1
Modification Help / Get client from player.
« on: May 02, 2010, 05:33:43 PM »
Any idea how to do this?
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function serverCmdBuyGun(%client)
{
%player = %client.player;
for(%i = 0; %i < %player.getDatablock().maxTools; %i++)
{
%tool = %player.tool[%i];
if(%tool == 0)
{
%player.tool[%i] = TF2PistolImage;
%player.weaponCount++;
messageClient(%client,'MsgItemPickup','',%i,TF2PistolItem);
break;
}
}
}

//akimbogun.cs
//we'll only get this far if we actually have the gun add-on
// so it's safe to directly use stuff from that
//AddDamageType(<name>, <Self Delete message>, <kill message>, <vehicle damage scale>, <is direct damage>);
AddDamageType("AkimboGun", '<bitmap:add-ons/Weapon_Guns_Akimbo/CI_2guns> %1', '%2 <bitmap:add-ons/Weapon_Guns_Akimbo/CI_2guns> %1',0.05,1);
datablock ProjectileData(akimboGunProjectile)
{
projectileShapeName = "add-ons/Weapon_Gun/bullet.dts";
directDamage = 30;
directDamageType = $DamageType::AkimboGun;
radiusDamageType = $DamageType::AkimboGun;
brickExplosionRadius = 0;
brickExplosionImpact = true; //destroy a brick if we hit it directly?
brickExplosionForce = 10;
brickExplosionMaxVolume = 1; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 2; //max volume of bricks that we can destroy if they aren't connected to the ground
impactImpulse = 0;
verticalImpulse = 0;
explosion = gunExplosion;
particleEmitter = "";
muzzleVelocity = 90;
velInheritFactor = 1;
armingDelay = 00;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = false;
gravityMod = 0.0;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
uiName = "Akimbo Gun Bullet";
};
//////////
// item //
//////////
datablock ItemData(AkimboGunItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "Add-Ons/Weapon_Gun/pistol.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Guns Akimbo";
iconName = "./Icon_2guns";
doColorShift = true;
colorShiftColor = "0.1 0.1 0.2 1.000";
// Dynamic properties defined by the scripts
image = AkimboGunImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(AkimboGunImage)
{
// Basic Item properties
shapeFile = "Add-Ons/Weapon_Gun/pistol.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 = akimboGunProjectile;
projectileType = Projectile;
casing = gunShellDebris;
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 = AkimboGunItem.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";
stateTransitionOnTimeout[0] = "Ready";
stateTimeoutValue[0] = 0.2;
stateSequence[0] = "ready";
stateName[1] = "Ready";
stateSequence[1] = "ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateName[2] = "Fire";
stateEjectShell[2] = true;
stateSequence[2] = "Fire";
stateWaitForTimeout[2] = true;
stateTimeoutValue[2] = 0.00;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateScript[2] = "onFire";
stateSound[2] = gunShot1Sound;
stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateTransitionOnTimeOut[2] = "FireAkimbo";
stateName[5] = "FireAkimbo";
stateTimeoutValue[5] = 0.00;
stateScript[5] = "onFireAkimbo";
stateTransitionOnTimeOut[5] = "FireTop";
stateName[6] = "FireTop";
stateTimeoutValue[6] = 2;
stateScript[6] = "onFireTop";
stateTransitionOnTimeOut[6] = "ready";
};
function AkimboGunImage::onFireAkimbo(%this,%obj,%slot)
{
%obj.setImageTrigger(1,1);
}
function AkimboGunImage::onFireTop(%this,%obj,%slot)
{
%obj.setImageTrigger(2,1);
%obj.setImageTrigger(1,2);
}
datablock ShapeBaseImageData(TopHandedGunImage)
{
// Basic Item properties
shapeFile = "Add-Ons/Weapon_Gun/pistol.dts";
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 1;
offset = "0.5 0 1";
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 = akimboGunProjectile;
projectileType = Projectile;
casing = gunShellDebris;
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 = false;
doColorShift = true;
colorShiftColor = AkimboGunItem.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";
stateTransitionOnTimeout[0] = "Ready";
stateTimeoutValue[0] = 0.2;
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateSequence[1] = "ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateName[2] = "Fire";
stateEjectShell[2] = true;
stateSequence[2] = "Fire";
stateTransitionOnTimeout[2] = "Smoke";
stateWaitForTimeout[2] = true;
stateTimeoutValue[2] = 0.09;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateScript[2] = "onFire";
stateSound[2] = gunShot1Sound;
stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateName[3] = "Smoke";
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.01;
stateTransitionOnTimeout[3] = "Reload";
stateName[4] = "Reload";
stateAllowImageChange[4] = false;
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "ready";
};
datablock ShapeBaseImageData(BottomHandedGunImage)
{
// Basic Item properties
shapeFile = "Add-Ons/Weapon_Gun/pistol.dts";
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 1;
offset = "0.5 0 -1";
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 = akimboGunProjectile;
projectileType = Projectile;
casing = gunShellDebris;
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 = false;
doColorShift = true;
