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« on: July 31, 2013, 10:17:52 PM »
I'm trying to give a weapon the ability to fire (basically buckshot), I need help editing the code to give it that ability.
Below is the full code, (Yes I know it's nekram's I'm just improving it for personal use)
AddDamageType("ww2_Ithaca37", '<bitmap:add-ons/weapon_9a91/ci> %1', '%2 <bitmap:add-ons/Weapon_9a91/ci> %1',0.2,1);
datablock ProjectileData(ww2_Ithaca37Projectile)
{
projectileShapeName = "add-ons/weapon_gun/bullet.dts";
directDamage = 18;
directDamageType = $DamageType::ww2_Ithaca37;
radiusDamageType = $DamageType::ww2_Ithaca37;
brickExplosionRadius = 0;
brickExplosionImpact = true;
brickExplosionForce = 10;
brickExplosionMaxVolume = 1;
brickExplosionMaxVolumeFloating = 2;
impactImpulse = 400;
verticalImpulse = 400;
explosion = gunExplosion;
particleEmitter = "";
muzzleVelocity = 200;
velInheritFactor = 1;
armingDelay = 00;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = false;
gravityMod = 1.0;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
};
datablock ItemData(ww2_Ithaca37Item)
{
category = "Weapon";
className = "Weapon";
shapeFile = "./models/Ithaca37.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
uiName = "Ithaca 37";
iconName = "./Icon";
doColorShift = false;
colorShiftColor = "1.00 1.00 1.00 1.000";
image = ww2_Ithaca37Image;
canDrop = true;
};
datablock ShapeBaseImageData(ww2_Ithaca37Image)
{
shapeFile = "./models/Ithaca37.dts";
emap = true;
mountPoint = 0;
offset = "0 0 0";
eyeOffset = 0;
rotation = eulerToMatrix( "0 0 0" );
correctMuzzleVector = true;
className = "WeaponImage";
item = BowItem;
ammo = " ";
projectile = ww2_Ithaca37Projectile;
projectileType = Projectile;
casing = WW2ShotgunShellDebris;
shellExitDir = "1.0 -1.3 1.0";
shellExitOffset = "0 0 0";
shellExitVariance = 15.0;
shellVelocity = 7.0;
melee = false;
armReady = true;
doColorShift = false;
colorShiftColor = ww2_Ithaca37Item.colorShiftColor;
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] = "Smoke";
stateTimeoutValue[2] = 0.14;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = WW2muzzleFireEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = ShotgunFireSound;
stateName[3] = "Smoke";
stateSequence[3] = "Reload";
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.7;
stateEjectShell[3] = true;
stateSound[3] = ShotgunroosterSound;
stateTransitionOnTimeout[3] = "Reload";
stateName[4] = "Reload";
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "Ready";
};
function Ithaca37Image::onFire(%this,%obj,%slot)
{
if((%obj.lastFireTime+%this.minShotTime) > getSimTime())
return;
%obj.lastFireTime = getSimTime();
%obj.setVelocity(VectorAdd(%obj.getVelocity(),VectorScale(%obj.client.player.getEyeVector(),"-3")));
%obj.playThread(2, plant);
%projectile = %this.projectile;
%spread = 0.0015;
%shellcount = 3;
for(%shell=0; %shell<%shellcount; %shell++)
{
%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 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 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);
}
return %p;
}
datablock ShapeBaseImageData(ww2_Ithaca37Image2)
{
shapeFile = "./models/Ithaca37.dts";
emap = true;
mountPoint = 0;
offset = "0 0 0";
eyeOffset = "0.000001 +0.100001 -0.000001";
rotation = "";
correctMuzzleVector = true;
className = "WeaponImage";
item = BowItem;
ammo = " ";
projectile = ww2_Ithaca37Projectile;
projectileType = Projectile;
casing = WW2ShotgunShellDebris;
shellExitDir = "1.0 -1.3 1.0";
shellExitOffset = "0 0 0";
shellExitVariance = 15.0;
shellVelocity = 7.0;
melee = true;
armReady = true;
doColorShift = false;
colorShiftColor = ww2_Ithaca37Item.colorShiftColor;
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] = "Smoke";
stateTimeoutValue[2] = 0.14;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = WW2muzzleFireEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = ShotgunFireSound;
stateName[3] = "Smoke";
stateSequence[3] = "Reload";
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.7;
stateEjectShell[3] = true;
stateSound[3] = ShotgunroosterSound;
stateTransitionOnTimeout[3] = "Reload";
stateName[4] = "Reload";
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "Ready";
};
function Ithaca37Image2::onFire(%this,%obj,%slot)
{
if((%obj.lastFireTime+%this.minShotTime) > getSimTime())
return;
%obj.lastFireTime = getSimTime();
%obj.setVelocity(VectorAdd(%obj.getVelocity(),VectorScale(%obj.client.player.getEyeVector(),"-3")));
%obj.playThread(2, plant);
%projectile = %this.projectile;
%spread = 0.0015;
%shellcount = 3;
for(%shell=0; %shell<%shellcount; %shell++)
{
%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 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 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);
}
return %p;
}
package ww2_Ithaca37imageSwitch
{
function Armor::onTrigger(%this,%obj,%slot,%val)
{
Parent::onTrigger(%this,%obj,%slot,%val);
if(%slot == 4 && %val)
{
if(%obj.getMountedImage(0) == ww2_Ithaca37Image.getID())
{
%obj.updateArm(ww2_Ithaca37Image2);
%obj.mountImage(ww2_Ithaca37Image2,0);
}
else if(%obj.getMountedImage(0) == ww2_Ithaca37Image2.getID())
{
%obj.updateArm(ww2_Ithaca37Image2);
%obj.mountImage(ww2_Ithaca37Image,0);
}
}
}
};
activatePackage(ww2_Ithaca37imageSwitch);
So where do I need to put what?