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:
Code://
// 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);
}
}
"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.