If only I could display player's names over their RC Sapper's, I could tell who was controlling it. I desperately need this for my RC racing so I can tell who wins. What do I need to add to this code in order for the player's names to show up?
exec("./playertype.cs");
exec("./emitters.cs");
datablock ItemData(BombBotItem)
{
category = "Item"; // Mission editor category
equipment = true;
//its already a member of item namespace so dont break it
//className = "Item"; // For inventory system
// Basic Item Properties
shapeFile = "./rcbombItem.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "RC Sapper";
iconName = "./icon_rc_bomb";
doColorShift = false;
colorShiftColor = "0.200 0.200 0.200 1.000";
// Dynamic properties defined by the scripts
image = BombBotImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(BombBotImage)
{
// Basic Item properties
shapeFile = "./rcbombItem.dts";
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
offset = "0 0 0.2";
rotation = eulerToMatrix("0 0 0");
eyeOffset = "0.005 1.1 -1.25";
eyeRotation = eulerToMatrix("-28 4 4");
doColorShift = true;
colorShiftColor = BombBotItem.colorShiftColor;
// When firing from a point offset from the eye, muzzle correction
// will adjust the muzzle vector to point to the eye LOS point.
// Since this weapon doesn't actually fire from the muzzle point,
// we need to turn this off.
correctMuzzleVector = false;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
className = "ToolImage";
// Projectile && Ammo.
item = BombBotItem;
//melee particles shoot from eye node for consistancy
melee = true;
//raise your arm up or not
armReady = true;
doColorShift = true;
minShotTime = 15000;
colorShiftColor = BombBotItem.colorShiftColor; //"0.200 0.200 0.200 1.000";
// Images have a state system which controls how the animations
// are run, which sounds are played, script callbacks, etc. This
// state system is downloaded to the client so that clients can
// predict state changes and animate accordingly. The following
// system supports basic ready->fire->reload transitions as
// well as a no-ammo->dryfire idle state.
// Initial start up state
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.5;
stateTransitionOnTimeout[0] = "Ready";
stateName[1] = "Ready";
stateScript[1] = "onUse";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
stateName[2] = "Fire";
stateTransitionOnTriggerUp[2] = "Ready";
stateScript[2] = "onFire";
};
function BombBotImage::onMount(%this, %obj, %slot)
{
if((%obj.lastFireTime+%this.minShotTime) > getSimTime() && %this.usedsapper == 1)
{
centerprint(%obj.client,"Can't deploy another RC Sapper yet!<br><br>Give it a while to respawn..." ,5);
serverCmdUnUseTool(%obj.client);
return;
%obj.playThread(2, undo);
}
%obj.playthread(1, armReadyBoth);
}
function BombBotImage::onUnMount(%this,%obj,%slot)
{
Parent::onUnMount(%this, %obj, %slot);
fixArmReady(%obj);
}
function BombBotImage::onFire(%this, %obj, %slot)
{
%obj.lastFireTime = getSimTime();
%this.usedsapper = 1;
SpawnBomber(%obj.client);
%obj.playThread(1, plant);
%obj.playThread(2, activate2);
serverCmdUnUseTool(%obj.client);
}
function SpawnBomber(%client)
{
%obj = %client.player;
%pos = vectorAdd(%obj.getTransform(), vectorScale(%obj.getForwardVector(), 4)) @ getWords(%obj.getTransform(), 3, 6);
%bot = new AIPlayer()
{
datablock = "bomberbotArmor";
position = %pos;
};
%bot.setTransform(%pos);
%client.setcontrolobject(%bot);
%client.player.bomberbotarmor = %bot;
%bot.name = "RC Bomb";
%bot.bomberOwner = %client;
%bot.minigame = %obj.client.minigame;
%bot.client = %bot;
%bot.tdmTeam = %obj.client.tdmTeam;
%bot.player = %bot;
}
function bomberbotarmor::onDisabled(%this,%obj,%state)
{
bomberbotarmorExplosion(%obj);
}
function bomberbotarmor::onTrigger(%this, %obj, %slot, %val)
{
if(%val == 1 && %slot == 4)
{
bomberbotarmorExplosion(%obj);
}
}
function bomberbotarmorExplosion(%obj)
{
if(isObject(%obj.getControllingClient()))
%obj.getControllingClient().setControlObject(%obj.getControllingClient().player);
%projectile = gravityrocketProjectile;
%p = new Projectile()
{
dataBlock = %projectile;
initialVelocity = "0 0 1";
initialPosition = %obj.getPosition();
sourceObject = %obj.bomberOwner.player;
sourceSlot = %slot;
client = %obj.bomberOwner;
};
MissionCleanup.add(%p);
%p.explode();
%obj.schedule(10, delete);
}