colorShiftColor = AkimboGunItem.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";
stateTransitionOnTimeout[0] = "Ready";
stateTimeoutValue[0] = 0.2;
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateSequence[1] = "ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateName[2] = "Fire";
stateEjectShell[2] = true;
stateSequence[2] = "Fire";
stateTransitionOnTimeout[2] = "Smoke";
stateWaitForTimeout[2] = true;
stateTimeoutValue[2] = 0.09;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateScript[2] = "onFire";
stateSound[2] = gunShot1Sound;
stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateName[3] = "Smoke";
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.01;
stateTransitionOnTimeout[3] = "Reload";
stateName[4] = "Reload";
stateAllowImageChange[4] = false;
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "ready";
};
datablock ShapeBaseImageData(LeftHandedGunImage)
{
// Basic Item properties
shapeFile = "Add-Ons/Weapon_Gun/pistol.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 = BowItem;
ammo = " ";
projectile = akimboGunProjectile;
projectileType = Projectile;
casing = gunShellDebris;
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 = false;
doColorShift = true;
colorShiftColor = AkimboGunItem.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";
stateTransitionOnTimeout[0] = "Ready";
stateTimeoutValue[0] = 0.2;
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateSequence[1] = "ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateName[2] = "Fire";
stateEjectShell[2] = true;
stateSequence[2] = "Fire";
stateTransitionOnTimeout[2] = "Smoke";
stateWaitForTimeout[2] = true;
stateTimeoutValue[2] = 0.09;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateScript[2] = "onFire";
stateSound[2] = gunShot1Sound;
stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateName[3] = "Smoke";
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.01;
stateTransitionOnTimeout[3] = "Reload";
stateName[4] = "Reload";
stateAllowImageChange[4] = false;
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "ready";
};
function LeftHandedGunImage::onFire(%this, %obj, %slot)
{
Parent::onFire(%this,%obj,%slot);
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, leftrecoil);
}
function AkimboGunImage::onMount(%this, %obj, %slot)
{
Parent::onMount(%this, %obj, %slot);
//mount lefthanded gun
%obj.mountImage(LeftHandedGunImage, 1);
%obj.mountImage(TopHandedGunImage, 2);
%obj.mountImage(BottomHandedGunImage, 3);
}
function AkimboGunImage::onUnMount(%this, %obj, %slot)
{
Parent::onUnMount(%this, %obj, %slot);
//unmount lefthanded gun
%obj.unMountImage(1);
}
function LeftHandedGunImage::onMount(%this, %obj, %slot)
{
Parent::onMount(%this, %obj, %slot);
%obj.playThread(1, armreadyboth);
%obj.playThread(2, armreadyboth);
%obj.playThread(3, armreadyboth);
}
function LeftHandedGunImage::onUnMount(%this, %obj, %slot)
{
Parent::onUnMount(%this, %obj, %slot);
}
function AkimboGunImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
%obj.setImageTrigger(1,1);
%obj.setImageTrigger(2,1);
%obj.setImageTrigger(3,1);
}
%addvector = MatrixCreateFromEuler(0 @ " " @ 1 @ " " @ 0);
%shotvector = VectorAdd(%addvector,%obj.getMuzzlePoint(%slot));
%p = new (%this.projectileType)()
{
dataBlock = %projectile;
initialVelocity = %velocity;
initialPosition = %shotvector;
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
%vector = %obj.getMuzzleVector(%slot);
%objectVelocity = %obj.getVelocity();
%vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
%velocity = VectorAdd(%vector1,%vector2);
%x = (0) * 10 * 3.1415926 * %spread;
%y = (0) * 10 * 3.1415926 * %spread;
%z = (0) * 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);
%vector = %obj.getMuzzleVector(%slot);
%objectVelocity = %obj.getVelocity();
%vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
%velocity = VectorAdd(%vector1,%vector2);
%x = (2) * 10 * 3.1415926 * %spread;
%y = (2) * 10 * 3.1415926 * %spread;
%z = (2) * 10 * 3.1415926 * %spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%velocity = MatrixMulVector(%mat, %velocity);
%addvector = MatrixCreateFromEuler(0 @ " " @ 1 @ " " @ 0);
%shotvector = VectorAdd(%addvector,%obj.getMuzzlePoint(%slot));
%p = new (%this.projectileType)()
{
dataBlock = %projectile;
initialVelocity = %velocity;
initialPosition = %shotvector;
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
registerOutputEvent("fxDTSBrick","NoaddAirstrikePlaneClient");That can trigger the event, but how would I get it to pass the bricks position as the first argument of the function?
datablock fxDtsBrickData(brick8x8Data)
{
category = "Bricks";
subcategory = "Oil Mod";
uiName = "Oil Source";
specialBrickType = "";
adminOnly = 1;
};
datablock fxDtsBrickData(PipeDat : brick2x4Data)
{
category = "Bricks";
subcategory = "Oil Mod";
uiName = "Pipeline";
specialBrickType = "";
adminOnly = 0;
};
function PipeDat::Activate(%datablock, %client)
{
messageClient(%client, '', "\c3Employment Office");
messageClient(%client, '', "\c31. \c6Job list");
messageClient(%client, '', "\c32. \c6Specify job");
messageClient(%client, '', "\c33. \c6Get job");
return true;
}