//item_handcuff.cs//////////// item ////////////datablock ItemData(handcuff){ category = "Weapon"; // Mission editor category className = "Weapon"; // For inventory system // Basic Item Properties shapeFile = "./handcuff.dts"; rotate = false; mass = 1; density = 0.2; elasticity = 0.2; friction = 0.6; emap = true; //gui stuff uiName = "handcuff"; iconName = ""; doColorShift = true; colorShiftColor = "1.0 1.0 1.0 1.0"; // Dynamic properties defined by the scripts image = handcuffImage; canDrop = true;};//////////////////weapon image//////////////////datablock ShapeBaseImageData(handcuffImage){ // Basic Item properties shapeFile = "./handcuff.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 0.0 20.0"; 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 = handcuff; ammo = " "; projectile = gunProjectile; projectileType = Projectile; casing = gunShellDebris; shellExitDir = "0.0 0.0 0.0"; shellExitOffset = "0 0 0"; shellExitVariance = 0.0; shellVelocity = 0.0; //melee particles shoot from eye node for consistancy melee = false; //raise your arm up or not armReady = true; doColorShift = false; colorShiftColor = handcuff.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] = 0.0; stateTransitionOnTimeout[0] = "Ready"; stateSound[0] = weaponSwitchSound;function handcuffImage::onMount(%this, %obj, %slot) //change M4A1 to whatever you want{ %obj.hidenode("RHand"); %obj.hidenode("LHand");}function handcuffImage::onUnMount(%this, %obj, %slot) //change M4A1 to whatever you want{ %obj.unhidenode("RHand"); %obj.unhidenode("LHand");}
You can't really raise the hands if they're hidden. You'd probably have to do that on the model.
Ignore this%obj.playThread(0, armReadyBoth);
actually I don't have to export a hands model just only item.