Author Topic: Mounting emitter to an object in a player's hand?  (Read 573 times)

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//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;

Perhaps look at the values for the wand? It has a looping emitter while it's idle.