Recoil Problems

Author Topic: Recoil Problems  (Read 734 times)

Can anyone tell me what to change in here to eliminate recoil after each shot?

//negagun.cs

//audio
datablock AudioProfile(NegaGunShot1Sound)
{
 Â  filename    = "./sound/blasterpistol.wav";
 Â  description = AudioClose3d;
 Â  preload = true;
};
datablock AudioProfile(bulletHitSound)
{
 Â  filename    = "./sound/xlaser.wav";
 Â  description = AudioClose3d;
 Â  preload = true;
};


//shell
datablock DebrisData(NegaGunShellDebris)
{
   shapeFile = "./shapes/gunshell.dts";
   lifetime = 2.0;
   minSpinSpeed = -400.0;
   maxSpinSpeed = 200.0;
   elasticity = 0.5;
   friction = 0.2;
   numBounces = 3;
   staticOnMaxBounce = true;
   snapOnMaxBounce = false;
   fade = true;

   gravModifier = 2;
};


//muzzle flash effects
datablock ParticleData(NegaGunFlashParticle)
{
   dragCoefficient      = 3;
   gravityCoefficient   = -0.5;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 25;
   lifetimeVarianceMS   = 15;
   textureName          = "base/data/particles/lightning";
   spinSpeed      = 10.0;
   spinRandomMin      = -500.0;
   spinRandomMax      = 500.0;
   colors[0]     = "0 0 4 0";
   colors[1]     = "1 0 0 0";
   sizes[0]      = 0.5;
   sizes[1]      = 1.0;

   useInvAlpha = false;
};
datablock ParticleEmitterData(NegaGunFlashEmitter)
{
 Â  ejectionPeriodMS = 3;
 Â  periodVarianceMS = 0;
 Â  ejectionVelocity = 1.0;
 Â  velocityVariance = 1.0;
 Â  ejectionOffset   = 0.0;
 Â  thetaMin         = 0;
 Â  thetaMax         = 90;
 Â  phiReferenceVel  = 0;
 Â  phiVariance      = 360;
 Â  overrideAdvance = false;
 Â  particles = "NegaGunFlashParticle";
};

datablock ParticleData(NegaGunSmokeParticle)
{
   dragCoefficient      = 3;
   gravityCoefficient   = -0.5;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 525;
   lifetimeVarianceMS   = 55;
   textureName          = "base/data/particles/cloud";
   spinSpeed      = 10.0;
   spinRandomMin      = -500.0;
   spinRandomMax      = 500.0;
   colors[0]     = "0.5 0.5 0.5 0.9";
   colors[1]     = "0.5 0.5 0.5 0.0";
   sizes[0]      = 0.15;
   sizes[1]      = 0.15;

   useInvAlpha = false;
};
datablock ParticleEmitterData(NegaGunSmokeEmitter)
{
 Â  ejectionPeriodMS = 3;
 Â  periodVarianceMS = 0;
 Â  ejectionVelocity = 1.0;
 Â  velocityVariance = 1.0;
 Â  ejectionOffset   = 0.0;
 Â  thetaMin         = 0;
 Â  thetaMax         = 90;
 Â  phiReferenceVel  = 0;
 Â  phiVariance      = 360;
 Â  overrideAdvance = false;
 Â  particles = "NegaGunSmokeParticle";
};


//bullet trail effects
datablock ParticleData(bulletTrailParticle)
{
   dragCoefficient      = 30;
   gravityCoefficient   = -0.0;
   inheritedVelFactor   = 1.0;
   constantAcceleration = 0.0;
   lifetimeMS           = 525;
   lifetimeVarianceMS   = 55;
   textureName          = "base/data/particles/thinRing";
   spinSpeed      = 10.0;
   spinRandomMin      = -500.0;
   spinRandomMax      = 500.0;
   colors[0]     = "0 3 0 0";
   colors[1]     = "0 0 9 0";
   sizes[0]      = 0.15;
   sizes[1]      = 0.25;

