %obj.powerUpData.activeAudio);
%obj.powerUpData = ;
}

This would be the general area.

Maybe try:

Just replace that part. Note, this is only a guess.


Quote:function Marble::onPowerUpUsed(%obj,%this)
{
PlayGui.setPowerUp();
%obj.playAudio(0, %obj.powerUpData.activeAudio);
%obj.powerUpData = ;
%this.powerupId <=10;
}

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