I used this tutorial and the pre made package LINK:
https://www.youtube.com/watch?v=ldQ9TT19AjwI have a pistol called Whipto it spawns in v20 but not v21
it appears in the item selection in the brick but, when I hit done it simply doesn't spawn. Could someone help me please?
//Please watch my turorials to understand this. Watch Part 3!
//Audio
datablock AudioProfile(WhiptoShot1Sound)
{
filename = "./Sounds/fire.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(WhiptobulletHitSound)
{
filename = "./Add-Ons/Weapon_Gun/bulletHit.wav";
description = AudioClose3d;
preload = true;
};
//Shell Debris
datablock DebrisData(WhiptoShellDebris)
{
shapeFile = "./Add-Ons/Weapon_Gun/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
datablock ParticleData(WhiptoFlashParticle)
{
dragCoefficient = 3;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 25;
lifetimeVarianceMS = 15;
textureName = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0.9 0.9 0.0 0.9";
colors[1] = "0.9 0.5 0.0 0.0";
sizes[0] = 0.5;
sizes[1] = 1.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(WhiptoFlashEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "WhiptoFlashParticle";
uiName = "Whipto Flash";
};
datablock ParticleData(WhiptoSmokeParticle)
{
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(WhiptoSmokeEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "WhiptoSmokeParticle";
uiName = "Whipto Smoke";
};
datablock ParticleData(WhiptoExplosionParticle)
{
dragCoefficient = 8;
gravityCoefficient = 1;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 700;
lifetimeVarianceMS = 400;
textureName = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0] = "0.9 0.9 0.9 0.3";
colors[1] = "0.9 0.5 0.6 0.0";
sizes[0] = 0.25;
sizes[1] = 0.75;
useInvAlpha = true;
};
datablock ParticleEmitterData(WhiptoExplosionEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 2;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "WhiptoExplosionParticle";
useEmitterColors = true;
uiName = "Whipto Hit Dust";
};
datablock ParticleData(WhiptoExplosionRingParticle)
{
dragCoefficient = 8;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 50;
lifetimeVarianceMS = 35;
textureName = "base/data/particles/star1";
spinSpeed = 500.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "1 1 0.0 0.9";
colors[1] = "0.9 0.0 0.0 0.0";
sizes[0] = 1;
sizes[1] = 0;
useInvAlpha = false;
};
datablock ParticleEmitterData(WhiptoExplosionRingEmitter)
{
lifeTimeMS = 50;
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "WhiptoExplosionRingParticle";
useEmitterColors = true;
uiName = "Whipto Hit Flash";
};
datablock ExplosionData(WhiptoExplosion)
{
//explosionShape = ""; //Usually for explosives
soundProfile = WhiptobulletHitSound;
lifeTimeMS = 150;
particleEmitter = WhiptoExplosionEmitter;
particleDensity = 5;
particleRadius = 0.2;
emitter[0] = WhiptoExplosionRingEmitter;
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 = "0.3 0.6 0.7";
lightEndColor = "0 0 0";
};
AddDamageType("Whipto", '<bitmap:add-ons/Weapon_Whipto/CI_Whipto> %1', '%2 <bitmap:add-ons/Weapon_Whipto/CI_Whipto> %1',0.2,1);
datablock ProjectileData(WhiptoProjectile)
{
projectileShapeName = "./bullet.dts"; //If you have a custom model place the filename here
directDamage = 40; //When projectile hits a player
directDamageType = $DamageType::Whipto; //Don't mess with this
radiusDamageType = $DamageType::Whipto; //Don't mess with this
brickExplosionRadius = 0;
brickExplosionImpact = true; //destroy a brick if we hit it directly?
brickExplosionForce = 10; //Amount of force applied to fake-killed bricks
brickExplosionMaxVolume = 1; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloati ng = 2; //max volume of bricks that we can destroy if they aren't connected to the ground
impactImpulse = 400;
verticalImpulse = 400;
explosion = WhiptoExplosion;
particleEmitter = ""; //bulletTrailEmitter;
muzzleVelocity = 200; //How fast the bullet travels. I use 200 since anything less is odd.
velInheritFactor = 1;
armingDelay = 00;
lifetime = 4000; //Lifetime of projectile
fadeDelay = 3500; //Keep this reletively 1000ms or 500ms below "lifetime"
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = false;
gravityMod = 0.1; //Gravity effect applied to bullet. Do not make it too high
hasLight = true; //Self explanitory
lightRadius = 3.0;
lightColor = "0 0 0.5";
uiName = "Whipto Bullet"; //Name of projectile in events for spawning
};
//////////
// item //
//////////
datablock ItemData(WhiptoItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./Models/gun.dts"; //If you use two-handed weapons, this is what would NOT have two hands
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Whipto"; //Name when you spawn on a brick
iconName = "./icon_Whipto";
doColorShift = true;
colorShiftColor = "0.25 0.25 0.25 1.000";
// Dynamic properties defined by the scripts
image = WhiptoImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(WhiptoImage)
{
// Basic Item properties
shapeFile = "./Models/Whipto.dts"; //If you use two-handed weapons, this is what would have two hands
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 = WhiptoProjectile;
projectileType = Projectile;
casing = WhiptoShellDebris; //Don't mess with these too much
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 = WhiptoItem.colorShiftColor;//"0.400 0.196 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] = 0.15;
stateTransitionOnTimeout[0] = "Ready";
stateSequence[1] = "Equip"; //Optional if you want an equip animation
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
stateSequence[1] = "Ready";
stateName[2] = "Fire";
stateTransitionOnTimeout[2] = "Smoke";
stateTimeoutValue[2] = 0.09; //Delay between each shot, the smaller the number, the less of a delay. Fast machine guns would have a small number.
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire"; //When you make a custom fire animation, place the name here
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = WhiptoFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = WhiptoShot1Sound;
stateEjectShell[2] = true;
stateName[3] = "Smoke";
stateEmitter[3] = WhiptoSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.01;
stateTransitionOnTimeout[3] = "Reload";
stateName[4] = "Reload";
stateSequence[4] = "Reload";
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "Ready";
};
function WhiptoImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway); //The default animation played when you fire the weapon. Change this if you know another default animation
Parent::onFire(%this,%obj,%slot);
}
//Thanks to Ephialtes for this part. It makes the bullets spread out.
function WhiptoImage::onFire(%this,%obj,%slot)
{
%projectile = %this.projectile;
%spread = 0.00075; //Change this if you wish, but keep it less than 0.1 for realism.
%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 * 1.1415926 * %spread;
%y = (getRandom() - 0.5) * 10 * 1.1415926 * %spread;
%z = (getRandom() - 0.5) * 10 * 1.1415926 * %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);
}