//MagicMiner.cs
//audio
datablock AudioProfile(MagicMinerHitSound)
{
filename = "./clink.wav";
description = AudioClose3d;
preload = true;
};
//effects
datablock ParticleData(MagicMinerFlashParticle)
{
dragCoefficient = 3;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 25;
lifetimeVarianceMS = 15;
textureName = "base/data/particles/dot";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0.0 0.0 0.9 0.9";
colors[1] = "0.9 0.9 0.9 0.0";
sizes[0] = 0.5;
sizes[1] = 1.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(MagicMinerFlashEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "MagicMinerFlashParticle";
uiName = "MagicMiner Flash";
};
datablock ParticleData(MagicMinerSmokeParticle)
{
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(MagicMinerSmokeEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "MagicMinerSmokeParticle";
uiName = "MagicMiner Smoke";
};
datablock ParticleData(MagicMinerExplosionParticle)
{
dragCoefficient = 8;
gravityCoefficient = 1;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 700;
lifetimeVarianceMS = 400;
textureName = "base/data/particles/chunk";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0] = "0.9 0.9 0.9 0.3";
colors[1] = "0.9 0.5 0.6 0.0";
sizes[0] = 0.25;
sizes[1] = 0.75;
useInvAlpha = true;
};
datablock ParticleEmitterData(MagicMinerExplosionEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 2;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "MagicMinerExplosionParticle";
useEmitterColors = true;
uiName = "MagicMiner Hit Dust";
};
datablock ParticleData(MagicMinerExplosionRingParticle)
{
dragCoefficient = 8;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 50;
lifetimeVarianceMS = 35;
textureName = "base/data/particles/chunk";
spinSpeed = 500.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0 0 1 0.9";
colors[1] = "0.9 0.9 0.9 0.0";
sizes[0] = 1;
sizes[1] = 0;
useInvAlpha = false;
};
datablock ParticleEmitterData(MagicMinerExplosionRingEmitter)
{
lifeTimeMS = 50;
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "MagicMinerExplosionRingParticle";
useEmitterColors = true;
uiName = "MagicMiner Hit Flash";
};
datablock ParticleData(MagicMinerTrailParticle)
{
dragCoefficient = 8;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 50;
lifetimeVarianceMS = 35;
textureName = "base/data/particles/dot";
spinSpeed = 500.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0 1 0.5 1";
colors[1] = "0 0.5 1 0.0";
sizes[0] = 0.25;
sizes[1] = 0.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(MagicMinerTrailEmmitter)
{
lifeTimeMS = 50;
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "MagicMinerTrailParticle";
useEmitterColors = true;
uiName = "MagicMiner Trail";
};
datablock ExplosionData(MagicMinerExplosion)
{
//explosionShape = "";
soundProfile = MagicMinerHitSound;
lifeTimeMS = 150;
particleEmitter = MagicMinerExplosionEmitter;
particleDensity = 5;
particleRadius = 0.2;
emitter[0] = MagicMinerExplosionRingEmitter;
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 = 0;
lightEndRadius = 1;
lightStartColor = "0.3 0.6 0.7";
lightEndColor = "0 0 0";
};
AddDamageType("MagicMiner", '<bitmap:add-ons/Weapon_FN_MagicMiner/CI_MagicMiner> %1', '%2 <bitmap:add-ons/Weapon_FN_MagicMiner/CI_MagicMiner> %1',0.2,1);
datablock ProjectileData(MagicMinerProjectile)
{
projectileShapeName = "base/data/shapes/empty.dts";
directDamage = 30;
directDamageType = $DamageType::MagicMiner;
radiusDamageType = $DamageType::MagicMiner;
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 = 400;
verticalImpulse = 400;
explosion = MagicMinerExplosion;
particleEmitter = MagicMinerTrailEmmitter;
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 = "MagicMiner Mine";
};
//////////
// item //
//////////
datablock ItemData(MagicMinerItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "base/data/shapes/empty.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Magic Miner";
iconName = "./icon_MagicMiner";
doColorShift = false;
//colorShiftColor = "0.25 0.25 0.25 1.000";
// Dynamic properties defined by the scripts
image = MagicMinerImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(MagicMinerImage)
{
// Basic Item properties
shapeFile = "base/data/shapes/empty.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 = MagicMinerProjectile;
projectileType = Projectile;
casing = MagicMinerShellDebris;
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 = MagicMinerItem.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";
stateTimeoutValue[0] = 0.15;
stateTransitionOnTimeout[0] = "Ready";
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
stateEmitter[1] = MagicMinerTrailEmmitter;
stateEmitterTime[1] = 300;
stateName[2] = "Fire";
stateTransitionOnTimeout[2] = "Smoke";
stateTimeoutValue[2] = 0.07;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = MagicMinerFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateEjectShell[2] = true;
stateName[3] = "Smoke";
stateEmitter[3] = MagicMinerSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.07;
stateTransitionOnTimeout[3] = "Reload";
stateName[4] = "Reload";
stateSequence[4] = "Reload";
stateTransitionOnTriggerDown[4] = "Fire";
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "Ready";
};
function MagicMinerProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
parent::onCollision(%this,%obj,%col,%fade,%pos,%normal);
if(%col.getClassName() $= "fxDTSBrick")
{
$InputTarget_["Self"] = %col;
$InputTarget_["Player"] = %obj.client.player;
$InputTarget_["Client"] = %obj.client;
if($Server::LAN)
{
$InputTarget_["MiniGame"] = getMiniGameFromObject(%obj.client);
}
else
{
if(getMiniGameFromObject(%col) == getMiniGameFromObject(%obj.client))
{
$InputTarget_["MiniGame"] = getMiniGameFromObject(%col);
}
else
{
$InputTarget_["MiniGame"] = 0;
}
}
%col.processInputEvent(onMagicMinerHit,%obj.client);
}
}
I'm trying to get an emitter to loop in the "ready" state
It works for a half of a second but doesn't show any more after you have the item out for more than say ~200 ms
Help? The object is trying to use the emitter "MagicMinerTrailEmitter" but wont work D;