datablock AudioProfile(swordDrawSound) { filename = "./sound/swordDraw.wav"; description = AudioClosest3d; preload = true; }; datablock AudioProfile(swordHitSound) { filename = "./sound/swordHit.wav"; description = AudioClosest3d; preload = true; }; //effects datablock ParticleData(swordExplosionParticle) { dragCoefficient = 2; gravityCoefficient = 1.0; inheritedVelFactor = 0.2; constantAcceleration = 0.0; spinRandomMin = -90; spinRandomMax = 90; lifetimeMS = 500; lifetimeVarianceMS = 300; textureName = "base/data/particles/chunk"; colors[0] = "0.7 0.7 0.9 0.9"; colors[1] = "0.9 0.9 0.9 0.0"; sizes[0] = 0.5; sizes[1] = 0.25; }; datablock ParticleEmitterData(swordExplosionEmitter) { ejectionPeriodMS = 7; periodVarianceMS = 0; ejectionVelocity = 8; velocityVariance = 1.0; ejectionOffset = 0.0; thetaMin = 0; thetaMax = 60; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; particles = "swordExplosionParticle"; }; datablock ExplosionData(swordExplosion) { //explosionShape = ""; lifeTimeMS = 500; soundProfile = swordHitSound; particleEmitter = swordExplosionEmitter; particleDensity = 10; particleRadius = 0.2; faceViewer = true; explosionScale = "1 1 1"; shakeCamera = true; camShakeFreq = "20.0 22.0 20.0"; camShakeAmp = "1.0 1.0 1.0"; camShakeDuration = 0.5; camShakeRadius = 10.0; // Dynamic light lightStartRadius = 3; lightEndRadius = 0; lightStartColor = "00.0 0.2 0.6"; lightEndColor = "0 0 0"; }; //projectile AddDamageType("Sword", ' %1', '%2 %1',1,1); datablock ProjectileData(swordProjectile) { //projectileShapeName = "~/data/shapes/arrow.dts"; directDamage = 35; directDamageType = $DamageType::Sword; radiusDamageType = $DamageType::Sword; explosion = swordExplosion; //particleEmitter = as; muzzleVelocity = 50; velInheritFactor = 1; armingDelay = 0; lifetime = 100; fadeDelay = 70; bounceElasticity = 0; bounceFriction = 0; isBallistic = false; gravityMod = 0.0; hasLight = false; lightRadius = 3.0; lightColor = "0 0 0.5"; }; ////////// // item // ////////// datablock ItemData(swordItem) { category = "Weapon"; // Mission editor category className = "Weapon"; // For inventory system // Basic Item Properties shapeFile = "./shapes/AXE.dts"; mass = 1; density = 0.2; elasticity = 0.2; friction = 0.6; emap = true; //gui stuff uiName = "AXE"; iconName = "./ItemIcons/sword"; doColorShift = true; colorShiftColor = "0.471 0.471 0.471 1.000"; // Dynamic properties defined by the scripts image = swordImage; canDrop = true; }; //function sword::onUse(%this,%user) //{ // //if the image is mounted already, unmount it // //if it isnt, mount it // // %mountPoint = %this.image.mountPoint; // %mountedImage = %user.getMountedImage(%mountPoint); // // if(%mountedImage) // { // //echo(%mountedImage); // if(%mountedImage == %this.image.getId()) // { // //our image is already mounted so unmount it // %user.unMountImage(%mountPoint); // } // else // { // //something else is there so mount our image // %user.mountimage(%this.image, %mountPoint); // } // } // else // { // //nothing there so mount // %user.mountimage(%this.image, %mountPoint); // } //} //////////////// //weapon image// //////////////// datablock ShapeBaseImageData(swordImage) { // Basic Item properties shapeFile = "./shapes/AXE.dts"; emap = true; // Specify mount point & offset for 3rd person, and eye offset // for first person rendering. mountPoint = 0; offset = "0 0 0"; //eyeOffset = "0.1 0.2 -0.55"; // 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; eyeOffset = "0.7 1.2 -0.25"; // Add the WeaponImage namespace as a parent, WeaponImage namespace // provides some hooks into the inventory system. className = "WeaponImage"; // Projectile && Ammo. item = swordItem; ammo = " "; projectile = swordProjectile; projectileType = Projectile; //melee particles shoot from eye node for consistancy melee = true; doRetraction = false; //raise your arm up or not armReady = true; //casing = " "; doColorShift = true; colorShiftColor = "0.471 0.471 0.471 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"; stateSound[0] = swordDrawSound; stateName[1] = "Ready"; stateTransitionOnTriggerDown[1] = "PreFire"; stateAllowImageChange[1] = true; stateName[2] = "PreFire"; stateScript[2] = "onPreFire"; stateAllowImageChange[2] = false; stateTimeoutValue[2] = 0.1; stateTransitionOnTimeout[2] = "Fire"; stateName[3] = "Fire"; stateTransitionOnTimeout[3] = "CheckFire"; stateTimeoutValue[3] = 0.2; stateFire[3] = true; stateAllowImageChange[3] = false; stateSequence[3] = "Fire"; stateScript[3] = "onFire"; stateWaitForTimeout[3] = true; //stateTransitionOnTriggerUp[3] = "StopFire"; stateName[4] = "CheckFire"; stateTransitionOnTriggerUp[4] = "StopFire"; stateTransitionOnTriggerDown[4] = "Fire"; stateName[5] = "StopFire"; stateTransitionOnTimeout[5] = "Ready"; stateTimeoutValue[5] = 0.2; stateAllowImageChange[5] = false; stateWaitForTimeout[5] = true; stateSequence[5] = "StopFire"; stateScript[5] = "onStopFire"; }; function swordImage::onPreFire(%this, %obj, %slot) { //messageAll( 'MsgClient', 'sword prefired!!!'); //Parent::onFire(%this, %obj, %slot); %obj.playthread(2, armattack); } function swordImage::onStopFire(%this, %obj, %slot) { %obj.playthread(2, root); //messageAll( 'MsgClient', 'stopfire'); }