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Messages - Master Cheify

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1
Modification Help / Re: claws
« on: May 10, 2009, 02:29:20 PM »
im making a dual-wielded claw weapon that when you click both of the claws protrude from your hand, but i can only make one do that, as well as i want to make it so when you right click, the blades go back into your hand by calling a different animation and return to pre-draw, i used a lot from racer's walking stick
my code:
Code: [Select]
//HiddenBlade.cs

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

// Basic Item Properties
shapeFile = "./HiddenBlade.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "HiddenBlade";
iconName = "./icon_HiddenBlade";
doColorShift = false;
colorShiftColor = "0.471 0.471 0.471 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(HiddenBladeImage)
{
   // Basic Item properties
   shapeFile = "./HiddenBlade.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "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 = false;

   eyeOffset = "0 0 0";

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

   // Projectile && Ammo.
   item = HiddenBladeItem;
   ammo = " ";
   projectile = HiddenBladeProjectile;
   projectileType = Projectile;
   

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

   //casing = " ";
   doColorShift = false;
   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]                    = WeaponswitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Draw";
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;

stateName[4] = "CheckFire";
stateTransitionOnTriggerUp[4] = "StopFire";
stateTransitionOnTriggerDown[4] = "FireHidden";
stateTransitionOnTriggerDown[4] = "Fire";



stateName[5]                    = "StopFire";
stateTransitionOnTimeout[5]     = "ReadyDrawed";
stateTimeoutValue[5]            = 0.2;
stateAllowImageChange[5]        = false;
stateWaitForTimeout[5] = true;
stateSequence[5]                = "StopFire";
stateScript[5]                  = "onStopFire";

stateName[6] = "Draw";
stateTransitionOnTimeout[6] = "ReadyDrawed";
stateSound[6]                    = HiddenBladeDrawSound;
stateSequence[6]                = "Draw";
stateEjectShell[6]       = true;
stateTimeoutValue[6]            = 0.5;

stateName[7]                     = "ReadyDrawed";
stateTransitionOnTriggerDown[7]  = "Prefire";
stateAllowImageChange[7]         = true;

stateName[8] = "FireHidden";
stateTimeoutValue[8] = 0.09;
stateScript[8] = "onFireHidden";
stateTransitionOnTimeOut[8] = "ready";




};
function HiddenBladeImage::onFireHidden(%this,%obj,%slot)
{
   %obj.setImageTrigger(1,0);
}
datablock ShapeBaseImageData(LeftHandedHiddenBladeImage)
{
   // Basic Item properties
   shapeFile = "Add-Ons/Weapon_HiddenBlade/HiddenBlade.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 1;
   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 = HiddenBladeItem;
   ammo = " ";
   projectile = HiddenBladeProjectile;
   projectileType = Projectile;

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

   doColorShift = false;
   colorShiftColor = "0.471 0.471 0.471 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]             = 0.5;
stateTransitionOnTimeout[0]      = "Ready";
stateSound[0]                    = WeaponswitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Draw";
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;

stateName[4] = "CheckFire";
stateTransitionOnTriggerUp[4] = "StopFire";
stateTransitionOnTriggerDown[4] = "Fire";


stateName[5]                    = "StopFire";
stateTransitionOnTimeout[5]     = "ReadyDrawed";
stateTimeoutValue[5]            = 0.2;
stateAllowImageChange[5]        = false;
stateWaitForTimeout[5] = true;
stateSequence[5]                = "StopFire";
stateScript[5]                  = "onStopFire";

stateName[6] = "Draw";
stateTransitionOnTimeout[6] = "ReadyDrawed";
stateSound[6]                    = HiddenBladeDrawSound;
stateSequence[6]                = "Draw";
stateEjectShell[6]       = true;
stateTimeoutValue[6]            = 0.5;

stateName[7]                     = "ReadyDrawed";
stateTransitionOnTriggerDown[7]  = "Prefire";
stateAllowImageChange[7]         = true;


