Author Topic: Why is my gun like this?  (Read 685 times)

The gun I was scripting was fine.
Then I added sights to it.
What is wrong with it?
Code+picture:
Code: [Select]
//audio
datablock AudioProfile(btommyFireSound)
{
   filename    = "./Sounds/btommy_fire.wav";
   description = AudioClose3d;
   preload = true;
};

datablock AudioProfile(btommyEquipSound)
{
   filename    = "./Sounds/btommy_Use.wav";
   description = AudioClose3d;
   preload = true;
};

datablock AudioProfile(btommyClipInSound)
{
   filename    = "./Sounds/btommy_ClipInFULL.wav";
   description = AudioClose3d;
   preload = true;
};

datablock AudioProfile(btommyClipOutSound)
{
   filename    = "./Sounds/btommy_ClipOut.wav";
   description = AudioClose3d;
   preload = true;
};

//OtherData
AddDamageType("btommy",   '<bitmap:add-ons/Weapon_btommy/Icons/ci_btommy> %1',    '%2 <bitmap:add-ons/Weapon_btommy/Icons/ci_btommy> %1',0.75,1);
datablock ProjectileData(btommyProjectile)
{
   projectileShapeName = "add-ons/Weapon_Gun/bullet.dts";
   directDamage        = 10;
   directDamageType    = $DamageType::btommy;
   radiusDamageType    = $DamageType::btommy;

   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      = 80;
   verticalImpulse     = 40;
   explosion           = gunExplosion;

   muzzleVelocity      = 75;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = true;
   gravityMod = 0.2;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";
};

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

// Basic Item Properties
shapeFile = "./Models/btommyNH.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Bioshock Thompson";
iconName = "./Icons/UI_btommy";
doColorShift = true;
colorShiftColor = "0.4 0.4 0.41 1.000";

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

maxAmmo = 50;
canReload = 1;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(btommyImage)
{
   // Basic Item properties
   shapeFile = "./Models/btommy.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 = btommyItem;
   ammo = " ";
   projectile = btommyProjectile;
   projectileType = Projectile;

   casing = GunShellDebris;
   shellExitDir        = "1.0 0.1 1.0";
   shellExitOffset     = "0 0 0";
   shellExitVariance   = 10.0;
   shellVelocity       = 5.0;

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

   doColorShift = false;

   // 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
   // Initial start up state

stateName[0]                      = "Activate";
stateTimeoutValue[0]              = 0.7;
stateTransitionOnTimeout[0]        = "LoadCheckA";
StateSequence[0] = "use";
StateSound[0] = "btommyEquipSound";

stateName[1]                      = "Ready";
stateTransitionOnNoAmmo[1]        = "Reload";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]          = true;

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]      = "Delay";
stateTimeoutValue[2]            = 0.00;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateEjectShell[2]          = true;
stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateWaitForTimeout[2] = true;
StateSequence[2] = "fire";
stateSound[2] = btommyFireSound;

stateName[3] = "Delay";
stateTransitionOnTimeout[3]      = "FireLoadCheckA";
stateTimeoutValue[3]            = 0.06;
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.06;
stateEmitterNode[3] = "muzzleNode";

//Torque switches states instantly if there is an ammo/noammo state, regardless of stateWaitForTimeout

stateName[4] = "LoadCheckA";
stateScript[4] = "onLoadCheck";
stateTimeoutValue[4] = 0.01;
stateTransitionOnTimeout[4] = "LoadCheckB";

stateName[5] = "LoadCheckB";
stateTransitionOnAmmo[5] = "Ready";
stateTransitionOnNoAmmo[5] = "ReloadWait";

stateName[6] = "ReloadWait";
stateTimeoutValue[6] = 0.3;
stateTransitionOnTimeout[6] = "Reload";
stateWaitForTimeout[6] = true;

stateName[7] = "Reload";
stateTimeoutValue[7] = 1.53;
stateScript[7] = "onReloadStart";
stateTransitionOnTimeout[7] = "ReloadB";
stateWaitForTimeout[7] = true;
StateSequence[7] = "reload1";
stateSound[7] = btommyClipOutSound;

stateName[8] = "ReloadB";
stateTimeoutValue[8] = 1.63;
stateTransitionOnTimeout[8] = "Reloaded";
stateWaitForTimeout[8] = true;
StateSequence[8] = "reload2";
stateSound[8] = btommyClipInSound;

stateName[9] = "Reloaded";
stateTimeoutValue[9] = 0.5;
stateScript[9] = "onReloaded";
stateTransitionOnTimeout[9] = "Ready";

