Modding Help Help Defining an Error

Discussion in 'Starbound Modding' started by Zancuno, Jul 26, 2016.

  1. Zancuno

    Zancuno Existential Complex

    Hey ^ ^

    I've been working on updating the lucario mod to 1.0... and I have hit a wall. I was ready to release a playable WIP so people can play the 1.0 version while I work on completing it but....... I ran into an error which I can't figure out the issue to.

    What is causing the error:

    It is an .activeitem file

    It is a ranged/gun item

    It does have an animation file

    Special Traits: it's animation file is based upon that of the Gnome gun's so that the gun is animated in hand.

    Description: The Aura Sphere was an animated gun I was able to accomplish in the earlier version. The gun runs a constant looping animation which runs separate from the muzzle flash

    Glad Giraffe version gifs



    They were awesome while they worked. Although 1.0 has broke them

    So I set out to fix these and had a mess load of errors

    Although just when I cleaned out every error, the item wouldn't fire.

    So I updated the coding for firing and every single time I get this error here.


    Code:
    [23:43:11.640] [Error] Exception caught in client main-loop
    (JsonException) Improper conversion to double from array
    [0] 7ff782d23243 Star::captureStack
    [1] 7ff782d21fce Star::StarException::StarException
    [2] 7ff782cbcbfa Star::JsonException::format<Star::String>
    [3] 7ff782ccb425 Star::Json::toDouble
    [4] 7ff782cc5694 Star::Json::getFloat
    [5] 7ff78302a41e Star::Projectile::damageSources
    [6] 7ff782deb4fa <lambda_9100e6f18987512ca771ffcaf340813d>::operator()
    [7] 7ff782e3f853 Star::EntityMap::forAllEntities
    [8] 7ff7831d43b0 Star::WorldClient::forAllEntities
    [9] 7ff782deebce Star::DamageManager::update
    [10] 7ff7831df64a Star::WorldClient::update
    [11] 7ff78315b017 Star::UniverseClient::update
    [12] 7ff782c6dcc7 Star::ClientApplication::updateRunning
    [13] 7ff782c6c5af Star::ClientApplication::update
    [14] 7ff7833a0091 Star::SdlPlatform::run
    [15] 7ff7833a024d Star::runMainApplication
    [16] 7ff782c6f416 WinMain
    [17] 7ff78357ce23 __scrt_common_main_seh
    [18] 7ffc2efa8102 BaseThreadInitThunk
    [19] 7ffc30eac5b4 RtlUserThreadStart

    here are my codings for the aurasphere


    Code:
    {
      "itemName" : "aurasphere",
      "price" : 20,
      "maxStack" : 1,
      "rarity" : "common",
      "description" : "Use the aura to dispatch for foes!",
      "shortdescription" : "Aura Sphere",
      "tooltipKind" : "ActiveGun",
      "weaponType" : "pistol",
      "twoHanded" : false,
      "itemTags" : ["weapon","ranged","pistol"],
      "level" : 1,
     
      "inventoryIcon" : "aurasphere.png",
    
      "animation" : "/items/active/weapons/ranged/aurasphere/aurasphere.animation",
      "animationParts" : {
        "sphere" : "/items/active/weapons/ranged/aurasphere/idle.png",
        "muzzleFlash" : "/items/active/weapons/ranged/muzzleflash.png"
        },
      "animationCustom" : { },
      "baseOffset" : [0.1, 0.1],
      "muzzleOffset" : [0.2, 0.2],
    
      "scripts" : ["/items/active/weapons/ranged/gun.lua"],
    
      "elementalType" : "electric",
    
      "primaryAbility" : {
        "scripts" : ["/items/active/weapons/ranged/gunfire.lua"],
        "class" : "GunFire",
        "fireTime" : 0.782,
        "baseDps" : 17,
        "energyUsage" : 30,
        "fireType" : "auto",
        "inaccuracy" : 0,
        "projectileCount" : 1,
        "projectileType" : "aura",
        "projectileParameters" : {
          "knockback" : [4,8],
          "speed" : 30
        },
        "damageConfig" : {
          "damageSourceKind" : "plasma"
        },
         