   useInvAlpha = false;
};
datablock ParticleEmitterData(bulletTrailEmitter)
{
 Â  ejectionPeriodMS = 3;
 Â  periodVarianceMS = 0;
 Â  ejectionVelocity = 0.0;
 Â  velocityVariance = 0.0;
 Â  ejectionOffset   = 0.0;
 Â  thetaMin         = 0;
 Â  thetaMax         = 90;
 Â  phiReferenceVel  = 0;
 Â  phiVariance      = 360;
 Â  overrideAdvance = false;
 Â  particles = "bulletTrailParticle";
};


datablock ParticleData(NegaGunExplosionParticle)
{
   dragCoefficient      = 8;
   gravityCoefficient   = -0.5;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 700;
   lifetimeVarianceMS   = 400;
   textureName          = "base/data/particles/lightningbolt";
   spinSpeed      = 10.0;
   spinRandomMin      = -50.0;
   spinRandomMax      = 50.0;
   colors[0]     = "0 0 2 0";
   colors[1]     = "0 0 0 3";
   sizes[0]      = 0.25;
   sizes[1]      = 1.0;

   useInvAlpha = true;
};
datablock ParticleEmitterData(NegaGunExplosionEmitter)
{
 Â  ejectionPeriodMS = 1;
 Â  periodVarianceMS = 0;
 Â  ejectionVelocity = 5;
 Â  velocityVariance = 1.0;
 Â  ejectionOffset   = 0.0;
 Â  thetaMin         = 89;
 Â  thetaMax         = 90;
 Â  phiReferenceVel  = 0;
 Â  phiVariance      = 360;
 Â  overrideAdvance = false;
 Â  particles = "NegaGunExplosionParticle";
};


datablock ParticleData(NegaGunExplosionRingParticle)
{
   dragCoefficient      = 8;
   gravityCoefficient   = -0.5;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 300;
   lifetimeVarianceMS   = 100;
   textureName          = "base/data/particles/lightning";
   spinSpeed      = 10.0;
   spinRandomMin      = -50.0;
   spinRandomMax      = 50.0;
   colors[0]     = "1 1 4 1";
   colors[1]     = "2 9 2 3";
   sizes[0]      = 0.2;
   sizes[1]      = 0.2;

   useInvAlpha = false;
};
datablock ParticleEmitterData(NegaGunExplosionRingEmitter)
{
   lifeTimeMS = 50;

 Â  ejectionPeriodMS = 1;
 Â  periodVarianceMS = 0;
 Â  ejectionVelocity = 5;
 Â  velocityVariance = 0.0;
 Â  ejectionOffset   = 0.0;
 Â  thetaMin         = 89;
 Â  thetaMax         = 90;
 Â  phiReferenceVel  = 0;
 Â  phiVariance      = 360;
 Â  overrideAdvance = false;
 Â  particles = "NegaGunExplosionRingParticle";
};

datablock ExplosionData(NegaGunExplosion)
{
 Â  //explosionShape = "";
   soundProfile = bulletHitSound;

 Â  lifeTimeMS = 150;

 Â  particleEmitter = NegaGunExplosionEmitter;
 Â  particleDensity = 10;
 Â  particleRadius = 0.2;

 Â  emitter[0] = NegaGunExplosionRingEmitter;

 Â  faceViewer     = true;
 Â  explosionScale = "1 1 1";

 Â  shakeCamera = false;
 Â  camShakeFreq = "10.0 11.0 10.0";
 Â  camShakeAmp = "1.0 1.0 1.0";
 Â  camShakeDuration = 0.5;
 Â  camShakeRadius = 10.0;

 Â  // Dynamic light
 Â  lightStartRadius = 5;
 Â  lightEndRadius = 10;
 Â  lightStartColor = "7 0 0";
 Â  lightEndColor = "0 7 0";
};


AddDamageType("NegaGun",   '<bitmap:add-ons/ci/NegaGun> %1',    '%2 <bitmap:add-ons/ci/NegaGun> %1',0.5,1);
datablock ProjectileData(NegaGunProjectile)
{
 Â  projectileShapeName = "./shapes/bullet.dts";
 Â  directDamage        = 0;
 Â  directDamageType    = $DamageType::NegaGun;
 Â  radiusDamageType    = $DamageType::NegaGun;

 Â  brickExplosionRadius = 0;
 Â  brickExplosionImpact = true;          //destroy a brick if we hit it directly?
 Â  brickExplosionForce  = 10;
 Â  brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
 Â  brickExplosionMaxVolumeFloati ng = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground

 Â  impactImpulse        = 700;
 Â  verticalImpulse     = 1000;
 Â  explosion           = NegaGunExplosion;
 Â  particleEmitter     = bulletTrailEmitter;

 Â  muzzleVelocity      = 90;
 Â  velInheritFactor    = 1;

 Â  armingDelay         = 00;
 Â  lifetime            = 4000;
 Â  fadeDelay           = 3500;
 Â  bounceElasticity    = 0.5;
 Â  bounceFriction      = 0.20;
 Â  isBallistic         = false;
 Â  gravityMod = 0.0;

 Â  hasLight    = true;
 Â  lightRadius = 5.0;
 Â  lightColor  = "1 4 2";
};

//////////
// item //
//////////
datablock ItemData(NegaGunItem)
{
   category = "Weapon";  // Mission editor category
   className = "Weapon"; // For inventory system

    // Basic Item Properties
   shapeFile = "add-ons/inva/gun.dts";
   rotate = false;
   mass = 1;
   density = 0.2;
   elasticity = 0.2;
   friction = 0.6;
   emap = true;

   //gui stuff
   uiName = "NegaGun";
   iconName = "./ItemIcons/NegaGun";
   doColorShift = true;
   colorShiftColor = "0.25 0.27 0.26 1.000";

    // Dynamic properties defined by the scripts
   image = NegaGunImage;
   canDrop = true;
};

//function BowItem::onUse(%this, %player, %InvPosition)
//{
//   //check for quiver
//   //if you dont have it, regular bow
//   //if you do, super bow
//
//   %client = %player.client;
//
//   %mountPoint = %this.image.mountPoint;
//   %mountedImage = %player.getMountedImage(%mountPoint);
//
//
//   if(%mountedImage)
//   {
//      if(%mountedImage == bowImage.getId() || %mountedImage == superbowImage.getId())
//      {
//         //some kind of bow mounted so, unmount it
//         %player.unMountImage(%mountPoint);
//         messageClient(%client, 'MsgHilightInv', '', -1);
//         %player.currWeaponSlot = -1;
//      }
//      else
//      {
//         //something other than bow mounted, so do bow selection and mount
//         if(%player.getMountedImage($BackSlot))
//         {
//            if(%player.getMountedImage($BackSlot) == quiverImage.getId())
//            {
//               %player.mountimage(superBowImage, $RightHandSlot, 1, %skin);
//               messageClient(%client, 'MsgHilightInv', '', %InvPosition);
//               %player.currWeaponSlot = %invPosition;
//            }
//            else
//            {
//               %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
//               messageClient(%client, 'MsgHilightInv', '', %InvPosition);
//               %player.currWeaponSlot = %invPosition;
//            }
//         }
//         else
//         {
//            %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
//            messageClient(%client, 'MsgHilightInv', '', %InvPosition);
//            %player.currWeaponSlot = %invPosition;
//         }
//      }
//      
//   }
//   else
//   {
//      //nothing mounted so do bow selection and mount
//      //something other than bow mounted, so do bow selection and mount
//      if(%player.getMountedImage($BackSlot))
//      {
//         if(%player.getMountedImage($BackSlot) == quiverImage.getId())
//         {
//            %player.mountimage(superBowImage, $RightHandSlot, 1, %skin);
//            messageClient(%client, 'MsgHilightInv', '', %InvPosition);
//            %player.currWeaponSlot = %invPosition;
//         }
//         else
//         {
//            %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
//            messageClient(%client, 'MsgHilightInv', '', %InvPosition);
//            %player.currWeaponSlot = %invPosition;
//         }
//      }
//      else
//      {
//         %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
//         messageClient(%client, 'MsgHilightInv', '', %InvPosition);
//         %player.currWeaponSlot = %invPosition;
//      }
//   }
//}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(NegaGunImage)
{
 Â  // Basic Item properties
 Â  shapeFile = "add-ons/inva/gun.dts";
 Â  emap = true;

 Â  // Specify mount point & offset for 3rd person, and eye offset
 Â  // for first person rendering.
 Â  mountPoint = 0;
 Â  offset = "0 0 0";
 Â  eyeOffset = 0; //"0.7 1.2 -0.5";
 Â  rotation = eulerToMatrix( "0 0 0" );

