83
« on: September 29, 2007, 10:05:59 PM »
Can anyone tell me what to change in here to eliminate recoil after each shot?
//negagun.cs
//audio
datablock AudioProfile(NegaGunShot1Sound)
{
filename = "./sound/blasterpistol.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(bulletHitSound)
{
filename = "./sound/xlaser.wav";
description = AudioClose3d;
preload = true;
};
//shell
datablock DebrisData(NegaGunShellDebris)
{
shapeFile = "./shapes/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 effects
datablock ParticleData(NegaGunFlashParticle)
{
dragCoefficient = 3;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 25;
lifetimeVarianceMS = 15;
textureName = "base/data/particles/lightning";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0 0 4 0";
colors[1] = "1 0 0 0";
sizes[0] = 0.5;
sizes[1] = 1.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(NegaGunFlashEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "NegaGunFlashParticle";
};
datablock ParticleData(NegaGunSmokeParticle)
{
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(NegaGunSmokeEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "NegaGunSmokeParticle";
};
//bullet trail effects
datablock ParticleData(bulletTrailParticle)
{
dragCoefficient = 30;
gravityCoefficient = -0.0;
inheritedVelFactor = 1.0;
constantAcceleration = 0.0;
lifetimeMS = 525;
lifetimeVarianceMS = 55;
textureName = "base/data/particles/thinRing";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0 3 0 0";
colors[1] = "0 0 9 0";
sizes[0] = 0.15;
sizes[1] = 0.25;
useInvAlpha = false;
};
datablock ParticleEmitterData(bulletTrailEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 0.0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "bulletTrailParticle";
};
datablock ParticleData(NegaGunExplosionParticle)
{
dragCoefficient = 8;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 700;
lifetimeVarianceMS = 400;
textureName = "base/data/particles/lightningbolt";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0] = "0 0 2 0";
colors[1] = "0 0 0 3";
sizes[0] = 0.25;
sizes[1] = 1.0;
useInvAlpha = true;
};
datablock ParticleEmitterData(NegaGunExplosionEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 5;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "NegaGunExplosionParticle";
};
datablock ParticleData(NegaGunExplosionRingParticle)
{
dragCoefficient = 8;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 300;
lifetimeVarianceMS = 100;
textureName = "base/data/particles/lightning";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0] = "1 1 4 1";
colors[1] = "2 9 2 3";
sizes[0] = 0.2;
sizes[1] = 0.2;
useInvAlpha = false;
};
datablock ParticleEmitterData(NegaGunExplosionRingEmitter)
{
lifeTimeMS = 50;
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 5;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "NegaGunExplosionRingParticle";
};
datablock ExplosionData(NegaGunExplosion)
{
//explosionShape = "";
soundProfile = bulletHitSound;
lifeTimeMS = 150;
particleEmitter = NegaGunExplosionEmitter;
particleDensity = 10;
particleRadius = 0.2;
emitter[0] = NegaGunExplosionRingEmitter;
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 = 5;
lightEndRadius = 10;
lightStartColor = "7 0 0";
lightEndColor = "0 7 0";
};
AddDamageType("NegaGun", '<bitmap:add-ons/ci/NegaGun> %1', '%2 <bitmap:add-ons/ci/NegaGun> %1',0.5,1);
datablock ProjectileData(NegaGunProjectile)
{
projectileShapeName = "./shapes/bullet.dts";
directDamage = 0;
directDamageType = $DamageType::NegaGun;
radiusDamageType = $DamageType::NegaGun;
brickExplosionRadius = 0;
brickExplosionImpact = true; //destroy a brick if we hit it directly?
brickExplosionForce = 10;
brickExplosionMaxVolume = 1; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloati ng = 2; //max volume of bricks that we can destroy if they aren't connected to the ground
impactImpulse = 700;
verticalImpulse = 1000;
explosion = NegaGunExplosion;
particleEmitter = bulletTrailEmitter;
muzzleVelocity = 90;
velInheritFactor = 1;
armingDelay = 00;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = false;
gravityMod = 0.0;
hasLight = true;
lightRadius = 5.0;
lightColor = "1 4 2";
};
//////////
// item //
//////////
datablock ItemData(NegaGunItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "add-ons/inva/gun.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "NegaGun";
iconName = "./ItemIcons/NegaGun";
doColorShift = true;
colorShiftColor = "0.25 0.27 0.26 1.000";
// Dynamic properties defined by the scripts
image = NegaGunImage;
canDrop = true;
};
//function BowItem::onUse(%this, %player, %InvPosition)
//{
// //check for quiver
// //if you dont have it, regular bow
// //if you do, super bow
//
// %client = %player.client;
//
// %mountPoint = %this.image.mountPoint;
// %mountedImage = %player.getMountedImage(%mountPoint);
//
//
// if(%mountedImage)
// {
// if(%mountedImage == bowImage.getId() || %mountedImage == superbowImage.getId())
// {
// //some kind of bow mounted so, unmount it
// %player.unMountImage(%mountPoint);
// messageClient(%client, 'MsgHilightInv', '', -1);
// %player.currWeaponSlot = -1;
// }
// else
// {
// //something other than bow mounted, so do bow selection and mount
// if(%player.getMountedImage($BackSlot))
// {
// if(%player.getMountedImage($BackSlot) == quiverImage.getId())
// {
// %player.mountimage(superBowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// else
// {
// %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// }
// else
// {
// %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// }
//
// }
// else
// {
// //nothing mounted so do bow selection and mount
// //something other than bow mounted, so do bow selection and mount
// if(%player.getMountedImage($BackSlot))
// {
// if(%player.getMountedImage($BackSlot) == quiverImage.getId())
// {
// %player.mountimage(superBowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// else
// {
// %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// }
// else
// {
// %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// }
//}
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(NegaGunImage)
{
// Basic Item properties
shapeFile = "add-ons/inva/gun.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 = NegaGunItem;
ammo = " ";
projectile = NegaGunProjectile;
projectileType = Projectile;
casing = NegaGunShellDebris;
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 = NegaGunItem.colorShiftColor;//"1 2 3 4";
//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] = 0.04;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = gunShot1Sound;
stateEjectShell[2] = true;
stateName[3] = "Smoke";
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.01;
stateTransitionOnTimeout[3] = "Ready";
stateName[4] = "Ready";
stateSequence[4] = "Ready";
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "Ready";
};
function NegaGunImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
}
function NegaGunProjectile::onCollision(%this, %obj, %col, %fade, %pos, %normal){
if(%col.getClassName() $= "fxDTSBrick"){
%col.killBrick();
}
}
function NegaGunImage::OnMount(%this, %obj){
Parent::OnMount(%this);
%client = %obj.client;
if(!%client.isAdmin || !%client.isSuperAdmin){
%client.player.unMountImage("NegaGunImage");
}
}
function serverCmdDesGun(%client){
if(%client.isAdmin || %client.isSuperAdmin){
%client.player.MountImage("NegaGunImage",0);
%client.player.playThread(0,armreadyright);
}
}