I am currently updating the Pikmin add-on by Aska49 to [U][B]work with gmod 13[/B][/U], as opposed to its gmod 12 format.
Although I have no intention of stealing the addon, or redistributing the addon without permission from Aska, I do wish to update it.
I am 90% done with the update. I've spent the past 5 hours updating all works of the addon.
Fixing the Pikmin's spawn, their death, and even fixing up some slight errors Aska left behind o;
Despite my armature coding ability, I've made the whole thing work, and im very proud of myself :dance:.However there is one issue. [B]This terrible purple tint[/B] of color appears on [U][B]every entity[/B][/U] I spawn from the addon. which is terrible because all my yellow pikmin are red and its just terrible! :suicide: I haven't the slightest idea what it is. But [B][U]its not on the props for the entity's[/U][/B]. So I figured its the code itself creating the issue. I am at a total loss with the issue. Any sugestions? Possible causes?
*no, I did not alt tab, this issue apears as soon as the entities are spawned.
*no, [B][U]I am not missing any textures.[/U][/B]
*no, my computer can handle the graphics, the graphics are weak :P
*no, [B][U]its not a checkerboard[/U][/B], its just a purple tint, altering the color of the entity far from their actual color.
*I am new to posting, if I do something wrong with this thread let me know! O: (wrong area to post in ect.)
if there is a part of the code you need to see let me know ^-^ thanks
Is the color of the entity being set in Initialize or whenever the entity is created? The syntax for SetColor has become more strict, whereas ent:SetColor(255, 255, 0, 255) [b]has[/b] to be ent:SetColor(Color(255, 255, 0, 255))
[QUOTE=KingofBeast;39050534]Is the color of the entity being set in Initialize or whenever the entity is created? The syntax for SetColor has become more strict, whereas ent:SetColor(255, 255, 0, 255) [b]has[/b] to be ent:SetColor(Color(255, 255, 0, 255))[/QUOTE]
I was not aware of the change ;D ill try it out now
*SUCCESS* Everything is now working perfectly! heres a picture of the pikmin thanking you :D
[IMG]http://cloud.steampowered.com/ugc/903235963585203216/0F6154AAF06F5D670E73E56D375F4D9AD53DF69D/[/IMG]
[editline]31st December 2012[/editline]
Now im getting this Error:
[ERROR] bad argument #1 to '?' (Entity expected, got no value)
1. unknown - [C]:-1
Timer Failed! [PikDeployIdleAnim1][@addons/pikmin/lua/weapons/olimar_gun/shared.lua (line 32)]
[CODE]function SWEP:Deploy()
if (SERVER) then
self.Owner.HasPikmin = false;
self:SendWeaponAnim(ACT_VM_DRAW);
timer.Destroy("PikDeployIdleAnim" .. self.Owner:UniqueID());
timer.Create("PikDeployIdleAnim" .. self.Owner:UniqueID(), 1.2, 1, self.SendWeaponAnim, self, ACT_VM_IDLE);
end
return true;
end
[/CODE]
[QUOTE=KingofBeast;39051531]<3 Love you muchas homos[/QUOTE]
If it wouldn't be much trouble, you should add me on steam and give me a hand with some faulty code ^-^
I tend to run into problems here and there with rendering. My name is Pengwada ^-^
-EDIT-
Currently the pikmin are working without any "something is creating an error" notes, however they are not working as they should. Upon death, they [B]should[/B] fall down, wait about half a second emit a pikmin soul sprite which follows a pikmin die sound, the the bodies should dissapear. Instead.. they fall down flat on the floor, and stay there forever.
V.V is there any change made in gmod 13 that could be causing this?
heres the code for its death
[CODE]function ENT:Die()
local rag = self:CreatePikRagdoll(false);
if (self:IsOnFire()) then
rag:Ignite(math.Rand(8, 10), 0);
end
local clr = self.PikClr;
if (clr == "red") then
rag.cr = 255;
rag.cg = 10;
rag.cb = 10;
elseif (clr == "yellow") then
rag.cr = 255;
rag.cg = 255;
rag.cb = 10;
elseif (clr == "blue") then
rag.cr = 10;
rag.cg = 10;
rag.cb = 255;
elseif (clr == "purple") then
rag.cr = 200;
rag.cg = 10;
rag.cb = 200;
elseif (clr == "white") then
rag.cr = 250;
rag.cg = 250;
rag.cb = 250;
end
self.DrownSound:Stop();
self:EmitSound("pikmin/pikmin_die.wav", 100, math.random(95, 110));
self:Remove();
timer.Simple(math.Rand(1.6, 2.5), //Give it some random-ness, so they don't die in order so much
function(rag)
if (IsValid(rag)) then
local pos = rag:GetPos();
local r = rag.cr;
local g = rag.cg;
local b = rag.cb;
local effectdata = EffectData();
effectdata:SetOrigin(rag:GetPos());
effectdata:SetStart(Vector(r, g, b));
util.Effect("pikmin_pop", effectdata);
local effectdata = EffectData();
effectdata:SetOrigin((rag:GetPos() + Vector(0, 0, 15)));
effectdata:SetStart(Vector((r * .5), (g * .5), (b * .5)));
util.Effect("pikmin_deathsoul", effectdata);
rag:EmitSound(Sound("pikmin/pikmin_pop.wav"), 100, math.random(95, 110));
rag:Remove();
end
end, rag);
end
[/CODE]
--EDIT--
:D :D :D Someone pointed out that I didnt need RAG in the argument. Thanks <3 ^-^ I think im done here
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