stateName[10] = "Smoke";
stateEmitter[10] = gunSmokeEmitter;
stateEmitterTime[10] = 0.3;
stateEmitterNode[10] = "muzzleNode";
stateTimeoutValue[10] = 0.2;
stateTransitionOnTimeout[10] = "Ready";
stateTransitionOnTriggerDown[10] = "Fire";

stateName[11] = "ReloadSmoke";
stateEmitter[11] = gunSmokeEmitter;
stateEmitterTime[11] = 0.3;
stateEmitterNode[11] = "muzzleNode";
stateTimeoutValue[11] = 0.2;
stateTransitionOnTimeout[11] = "Reload";

stateName[12] = "FireLoadCheckA";
stateScript[12] = "onLoadCheck";
stateTimeoutValue[12] = 0.01;
stateTransitionOnTimeout[12] = "FireLoadCheckB";

stateName[13] = "FireLoadCheckB";
stateTransitionOnAmmo[13] = "Smoke";
stateTransitionOnNoAmmo[13] = "ReloadSmoke";
};

function btommyImage::onFire(%this,%obj,%slot)
{
if(vectorLen(%obj.getVelocity()) < 0.1 && (getSimTime() - %obj.lastShotTime) > 50)
{
%projectile = btommyProjectile;
%spread = 0.003;
}
else
{
%projectile = btommyProjectile;
%spread = 0.007;
}

%obj.lastShotTime = getSimTime();
%shellcount = 1;

%obj.playThread(2, plant);
%shellcount = 1;
%obj.toolAmmo[%obj.currTool]--;

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;
}

function btommyImage::onLoadCheck(%this,%obj,%slot)
{
if(%obj.toolAmmo[%obj.currTool] <= 0)
%obj.setImageAmmo(%slot,0);
else
%obj.setImageAmmo(%slot,1);
}

function btommyImage::onReloaded(%this,%obj,%slot)
{
%obj.toolAmmo[%obj.currTool] = 50;
%obj.setImageAmmo(%slot,1);
}

datablock ShapeBaseImageData(btommySightsImage)
{
   shapeFile = "./Models/btommy.dts";
   emap = true;

   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = "-0.22584 0.5 +1.00"; //-Left +Right, -Back +Front, -Down +Up
   rotation = eulerToMatrix( "0 0 1" );

   correctMuzzleVector = true;

   className = "WeaponImage";

   item = btommyItem;
   ammo = " ";
   projectile = btommyprojectile;
   projectileType = Projectile;

casing = gunShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0;

   melee = false;
   armReady = true;

   doColorShift = false;
   colorShiftColor = btommyItem.colorShiftColor;
   
stateName[0]                    = "Activate";
stateTimeoutValue[0]            = 0.1;
stateTransitionOnTimeout[0]     = "LoadCheckA";

stateName[1]                    = "Ready";
stateTransitionOnNoAmmo[1] = "reloadSequence";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1]        = true;
stateSequence[1]   = "ready";

stateName[2]                    = "Fire";
stateTimeoutValue[2]            = 0.0504;
stateTransitionOnTimeout[2]     = "Smoke";
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateScript[2]                  = "onFire";
stateSequence[2] = "fire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = btommyflashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = btommyshot1Sound;

stateName[3] = "Smoke";
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.1;
stateTimeoutValue[3] = 0.03;
stateEmitterNode[3] = "muzzleNode";
stateTransitionOnTimeout[3] = "FireLoadCheckA";

stateName[4] = "Wait";
stateEjectShell[2]              = true;
stateTimeoutValue[4] = 0.033;
stateScript[4]                  = "";
stateTransitionOnTimeout[4] = "Fire";
stateTransitionOnTriggerUp[4] = "Delay";

stateName[5] = "LoadCheckA";
stateScript[5] = "onLoadCheck";
stateTimeoutValue[5] = 0.01;
stateTransitionOnTimeout[5] = "LoadCheckB";

stateName[6] = "LoadCheckB";
stateTransitionOnAmmo[6] = "Ready";
stateTransitionOnNoAmmo[6] = "ReloadWait";

stateName[7] = "ReloadWait";
stateTimeoutValue[7] = 0.3;
stateScript[7] = "";
stateTransitionOnTimeout[7] = "reloadSequence";
stateWaitForTimeout[7] = true;

stateName[8] = "reloadSequence";
stateScript[8] = "setHKReN";

stateName[9] = "FireLoadCheckA";
stateScript[9] = "onLoadCheck";
stateTimeoutValue[9] = 0.01;
stateTransitionOnTimeout[9] = "FireLoadCheckB";

