So like you cant put it away it.
Need help on where to put it.
Its a gun
here is the server.cs
//lasergunvest.cs
datablock AudioProfile(lasergunvestFireSound)
{
filename = "./lazshot.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(lasergunvestHitSound)
{
filename = "./lazhit.wav";
description = AudioClose3d;
preload = true;
};
//effects
datablock ParticleData(lasergunvestTrailParticle)
{
gravityCoefficient = 0;
dragCoefficient = 0;
windCoefficient = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 300;
lifetimeVarianceMS = 0;
spinSpeed = 0.0;
spinRandomMin = 0.0;
spinRandomMax = 0.0;
useInvAlpha = false;
animateTexture = false;
textureName = "base/data/particles/dot";
//Interpolation variables
colors[0] = "1 0 0 0.5";
colors[1] = "1 0 0 0.6";
colors[2] = "1 0 0 0.3";
sizes[0] = 0.7;
sizes[1] = 0.7;
sizes[2] = 0.0;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 1.0;
};
datablock ParticleEmitterData(lasergunvestTrailEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 1;
ejectionVelocity = 1;
ejectionOffset = 0.4;
velocityVariance = 1;
thetaMin = 0;
thetaMax = 30;
phiReferenceVel = 42000;
phiVariance = 0;
overrideAdvance = false;
particles = "lasergunvestTrailParticle";
uiName = "lasergunvestTrail";
};
datablock ParticleData(lasergunvestExplosionParticle)
{
dragCoefficient = 5;
windCoefficient = 0.0;
gravityCoefficient = 0;
inheritedVelFactor = 0;
constantAcceleration = 10.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
spinSpeed = 0.0;
spinRandomMin = 0.0;
spinRandomMax = 0.0;
useInvAlpha = false;
animateTexture = false;
textureName = "base/data/particles/dot";
//Interpolation variables
colors[0] = "225 0 0 0.5";
colors[1] = "255 0 0 0.6";
colors[2] = "255 0 0 0.3";
sizes[0] = 1;
sizes[1] = 1;
sizes[2] = 0.00;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 1.0;
};
datablock ParticleEmitterData(lasergunvestExplosionEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
lifetimeMS = 7;
ejectionVelocity = 1;
velocityVariance = 5.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "lasergunvestExplosionParticle";
useEmitterColors = true;
uiName = "lasergunvestExplode";
};
datablock ExplosionData(lasergunvestExplosion)
{
//explosionShape = "";
soundProfile = lasergunvestHitSound;
lifeTimeMS = 150;
soundProfile = lasergunvestExplodeSound;
emitter[0] = lasergunvestExplosionEmitter;
particleDensity = 1000;
particleRadius = 1.0;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = true;
camShakeFreq = "7.0 8.0 7.0";
camShakeAmp = "1.0 1.0 1.0";
camShakeDuration = 0.0;
camShakeRadius = 0.0;
// Dynamic light
lightStartRadius = 5;
lightEndRadius = 1;
lightStartColor = "1 0 0.0";
lightEndColor = "0 0 0";
//impulse
impulseRadius = 3.5;
impulseForce = 500;
//radius damage
radiusDamage = 1;
damageRadius = 0.5;
};
datablock ProjectileData(lasergunvestProjectile)
{
projectileShapeName ="base/data/shapes/empty.dts";
directDamage = 15;
// directDamageType = $DamageType::lasergunvestDirect;
impactImpulse = 10;
verticalImpulse = 10;
explosion = lasergunvestExplosion;
particleEmitter = lasergunvestTrailEmitter;
brickExplosionRadius = 0.1;
brickExplosionImpact = false; //destroy a brick if we hit it directly?
brickExplosionForce = 0.1;
brickExplosionMaxVolume = 20;
brickExplosionMaxVolumeFloating = 20;
muzzleVelocity = 90;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 5000;
fadeDelay = 4750;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = true;
gravityMod = 0;
hasLight = true;
lightRadius = 3.0;
lightColor = "1 1 0";
uiName = "lasergunvest Projectile";
};
//////////
// item //
//////////
datablock ItemData(lasergunvestItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./lasgunvest.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Laser Gun Vest";
doColorShift = true;
colorShiftColor = "1 1 0 1";
// Dynamic properties defined by the scripts
image = lasergunvestImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(lasergunvestImage)
{
// Basic Item properties
shapeFile = "./lasgunvest.dts";
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
offset = "0 0 0";
//eyeOffset = "0.1 0.2 -0.55";
// 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 = lasergunvestItem;
ammo = " ";
projectile = lasergunvestProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
//casing = " ";
doColorShift = true;
colorShiftColor = "1 1 0 1";
// Initial start up state
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateAllowImageChange[0] = true;
stateName[1] = "Ready";
stateSequence[1] = "Fire";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
stateEmitter[1] = lasergunvestAmbientEmitter;
stateEmitterNode[1] = MuzzlePoint;
stateEmitterTime[1] = 300;
stateName[2] = "Fire";
stateTransitionOnTimeout[2] = "StopFire";
stateSequence[2] = "PreFire";
stateTimeoutValue[2] = 0.3;
stateFire[2] = true;
stateAllowImageChange[2] = true;
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateSound[2] = lasergunvestFireSound;
stateName[3] = "StopFire";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 3;
stateAllowImageChange[3] = true;
stateWaitForTimeout[3] = true;
stateSequence[3] = "Prefire";
stateScript[3] = "onStopFire";
};
function lasergunvestImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, plant);
Parent::onFire(%this, %obj, %slot);
}
function lasergunvestImage::onStopFire(%this, %obj, %slot)
{
%obj.playthread(2, root);
}
function lasergunvestprojectile::Damage(%this,%obj,%col,%fade,%pos,%normal)
{
if(%col.getType() & $TypeMasks::PlayerObjectType)
tumble(%col,10000);
}