stuff, Sorry, it was the wrong log, It's updated now
o and here's the code
//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;
}