       "stances" : {
          "idle" : {
            "armRotation" : 0,
            "weaponRotation" : 0,
            "weaponRotationCenter" : [-1.0, 0.0],
            "twoHanded" : false,
            "weaponOffset" : [-0.5, -0.25],
    
            "allowRotate" : true,
            "allowFlip" : true,
         
            "frontArmFrame" : "run.3",
            "backArmFrame" : "swimIdle.2",
           
            "animationStates" : {
              "sphere" : "idle"
          }
          },
          "fire" : {
            "duration" : 0,
            "armRotation" : 10,
            "weaponRotation" : 10,
            "twoHanded" : false,
    
            "allowRotate" : false,
            "allowFlip" : true,
           
            "animationStates" : {
              "sphere" : "fire"
          }
          },
          "cooldown" : {
            "duration" : 0.15,
            "armRotation" : 10,
            "weaponRotation" : 10,
            "twoHanded" : false,
    
            "allowRotate" : false,
            "allowFlip" : true,
           
            "animationStates" : {
              "sphere" : "idle"
          }
          }
        }
      },
      "fireSounds" : [ "/sfx/gun/fireblast.ogg" ],
    
      "builder" : "/items/buildscripts/buildunrandweapon.lua",
     
      "learnBlueprintsOnPickup" : [ "aurasphere2" ]
    }
    


    Code:
    {
      "animatedParts" : {
        "stateTypes" : {
          "sphere" : {
           "default" : "idle",
            "states" : {
              "idle" : {
                "frames" : 4,
                "cycle" : 0.07,
                "mode" : "loop"
              },
             
              "fire" : {
                "frames" : 1,
                "cycle" : 0.07,
                "mode" : "transition",
                "transition" : "idle"
              }
            }
          },
           
          "firing" : {
            "default" : "off",
            "states" : {
              "off" : {},
              "fire" : {
                "frames" : 2,
                "cycle" : 0.07,
                "mode" : "transition",
                "transition" : "off"
              }
            }
          }
        },
    
        "parts" : {
          "sphere" : {
            "properties" : {
              "centered" : true,
              "offset" : [0, 0], // x offset is set dynamically
              "transformationGroups" : ["weapon"]
            },
           
            "partStates" : {
              "sphere" : {
                "idle" : {
                  "properties" : {
                    "image" : "<partImage>:<frame>"
                   }
                }
              }
            }
          },
          "muzzleFlash" : {
            "properties" : {
              "zLevel" : -1,
              "centered" : true,
              "offset" : [0, 0],
              "fullbright" : true,
              "transformationGroups" : ["muzzle"]
            },
         
            "partStates" : {
              "firing" : {
                "fire" : {
                  "properties" : {
                    "image" : "<partImage>:<variant>.<frame>"
                  }
                }
              }
            }
          }
        }
      },
    
      "rotationGroups" : {
        "weapon" : {
          "angularVelocity" : 0
        }
      },
    
      "transformationGroups" : {
        "weapon" : {},
        "muzzle" : {}
      },
    
      "particleEmitters" : {
        "muzzleFlash" : {
          "emissionRate" : 10.0,
          "transformationGroups" : ["muzzle"],
          "offsetRegion" : [0, 0, 0, 0],
          "particles" : [ ]
        }
      },
    
      "lights" : {
        "muzzleFlash" : {
          "active" : false,
          "position" : [0, 0],
          "color" : [90, 90, 0]
        }
      },
    
      "sounds" : {
        "fire" : [ ]
      }
    }
    


    I hope someone can define what this error means and point me in the right direction for this dilemma
     
  2. Peelz

    Peelz Giant Laser Beams

    Are you sure the value for "knockback" should be an array? (In the .activeitem file)
     
  3. Zancuno

    Zancuno Existential Complex

    I have seen knockback in other guns in the 1.0 coding existing in guns like the Gnome gun and other ranged weapon types. I mean I could remove it to try and see if it works.
     
  4. Peelz

    Peelz Giant Laser Beams

    True, but notice the difference between your knockback:
    Code:
    "knockback" :[4,8],
    and their knockback:
    Code:
    "knockback" : 5,
    I think you only want to give the code a single number for the knockback value. If you try to give it two numbers in an array like you are doing, you will probably get errors.
    Hope that helps!
     

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