stateName[10] = "FireLoadCheckB";
stateTransitionOnAmmo[10] = "Wait";
stateTransitionOnNoAmmo[10] = "ReloadWait";

stateName[11] = "Delay";
stateTransitionOnTimeout[11] = "Ready";
stateTimeoutValue[11] = 0.106;
};

function btommySpawnProj(%this,%obj,%slot)
{
if(vectorLen(%obj.getVelocity()) < 1 && (getSimTime() - %obj.lastShotTime) > 1000)
%spread = 0.0003;
else
%spread = 0.0009;
if(vectorLen(%obj.getVelocity()) < 1 && (getSimTime() - %obj.lastShotTime) > 1500 && %obj.getMountedImage(0) == nameToID(btommySightsImage))
%spread = 0.0001;
else if((getSimTime() - %obj.lastShotTime) < 1500 && %obj.getMountedImage(0) == nameToID(btommySightsImage))
%spread = 0.0006;
%projectile = btommyprojectile;
%obj.lastShotTime = getSimTime();
%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;
}
function btommySightsImage::setHKReN(%this,%obj,%slot)
{
%obj.mountImage(btommyImage, 0, 0, 0);
%obj.toolAmmo[%obj.currTool] = 0;
}
function btommySightsImage::onFire(%this,%obj,%slot)
{
if(%obj.toolAmmo[%obj.currTool] > 0)
{
btommySpawnProj(%this,%obj,%slot);
%obj.toolAmmo[%obj.currTool]--;
}
else if(%this.item.maxAmmo == 0)
btommySpawnProj(%this,%obj,%slot);
}
function btommyImage::onFire(%this,%obj,%slot)
{
if(%obj.toolAmmo[%obj.currTool] > 0)
{
btommySpawnProj(%this,%obj,%slot);
%obj.toolAmmo[%obj.currTool]--;
}
else if(%this.item.maxAmmo == 0)
btommySpawnProj(%this,%obj,%slot);
}

function btommyImage::onReloadStart(%this,%obj,%slot,%projectile)
{
%obj.toolAmmo[%obj.currTool] = 0;
}

function btommyImage::onReloaded(%this,%obj,%slot)
{
%obj.toolAmmo[%obj.currTool] = %this.item.maxAmmo;
%obj.setImageAmmo(%slot,1);
}

package btommySightsSwitch
{
function armor::onTrigger(%this, %obj, %triggerNum, %val)
{
%client = %obj.client;
if(%triggerNum == 4 && %obj.isImageMounted(btommyImage) && %val && %obj.toolAmmo[%obj.currTool] != 0)
{
%newAmmo = %obj.toolAmmo[%obj.currTool];
%obj.mountImage(btommySightsImage, 0);
%obj.toolAmmo[%obj.currTool] = %newAmmo;
}
else if(%triggerNum == 4 && %obj.isImageMounted(btommySightsImage) && %val)
{
%newAmmo = %obj.toolAmmo[%obj.currTool];
%obj.mountImage(btommyImage, 0);
%obj.toolAmmo[%obj.currTool] = %newAmmo;
}

Parent::onTrigger(%this, %obj, %triggerNum, %val);
}
};
activatePackage(btommySightsSwitch);

function btommyImage::onMount(%this,%obj,%slot)
{
Parent::onMount(%this,%obj,%slot);
%obj.hideNode("RHand");
%obj.hideNode("RHook");
%obj.hideNode("LHand");
%obj.hideNode("LHook");
}

function btommyImage::onUnMount(%this,%obj,%slot)
{
Parent::onMount(%this,%obj,%slot);
%obj.unHideNode("ALL");
if(isObject(%obj.client))
{
%obj.client.applyBodyParts();
%obj.client.applyBodyColors();
}
else
applyDefaultCharacterPrefs(%obj);
}

function btommySightsImage::onMount(%this,%obj,%slot)
{
Parent::onMount(%this,%obj,%slot);
%obj.hideNode("RHand");
%obj.hideNode("RHook");
%obj.hideNode("LHand");
%obj.hideNode("LHook");
}

function btommySightsImage::onUnMount(%this,%obj,%slot)
{
Parent::onMount(%this,%obj,%slot);
%obj.unHideNode("ALL");
if(isObject(%obj.client))
{
%obj.client.applyBodyParts();
%obj.client.applyBodyColors();
}
else
applyDefaultCharacterPrefs(%obj);
}


If its the gun being sideways you have to fix that in a modeler.




The mount point for the onsights(or whatever you have it as) is wrong