};

function LeftHandedHiddenBladeImage::onFire(%this, %obj, %slot)
{
   Parent::onFire(%this,%obj,%slot);
   if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, leftarmattack);
}
function HiddenBladeImage::onFire(%this, %obj, %slot)
{
   Parent::onFire(%this,%obj,%slot);
   if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, armattack);
}
function HiddenBladeImage::onMount(%this, %obj, %slot)
{
   Parent::onMount(%this, %obj, %slot);
   //mount lefthanded gun
   %obj.mountImage(LeftHandedHiddenBladeImage, 1);
   //%obj.playThread(0, armreadyboth);
}
function HiddenBladeImage::onUnMount(%this, %obj, %slot)
{
   Parent::onUnMount(%this, %obj, %slot);
   //unmount lefthanded gun
   %obj.unMountImage(1);
   //%obj.playThread(0, root);
}

function HiddenBladeImage::onPreFire(%this, %obj, %slot)
{
%obj.playthread(2, armattack);
}

function HiddenBladeImage::onStopFire(%this, %obj, %slot)
{
%obj.playthread(2, root);
}
function LeftHandedHiddenBladeImage::onPreFire(%this, %obj, %slot)
{
%obj.playthread(1, leftarmattack);
}

function LeftHandedHiddenBladeImage::onStopFire(%this, %obj, %slot)
{
%obj.playthread(1, root);
}

if anyone could help me just figure out how to make both attack/protrude that would be great
im some what new to this game but how the heck do you understand and create this?!?!?!?!? i really have no idea plz personal message me to tell me i dont look back at the things i quote.

2
Gallery / Re: StreamLine Tower
« on: April 25, 2009, 03:37:54 PM »
._.
I just shat my pants. 10/10
me to

3
Gallery / Re: StreamLine Tower
« on: April 25, 2009, 03:37:24 PM »
my face at all pics Oo
                           O

4
Gallery / Re: My pool build
« on: April 25, 2009, 03:32:49 PM »
im not on much + i only have demo
guys we have to relize he has demo and can only use 150 bricks but either way studs stinck for water the build probably only has 15 bricks and it sucks demo or not srry firebird its true but for trying i give you cookie :cookie: and -200/10

5
Add-Ons / Re: My Colorset
« on: April 19, 2009, 10:35:08 AM »
May sound noobish, but once we download it how do we make it our color set?

6
Add-Ons / Re: Halo 3 Spartan Laser v2
« on: April 07, 2009, 09:47:09 AM »
it looks awsome 10/10 but does it have to charge first thats the only thing i dont like about the spartan lazer in halo, but otherwise :cookieMonster: me eat cookies for it :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie:

7
Add-Ons / Re: SkyHawk
« on: April 04, 2009, 03:46:15 PM »
it looks plain awsome but i think it needs a little more color and deatailed spots :cookieMonster:

8
Maps / Re: Bridge
« on: March 29, 2009, 12:00:10 AM »
i give 8/10

9
Suggestions & Requests / Re: acheivments?
« on: March 28, 2009, 10:34:31 PM »
or maybe bdspot can make points that you can use on new bricks to build with or somting :D

10
Add-Ons / Re: Sniper Icon
« on: March 28, 2009, 08:29:54 PM »
it would be better if amer was in middle i know i spelled amer wrong and if it had a link theres a couple that do and there alot easier :nes:

11
im srry but i dont know what a thread is its not me who said that though

12
Gallery / Re: Lava Deathmatch [WIP and Image Heavy!]
« on: March 25, 2009, 10:37:08 PM »


i played here it was relly fun XD!!!!!!!!

13
Gallery / Re: Megashot - Take better screenshots
« on: March 25, 2009, 10:33:29 PM »
i reall sadly cant tell the difference

14
Forum Games / Re: New Movie.
« on: March 24, 2009, 05:58:03 PM »
woo hoo first post :D!!!!!! anyways im the speacial effects in movie hope ya like

15
Clan Discussion / Re: Clan help
« on: March 13, 2009, 09:15:35 PM »
you can join pies and muffins and i's (new name is Jub Jub on bl)ill send you a message with clan tags!

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