Author Topic: weapon script  (Read 1361 times)

So I have this script for a gun I made, and it doesn't show up in the spawn list, In the console.log the problem was stated as a syntax error obv, The packaging and stuff is correct
« Last Edit: April 06, 2014, 11:17:02 AM by DerpDerp »

I don't see it in the console. Please post your code.

Err.. According to your log, you started up BL, joined "Rekalulous' rifle", and then quit.

You do know that you can't just make a weapon and put it on someone else's server, right? Well, you probably just got the wrong log..

stuff, Sorry, it was the wrong log, It's updated now

o and here's the code

Code: [Select]
//audio
datablock AudioProfile(sniperReloadSound)
{
   filename    = "./sniperReload.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(sniperShotSound)
{
   filename    = "./sniperShot.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(bulletHitSound)
{
   filename    = "./bulletHit.wav";
   description = AudioClose3d;
   preload = true;
};

//shell
datablock DebrisData(sniperShellDebris)
{
shapeFile = "./sniperShell.dts";
lifetime = 2.0;
minSpinSpeed = -400.0;
maxSpinSpeed = 200.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 3;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = true;

gravModifier = 2;
};

//emitter
datablock ParticleData(sniperFireParticle)
{
    dragCoefficient      = 0;
    gravityCoefficient   = 0;
    inheritedVelFactor   = 0;
    constantAcceleration = 0.0;
    lifetimeMS           = 50;
    lifetimeVarianceMS   = 0;
    textureName          = "base/data/particles/star1";
    spinSpeed        = 9000.0;
    spinRandomMin        = -5000.0;
    spinRandomMax        = 5000.0;

    colors[0]     = "1.0 0.5 0 0.9";
    colors[1]     = "0.9 0.4 0 0.8";
    colors[2]     = "1 0.5 0.2 0.6";
    colors[3]     = "1 0.5 0.2 0.4";

    sizes[0]      = 1.75;
   sizes[1]      = 0.4;
    sizes[2]      = 0.10;
    sizes[3]      = 0.0;

   times[0] = 0.0;
   times[1] = 0.1;
   times[2] = 0.5;
   times[3] = 1.0;

    useInvAlpha = false;
};
datablock ParticleEmitterData(sniperFireEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 64.0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 1;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;

   particles = "sniperFireParticle";
};

datablock ParticleData(sniperSmokeParticle)
{
    dragCoefficient      = 3;
    gravityCoefficient   = 0;
    inheritedVelFactor   = 0;
    constantAcceleration = 0.0;
    lifetimeMS           = 100;
    lifetimeVarianceMS   = 0;
    textureName          = "base/data/particles/cloud";
    spinSpeed        = 9000.0;
    spinRandomMin        = -5000.0;
    spinRandomMax        = 5000.0;

    colors[0]     = "0.6 0.6 0.6 0.0";
    colors[1]     = "0.7 0.7 0.7 0.3";
    colors[2]     = "1 1 1 0.2";
    colors[3]     = "1 1 1 0";

    sizes[0]      = 0.0;
   sizes[1]      = 0.4;
    sizes[2]      = 0.10;
    sizes[3]      = 0.05;

   times[0] = 0.0;
   times[1] = 0.1;
   times[2] = 0.5;
   times[3] = 1.0;

    useInvAlpha = false;
};
datablock ParticleEmitterData(sniperSmokeEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 32.0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 1;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;

   particles = "sniperSmokeParticle";
};

datablock ParticleData(sniperTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 80;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = false;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/cloud";
//animTexName = "~/data/particles/dot";

// Interpolation variables
colors[0] = "1 1 0 0.1";
colors[1] = "1 1 0.4 0.08";
colors[2] = "0.7 0.7 0.7 0";
sizes[0] = 0.3;
sizes[1] = 0.15;
sizes[2] = 0.0;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 1.0;
};
datablock ParticleEmitterData(sniperTrailEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 0; //0.25;
   velocityVariance = 0; //0.10;
   ejectionOffset = 0;
   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = sniperTrailParticle;
};

datablock ParticleData(sniperSmokeParticle)
{
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(sniperSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "sniperSmokeParticle";

   uiName = "sniper Smoke";
};


datablock ParticleData(sniperExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = 1;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 700;
lifetimeVarianceMS   = 400;
textureName          = "base/data/particles/cloud";
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(sniperExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "sniperExplosionParticle";

   useEmitterColors = true;
   uiName = "sniper Hit Dust";
};


datablock ParticleData(sniperExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 50;
lifetimeVarianceMS   = 35;
textureName          = "base/data/particles/star1";
spinSpeed = 500.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "1 1 0.0 0.9";
colors[1]     = "0.9 0.0 0.0 0.0";
sizes[0]      = 1;
sizes[1]      = 0;

useInvAlpha = false;
};
datablock ParticleEmitterData(sniperExplosionRingEmitter)
{
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 = "sniperExplosionRingParticle";

   useEmitterColors = true;
   uiName = "sniper Hit Flash";
};

datablock ExplosionData(sniperExplosion)
{
   //explosionShape = "";
soundProfile = bulletHitSound;

   lifeTimeMS = 150;

   particleEmitter = sniperExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = sniperExplosionRingEmitter;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 2;
   lightEndRadius = 2;
   lightStartColor = "0.5 0.8 0.9";
   lightEndColor = "0 0 0";
};