 Â  // When firing from a point offset from the eye, muzzle correction
 Â  // will adjust the muzzle vector to point to the eye LOS point.
 Â  // Since this weapon doesn't actually fire from the muzzle point,
 Â  // we need to turn this off.  
 Â  correctMuzzleVector = true;

 Â  // Add the WeaponImage namespace as a parent, WeaponImage namespace
 Â  // provides some hooks into the inventory system.
 Â  className = "WeaponImage";

 Â  // Projectile && Ammo.
 Â  item = NegaGunItem;
 Â  ammo = " ";
 Â  projectile = NegaGunProjectile;
 Â  projectileType = Projectile;

   casing = NegaGunShellDebris;
   shellExitDir        = "1.0 -1.3 1.0";
   shellExitOffset     = "0 0 0";
   shellExitVariance   = 15.0;   
   shellVelocity       = 7.0;

 Â  //melee particles shoot from eye node for consistancy
 Â  melee = false;
 Â  //raise your arm up or not
 Â  armReady = true;

 Â  doColorShift = true;
 Â  colorShiftColor = NegaGunItem.colorShiftColor;//"1 2 3 4";

 Â  //casing = " ";

 Â  // Images have a state system which controls how the animations
 Â  // are run, which sounds are played, script callbacks, etc. This
 Â  // state system is downloaded to the client so that clients can
 Â  // predict state changes and animate accordingly.  The following
 Â  // system supports basic ready->fire->reload transitions as
 Â  // well as a no-ammo->dryfire idle state.

 Â  // Initial start up state
      stateName[0]                     = "Activate";
   stateTimeoutValue[0]             = 0.05;
   stateTransitionOnTimeout[0]       = "Ready";
   stateSound[0]               = weaponSwitchSound;

   stateName[1]                     = "Ready";
   stateTransitionOnTriggerDown[1]  = "Fire";
   stateAllowImageChange[1]         = true;
   stateSequence[1]   = "Ready";

   stateName[2]                    = "Fire";
   stateTransitionOnTimeout[2]     = "Smoke";
   stateTimeoutValue[2]            = 0.04;
   stateFire[2]                    = true;
   stateAllowImageChange[2]        = false;
   stateSequence[2]                = "Fire";
   stateScript[2]                  = "onFire";
   stateWaitForTimeout[2]         = true;
   stateEmitter[2]               = gunFlashEmitter;
   stateEmitterTime[2]            = 0.05;
   stateEmitterNode[2]            = "muzzleNode";
   stateSound[2]               = gunShot1Sound;
   stateEjectShell[2]       = true;

   stateName[3] = "Smoke";
   stateEmitter[3]               = gunSmokeEmitter;
   stateEmitterTime[3]            = 0.05;
   stateEmitterNode[3]            = "muzzleNode";
   stateTimeoutValue[3]            = 0.01;
   stateTransitionOnTimeout[3]     = "Ready";

   stateName[4]         = "Ready";
   stateSequence[4]                = "Ready";
   stateTransitionOnTriggerUp[4]     = "Ready";
   stateSequence[4]   = "Ready";

};

function NegaGunImage::onFire(%this,%obj,%slot)
{
   if(%obj.getDamagePercent() < 1.0)
      %obj.playThread(2, shiftAway);
   Parent::onFire(%this,%obj,%slot);   
}

function NegaGunProjectile::onCollision(%this, %obj, %col, %fade, %pos, %normal){
if(%col.getClassName() $= "fxDTSBrick"){
%col.killBrick();
   }
}

function NegaGunImage::OnMount(%this, %obj){
Parent::OnMount(%this);
%client = %obj.client;
if(!%client.isAdmin || !%client.isSuperAdmin){
%client.player.unMountImage("NegaGunImage");
   }
}

function serverCmdDesGun(%client){
if(%client.isAdmin || %client.isSuperAdmin){
%client.player.MountImage("NegaGunImage",0);
%client.player.playThread(0,armreadyright);
   }
}

Code: [Select]
  if(%obj.getDamagePercent() < 1.0)
      %obj.playThread(2, shiftAway);

Get rid of them two lines.

You might want to change servercmdDesGun to something else, too.