vonVile Posted August 7, 2013 Share Posted August 7, 2013 I'm in the process of making my Evil Bats mod and the game doesn't seem to register my file. I've checked the code many times and can't find anything, have it in the correct dir, stripped the weapon item code to the basics using just one of the craft bats (Tent Spike) to see if that works and get no menu listing to make the weapon even though I have all the items in my main dir. Thanx! For those interested in what Evil Bats does it makes the following:- Barbed Wire Baseball Bat- Razor Blade Baseball Bat- Tent Spiked Baseball Bat- FUBAR Baseball Bat (all the above plus nails)- Stake Baseball Bat (make after bats becomes useless) Link to comment Share on other sites More sharing options...
RoboMat Posted August 7, 2013 Share Posted August 7, 2013 We can't help you if you don't post your code Link to comment Share on other sites More sharing options...
vonVile Posted August 7, 2013 Author Share Posted August 7, 2013 I don't have FUBAR Bat in yet, because I thought of it after I turned off the computer and I want to get the basic models out of the way first._ _ _ /** ================================================ **//** Evil Bats Mod **//** created by vonVile **//** ================================================ **/module EvilBatsMod{ imports { Base } item BarbedWireBaseballBat { MaxRange = 1.5, WeaponSprite = Baseballbat, MinAngle = 0.2, Type = Weapon, MinimumSwingTime = 3, KnockBackOnNoDeath = TRUE, SwingAmountBeforeImpact = 0.02, Categories = Blunt, ConditionLowerChanceOneIn = 30, Weight = 2, SplatNumber = 1, PushBackMod = 0.5, MaxDamage = 1.3, SubCategory = Swinging, ConditionMax = 10, MaxHitCount = 2, DoorDamage = 7, IdleAnim = Idle_Weapon2, SwingAnim = Bat, CriticalChance = 12, WeaponWeight = 2, DisplayName = Barbed Wire Bat, MinRange = 0.61, SwingTime = 3, HitAngleMod = -30, MinDamage = 1, KnockdownMod = 1, SplatBloodOnNoDeath = TRUE, Icon = BaseballBat, RunAnim = Run_Weapon2, } item RazorBaseballBat { MaxRange = 1.5, WeaponSprite = Baseballbat, MinAngle = 0.2, Type = Weapon, MinimumSwingTime = 3, KnockBackOnNoDeath = TRUE, SwingAmountBeforeImpact = 0.02, Categories = Blunt, ConditionLowerChanceOneIn = 30, Weight = 2, SplatNumber = 1, PushBackMod = 0.5, MaxDamage = 1.4, SubCategory = Swinging, ConditionMax = 10, MaxHitCount = 2, DoorDamage = 7, IdleAnim = Idle_Weapon2, SwingAnim = Bat, CriticalChance = 14, WeaponWeight = 2, DisplayName = Razor Blade Bat, MinRange = 0.61, SwingTime = 3, HitAngleMod = -30, MinDamage = 1, KnockdownMod = 1, SplatBloodOnNoDeath = TRUE, Icon = BaseballBat, RunAnim = Run_Weapon2, } item TentSpikedBaseballBat { MaxRange = 1.5, WeaponSprite = Baseballbat, MinAngle = 0.2, Type = Weapon, MinimumSwingTime = 3, KnockBackOnNoDeath = TRUE, SwingAmountBeforeImpact = 0.02, Categories = Blunt, ConditionLowerChanceOneIn = 30, Weight = 2, SplatNumber = 1, PushBackMod = 0.5, MaxDamage = 1.8, SubCategory = Swinging;Stab, AimingMod = 0.5, ConditionMax = 10, MaxHitCount = 2, DoorDamage = 7, IsAimedHandWeapon = TRUE, IdleAnim = Idle_Weapon2, SwingAnim = Bat, CriticalChance = 14, WeaponWeight = 2, DisplayName = Tent Spiked Bat, MinRange = 0.61, SwingTime = 3, HitAngleMod = -30, MinDamage = 1, KnockdownMod = 1, SplatBloodOnNoDeath = TRUE, Icon = BaseballBat, RunAnim = Run_Weapon2, } item StakeBaseballBat { MaxRange = 1.2, WeaponSprite = BaseballBat, MinAngle = 0, Type = Weapon, MinimumSwingTime = 3, KnockBackOnNoDeath = FALSE, SwingAmountBeforeImpact = 0.02, Categories = Blade, ConditionLowerChanceOneIn = 2, Weight = 0.3, SplatNumber = 0, PushBackMod = 0.3, MaxDamage = 0.9, SubCategory = Stab, AimingMod = 0.8, ConditionMax = 10, MaxHitCount = 0.8, IsAimedHandWeapon = TRUE, DoorDamage = 1.5, SwingAnim = Stab, CriticalChance = 5, WeaponWeight = 1, DisplayName = Stake Bat, MinRange = 0.61, CloseKillMove = Jaw_Stab, SwingTime = 2.5, MinDamage = 0.5, KnockdownMod = 0, SplatBloodOnNoDeath = TRUE, Icon = BaseballBat, }/** Recipes **/ recipe Make Barbed Wire Baseball Bat { BaseballBat, BarbedWire, keep Hammer, Result:BarbedWireBaseballBat, Time:310.0, } recipe Make Razor Baseball Bat { BaseballBat, Razor=12, keep KitchenKnife, Result:RazorBaseballBat, Time:310.0, } recipe Make Tent Peg Baseball Bat { BaseballBat, TentPeg, keep Hammer, Result:TentPegBaseballBat, Time:310.0, } recipe Make Stake Baseball Bat { BaseballBat, keep KitchenKnife, Result:StakeBaseballBat, Time:310.0, }} Link to comment Share on other sites More sharing options...
RoboMat Posted August 7, 2013 Share Posted August 7, 2013 Hm strange ... I can't see any problem. I will test it ingame. Seems like the problem is with the stake baseball bat, because it was the only one I couldn't get into the game (notice the blooo placeholder item): <snip> Not sure what the problem is with it though. I'd say you just double check the code. Link to comment Share on other sites More sharing options...
vonVile Posted August 7, 2013 Author Share Posted August 7, 2013 Okay, I got the game to acknowledge the code showing me the Stake Baseball Bat option in the menu with that code I gave you. I didn't test that compared to the stripped Tent Peg code. I still got to figure out the bugs in the recipes. For some reason the Tent Spike Bat isn't showing. Link to comment Share on other sites More sharing options...
RoboMat Posted August 7, 2013 Share Posted August 7, 2013 Oh now I see the problem: You have to change: imports { Base }to imports { Base, camping }because you are trying to access an item (the TentPeg) from the camping module! P.S.: Would be nice if you could use [spoiler][/spoiler] for your code above Link to comment Share on other sites More sharing options...
vonVile Posted August 7, 2013 Author Share Posted August 7, 2013 That's one problem solved. Now I got to figure out why Tent Spike Bat isn't appearing in the menu and Staked Bat doesn't show the bat icons, has "Blooo" as the display name and uses the gun animation instead of knife.Looks like I still have to break things down to there separate elements and figure it out from there.There's this weird PZ bug when it comes to assigning BaseballBat as an Icon. I typed it in and it would give me the "?" icon. So on a lark I copy and pasted the line from PZ's "items.txt" file into my code and it worked. I don't understand how PZ can recognize one and not the other when it's the exact same text.Update: Stake Baseball Bat- Fixed the attack stance.- Fixed Bat icon.- Now I got to figure out how to remove "Condition: +50" that appears in the info window. I don't know why that would suddenly appear.Does anybody have a list explaining what item weapons' values do? Link to comment Share on other sites More sharing options...
RoboMat Posted August 21, 2013 Share Posted August 21, 2013 Okay, I figured it out. It was a context bug when it came to capitalization in the recipe code. So I should have my Evil Bats and Pillow Case mods out by the weekend. The thing that I did that messed up the code it that I capitalized the "K" in the word "Keep" because I thought it worked under the same premise as using DisplayName, since the craft display window shows all the code. I wanted the display to look uniform with the capital K, but you can't do that. Added your answer from the other topic to close this down. Link to comment Share on other sites More sharing options...
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