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Modification Help / Re: Yuki's Weapon pack
« on: March 18, 2007, 10:43:12 PM »
Not all hope is lost, heres a fix to make the weapons like this:
Sten:
*Click*
-bang
-bang
-bang
-bang
Battle Rifle:
*Click*
-booom -boooom -booom
-booom -boooom -booom
-booom -boooom -booom
Battle Rifle's state system code:
Sten's state system code:
Sten:
*Click*
-bang
-bang
-bang
-bang
Battle Rifle:
*Click*
-booom -boooom -booom
-booom -boooom -booom
-booom -boooom -booom
Battle Rifle's state system code:
Code: [Select]
// Initial start up state
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.15;
stateTransitionOnTimeout[0] = "Ready";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
stateSequence[1] = "Ready";
stateName[2] = "Fire";
stateTransitionOnTimeout[2] = "Fire2";
stateTimeoutValue[2] = 0.07;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = BattleRifleFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = gunShot1Sound;
stateEjectShell[2] = true;
stateName[3] = "Fire2";
stateTransitionOnTimeout[3] = "Fire3";
stateTimeoutValue[3] = 0.07;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateWaitForTimeout[3] = true;
stateEmitter[3] = BattleRifleFlashEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateSound[3] = gunShot1Sound;
stateEjectShell[3] = true;
stateName[4] = "Fire3";
stateTransitionOnTimeout[4] = "Smoke";
stateTimeoutValue[4] = 0.07;
stateFire[4] = true;
stateAllowImageChange[4] = false;
stateSequence[4] = "Fire";
stateScript[4] = "onFire";
stateWaitForTimeout[4] = true;
stateEmitter[4] = BattleRifleFlashEmitter;
stateEmitterTime[4] = 0.05;
stateEmitterNode[4] = "muzzleNode";
stateSound[4] = gunShot1Sound;
stateEjectShell[4] = true;
stateName[5] = "Fire4";
// stateTransitionOnTimeout[5] = "Smoke";
// stateTimeoutValue[5] = 0.07;
stateFire[5] = true;
stateAllowImageChange[5] = false;
stateSequence[5] = "Fire";
stateScript[5] = "onFire";
// stateWaitForTimeout[5] = true;
stateEmitter[5] = BattleRifleFlashEmitter;
stateTransitionOnTriggerUp[5] = "Smoke";
stateEmitterTime[5] = 0.05;
stateEmitterNode[5] = "muzzleNode";
stateSound[5] = gunShot1Sound;
stateEjectShell[5] = true;
stateName[6] = "Smoke";
stateEmitter[6] = BattleRifleSmokeEmitter;
stateEmitterTime[6] = 0.05;
stateEmitterNode[6] = "muzzleNode";
// stateTimeoutValue[6] = 0.20;
//Lets fix this:
// stateTransitionOnTimeout[6] = "Reload";
stateTransitionOnTriggerDown[6] = "Fire";
// stateName[7] = "Reload";
// stateSequence[7] = "Reload";
// stateTransitionOnTriggerUp[7] = "Ready";
// stateSequence[7] = "Ready";
};
Sten's state system code:
Code: [Select]
// Initial start up state
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.1;
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] = 0.1;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
// stateWaitForTimeout[2] = true;
stateEmitter[2] = aStenFlashEmitter;
stateEmitterTime[2] = 0.01;
stateEmitterNode[2] = "tailNode";
stateSound[2] = gunShot1Sound;
stateSequence[2] = "Fire";
stateTransitionOnTriggerUp[2] = "Smoke";
//stateEjectShell[2] = true;
stateName[3] = "Smoke";
stateEmitter[3] = StenSmokeEmitter;
stateEmitterTime[3] = 0.01;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.1;
stateSequence[3] = "TrigDown";
stateTransitionOnTimeout[3] = "Reload";
//stateName[5] = "CoolDown";
//stateTimeoutValue[5] = 0.1;
//stateTransitionOnTimeout[5] = "Reload";
//stateSequence[5] = "TrigDown";
// stateName[4] = "Reload";
// stateAllowImageChange[4] = false;
// stateTimeoutValue[4] = 0.1;
// stateWaitForTimeout[4] = true;
// stateTransitionOnTimeout[4] = "Check";
//stateTransitionOnTriggerUp[4] = "Ready";
// stateSequence[4] = "TrigDown";
// stateName[5] = "Check";
// stateTransitionOnTriggerUp[5] = "StopFire";
// stateTransitionOnTriggerDown[5] = "Ready";
stateName[6] = "StopFire";
stateTransitionOnTimeout[6] = "Ready";
stateTimeoutValue[6] = 0.1;
stateAllowImageChange[6] = false;
stateWaitForTimeout[6] = true;
//stateSequence[6] = "Reload";
stateScript[6] = "onStopFire";
stateName[7] = "NoAmmo";
stateTransitionOnAmmo[7] = "Ready";
};