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« on: November 13, 2007, 07:05:03 PM »
I have been working on a server for a while now a DM server and 1 of my top priorities is getting a weapon ammo system in place and so far iv been doing well but i cant get 2 of the weapons to work with the system no matter what i do iv pasted the files bellow if someone could find the problem and explain what i did wrong that would be a big help.
The 1st gun is the autoLaser:
//LaserAutoRifle.cs
//based off of gun, edited to rapid fire and spread
//green version
//after 17 edits it was done, thusly it is the ALR-17G
exec("Add-Ons/Resource_Lasers.code");
//bullet trail effects
datablock ParticleData(autolaserTrailParticle)
{
dragCoefficient = 3;
gravityCoefficient = -0.0;
inheritedVelFactor = 1.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 25;
textureName = "base/data/particles/dot";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0.0 0.8 0.0 0.4";
colors[1] = "0.0 0.9 0.0 0.0";
sizes[0] = 0.15;
sizes[1] = 0.25;
useInvAlpha = false;
};
datablock ParticleEmitterData(autolaserTrailEmitter)
{
ejectionPeriodMS = 0.01;
periodVarianceMS = 0;
ejectionVelocity = 0.0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "autolaserTrailParticle";
};
datablock ExplosionData(autoLaserExplosion)
{
//explosionShape = "";
soundProfile = laserHitSound;
lifeTimeMS = 150;
particleEmitter = LaserExplosionEmitter;
particleDensity = 10;
particleRadius = 0.2;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = false;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "1.0 1.0 1.0";
camShakeDuration = 0.5;
camShakeRadius = 10.0;
// Dynamic light
lightStartRadius = 0;
lightEndRadius = 2;
lightStartColor = "0.0 0.9 0.0";
lightEndColor = "0 0 0";
};
AddDamageType("autoLaser", '<bitmap:add-ons/ci/autoLaser> %1', '%2 <bitmap:add-ons/ci/autoLaser> %1',0.5,1);
datablock ProjectileData(autoLaserProjectile)
{
projectileShapeName = "base/data/shapes/empty.dts";
directDamage = 10;
directDamageType = $DamageType::autoLaser;
radiusDamageType = $DamageType::autoLaser;
brickExplosionRadius = 0;
brickExplosionImpact = true; //destroy a brick if we hit it directly?
brickExplosionForce = 10;
brickExplosionMaxVolume = 3; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloati ng = 6; //max volume of bricks that we can destroy if they aren't connected to the ground
impactImpulse = 200;
verticalImpulse = 200;
explosion = autoLaserExplosion;
particleEmitter = autolaserTrailEmitter;
muzzleVelocity = 60;
velInheritFactor = 1;
armingDelay = 00;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = false;
gravityMod = 0.0;
hasLight = True;
lightRadius = 6.0;
lightColor = "0.0 0.9 0.0";
};
//////////
// item //
//////////
datablock ItemData(autoLaserItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./shapes/LaserAssaultRifle.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "ALR-17G";
iconName = "./ItemIcons/LaserAutoRifle";
doColorShift = true;
colorShiftColor = "1.0 1.0 1.0 1.000";
// Dynamic properties defined by the scripts
image = autoLaserImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(autoLaserImage)
{
// Basic Item properties
shapeFile = "./shapes/laserAssaultRifle.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; //"0.7 1.2 -0.5";
rotation = eulerToMatrix( "0 0 0" );
// 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 = true;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
className = "WeaponImage";
// Projectile && Ammo.
item = BowItem;
ammo = " ";
projectile = autoLaserProjectile;
projectileType = Projectile;
casing = autoLaserShellDebris;
shellExitDir = "1.0 -1.3 1.0";
shellExitOffset = "0 0 0";
shellExitVariance = 15.0;
shellVelocity = 7.0;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
doColorShift = true;
colorShiftColor = autoLaserItem.colorShiftColor;//"0 0.5 0 1.000";
//casing = " ";
// 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] = 0.05;
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] = 0.05;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = LaserShotSound;
stateEjectShell[2] = true;
stateName[3] = "Smoke";
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.05;
stateTransitionOnTimeout[3] = "Ready";
stateName[4] = "Ready";
stateSequence[4] = "Ready";
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "Ready";
};
function autolaserImage::onFire(%this,%obj,%slot)
{
%projectile = %this.projectile;
%spread = 0.0025;
%shellcount = 1;
for(%shell=0; %shell<%shellcount; %shell++)
{
%vector = %obj.getMuzzleVector(%slot);
%objectVelocity = %obj.getVelocity();
%vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
%velocity = VectorAdd(%vector1,%vector2);
%x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%velocity = MatrixMulVector(%mat, %velocity);
%p = new (%this.projectileType)()
{
dataBlock = %projectile;
initialVelocity = %velocity;
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
MissionCleanup.add(%p);
}
return %p;
}