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How do I fix this problem?

 

                                        
Object 'Sludge' is not a member of the 'GameBaseData' data block class
Object 'SludgeEmitter' is not a member of the 'ParticleEmitterData' data block c
lass
game/data/missions/TT3_6.mis (0): Register object failed for object (null).
Object 'Sludge' is not a member of the 'GameBaseData' data block class
Object 'SludgeEmitter' is not a member of the 'ParticleEmitterData' data block c
lass
game/data/missions/TT3_6.mis (0): Register object failed for object (null).
Object 'Sludge' is not a member of the 'GameBaseData' data block class
Object 'SludgeEmitter' is not a member of the 'ParticleEmitterData' data block c
lass
game/data/missions/TT3_6.mis (0): Register object failed for object (null).

 

Anyone?

Saturday, March 05, 2005 at 10:38:01 AM

Oi, the datablocks for the emitter must be in your special.CS
juykuykuhjk

Saturday, March 05, 2005 at 10:54:48 AM

@ Racer445 - Did you use these instructions?
Emitters as weapons and nodes @ www.maxworks.com

It is very likely that you have a typo or the text in the.mis does not match the text in the special.cs

You're using "Sludge" as a node not a weapon...yes?

MAX

 

Saturday, March 05, 2005 at 11:02:24 AM

^ Yes, I am using it s a node.

I'll fix it later, thanks.

Here's my node:

};
new ParticleEmitterNode() {
dataBlock = "Sludge";
position = "-989.735 -1364.13 189.891";
rotation = "-0.0866085 0.116416 -0.989417 49.3613";
scale = "1 1 1";
Emitter = "SludgeEmitter";
Velocity = "1";
};

Last edited: Saturday, March 05, 2005 at 1:39:10 PM

Saturday, March 05, 2005 at 12:45:48 PM

Btw they dosen't have to be in special.cs. How do you think people did this before when the special.cs wasn't realesed?

You don't have to let go of one rope before grabbing the other. But you'll have to let go of one if you want to swing forward.

Saturday, March 05, 2005 at 1:39:59 PM

What it says in my Special.cs"

 


datablock particledata(Lava)
(other stuff....)
datablock particleemitterdata(Lavaemitter)
(other stuff....)
datablock ParticleEmitterNodeData(Lavaemitternode)
(other stuff....)

 

What is says in my.mis

 


new ParticleEmitterNode(Lavaemitternode1) {
Datablock = "LavaEmitterNode";
position = "43.999 -300.456 148.123";
rotation = "0.0 0.0 0.0 0.0";
scale = "1 1 1";
Emitter = "LavaEmitter";
Velocity = "1";
};

 

What is says in your.mis

 


};
new ParticleEmitterNode() { <--------------------------(Sludgeemitternode) {... I don't remember if this line is crucial or just a reference label for me
dataBlock = "Sludge"; <--------------------------"SludgeEmitterNode";.... Or what ever "datablock ParticleEmitterNodeData" line says in your special.cs
position = "-989.735 -1364.13 189.891";
rotation = "-0.0866085 0.116416 -0.989417 49.3613";
scale = "1 1 1";
Emitter = "SludgeEmitter"; <--------------------------"SludgeEmitter";.... Or what ever "datablock particleemitterdata" line says in your special.cs
Velocity = "1";
};

 

@ Triv - I know exactly how we did it before the special.cs was released. But the emitters.cs method did not work all the time and was much more complicated. I know, I'm the one who rewrote the directions for emitters.cs method last May. And the.mis method makes for messy.mis files. Why not do it the simplest and cleanest method?

MAX

Last edited: Saturday, March 05, 2005 at 4:24:39 PM

Saturday, March 05, 2005 at 3:31:47 PM

};
new ParticleEmitterNode(SludgeEmitterNode) {
dataBlock = "SludgeEmitterNode";
position = "-989.735 -1364.13 189.891";
rotation = "-0.0866085 0.116416 -0.989417 49.3613";
scale = "1 1 1";
Emitter = "SludgeEmitter";
Velocity = "1";
};

I always change it from powerup, so scale = "1 1 1"; to lightboost = "1";

Works? I'm not sure but for me it does.

Saturday, March 05, 2005 at 9:45:21 PM

@Max: There were two ways, and you're right the emitter.cs is little buggy. ;)

You don't have to let go of one rope before grabbing the other. But you'll have to let go of one if you want to swing forward.

Sunday, March 06, 2005 at 3:53:11 AM

Is there another way to make emitter's colour like sunshine? I've heard about changin' UseInvAlpha = true;
to UseInvAlpha = false;

I didn't see my emitters by that way. 8o

Sunday, March 06, 2005 at 5:43:40 AM

^ It's like use light colours or use dark colours. Mayby try to change some settings eg. Colour? :o

You don't have to let go of one rope before grabbing the other. But you'll have to let go of one if you want to swing forward.

Sunday, March 06, 2005 at 6:02:01 AM

Well this could be a problem...

I have no "datablock ParticleEmitterNodeData(Lavaemitternode)
(other stuff....)" in my special!

Sunday, March 06, 2005 at 7:48:23 AM

Download MAX-CR's version of special, it is much easier to deal with


Sunday, March 06, 2005 at 7:57:10 AM

^ mine's modified.

I got it working, thanks.

Sunday, March 06, 2005 at 8:56:56 AM

@ Racer445 - Yeah I can see why you would not want to deal with it if your special.cs is modified, but you might want to get mine anyhow. You can just copy/paste the emitter settings out of it and use them as a examples. Then tweak them to your own liking.

Also my emitters are organized in a more logical way as well as matching up with the Emitters Defined - (We have translated most of the emitter settings from the special.cs file and defined each line of code. (Thanks Nathan)) Stuff

MAX

Sunday, March 06, 2005 at 3:31:39 PM

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