AddDamageType("sniper",   '<bitmap:add-ons/Weapon_sniper/CI_sniper> %1',    '%2 <bitmap:add-ons/Weapon_sniper/CI_sniper> %1',0.5,1);
datablock ProjectileData(sniperProjectile)
{
   projectileShapeName = "add-ons/Weapon_Gun/bullet.dts";
   directDamage        = 50;
   directDamageType    = $DamageType::sniper;
   radiusDamageType    = $DamageType::sniper;

   brickExplosionRadius = 0;
   brickExplosionImpact = false;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 30;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse      = 300;
   verticalImpulse     = 30;
   explosion           = gunExplosion;
   particleEmitter     = "sniperTrailEmitter"; //bulletTrailEmitter

   muzzleVelocity      = 180;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 6000;
   fadeDelay           = 5500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = true;
   gravityMod = 0.10;

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

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

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

//gui stuff
uiName = "Sniper";
iconName = "./icon_sniper";
doColorShift = true;
colorShiftColor = "0.5 0.5 0.5 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(sniperImage)
{
   // Basic Item properties
   shapeFile = "./sniper.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 = sniperItem;
   ammo = " ";
   projectile = sniperProjectile;
   projectileType = Projectile;

   casing = sniperShellDebris;
   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;
   minShotTime = 1000;

   doColorShift = true;
   colorShiftColor = sniperItem.colorShiftColor;

   // 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";
stateSound[0]   = weaponSwitchSound;

stateName[1]                    = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1]        = true;
stateTimeoutValue[1]   = 0.01;

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.20;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2]   = true;
stateEmitter[2]   = sniperFireEmitter;
stateEmitterTime[2]   = 0.05;
stateEmitterNode[2]   = "muzzleNode";
stateSound[2]   = sniperShotSound;

stateName[3]   = "Smoke";
stateEmitter[3]   = sniperSmokeEmitter;
stateEmitterTime[3]   = 0.1;
stateEmitterNode[3]   = "muzzleNode";
stateTimeoutValue[3]            = 0.5;
stateTransitionOnTimeout[3]     = "Reload";

stateName[4]   = "Reload";
stateTimeoutValue[4]   = 0.3;
stateSequence[4]   = "reload";
stateTransitionOnTimeout[4]   = "Wait";
stateWaitForTimeout[4]   = true;
stateEjectShell[4]          = true;
stateSound[4]   = sniperReloadSound;

stateName[5]   = "Wait";
stateTimeoutValue[5]   = 0.1;
stateTransitionOnTimeout[5]   = "Ready";
};

function sniperImage::onFire(%this,%obj,%slot)
{
if((%obj.lastFireTime+%this.minShotTime) > getSimTime())
return;
%obj.lastFireTime = getSimTime();
     
%obj.setVelocity(VectorAdd(%obj.getVelocity(),VectorScale(%obj.client.player.getEyeVector(),"-3")));
%obj.playThread(2, shiftLeft);
%obj.playThread(0, shiftRight);

%projectile = %this.projectile;
%spread = 0.0010;
%shellcount = 1;

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;
}

According to your console.log, weapon_gun has syntax errors. This is causing some other add-ons to mess up. I recommend you delete it so that the launcher can redownload it.
I cant see any signs of the add-on being loaded. What is the name of the zip with the script in?

Looking at your code, I cant see anything wrong at first glance, however I did notice this line:
Code: [Select]
%p = new (%this.projectileType)()

I'm pretty sure you cant do something like that, you have to either use eval (which you should avoid), or just do new Projectile(). Im not even sure why that's being used, what else would the gun fire?

Weapon_SniperRifle

and it still isnt working :c

%p = new Projectile()
      {
         dataBlock = %projectile;
         initialVelocity = %velocity;
         initialPosition = %obj.getMuzzlePoint(%slot);
         sourceObject = %obj;
         sourceSlot = %slot;
         client = %obj.client;
      };
      MissionCleanup.add(%p);

ERROR: Invalid add-on 'Weapon_SniperRifle' specified for game mode 'Add-Ons/GameMode_Addon_Testing/gamemode.txt'
BackTrace: ->ServerSettingsGui::clickLaunchGame->createServer->onServerCreated->loadGameModeAddOns


I've never seen this error before. Are you using a gamemode?


WOW, I just solved the problem, When i was going to check for the name in the Custom gamemode, it wasn't there, so I went to go check the log and it said it was in a List of "Bad Add-on names", so I changed the name and now everything is fine ._.