Author Topic: Ironsights Script Help!!  (Read 1388 times)

Alright, so I am working on a whole new weapon pack and I planned on adding Iron sights to all the weapons but I'm having a little trouble with the script? Anyone know what I'm doing wrong?

Code: [Select]
//Zubeknakov.cs

//audio
Zubeknakovblock AudioProfile(ZubeknakovShot1Sound)
{
   filename    = "./gunShot1.wav";
   description = AudioClose3d;
   preload = true;
};
Zubeknakovblock AudioProfile(bulletHitSound)
{
   filename    = "./bulletHit.wav";
   description = AudioClose3d;
   preload = true;
};


//shell
Zubeknakovblock DebrisZubeknakov(ZubeknakovShellDebris)
{
shapeFile = "./gunShell.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;
};


//muzzle flash effects
Zubeknakovblock ParticleZubeknakov(ZubeknakovFlashParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 25;
lifetimeVarianceMS   = 15;
textureName          = "base/Zubeknakov/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.9 0.0 0.9";
colors[1]     = "0.9 0.5 0.0 0.0";
sizes[0]      = 0.5;
sizes[1]      = 1.0;

useInvAlpha = false;
};
Zubeknakovblock ParticleEmitterZubeknakov(ZubeknakovFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ZubeknakovFlashParticle";

   uiName = "Zubeknakov Flash";
};

Zubeknakovblock ParticleZubeknakov(ZubeknakovSmokeParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "base/Zubeknakov/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;
};
Zubeknakovblock ParticleEmitterZubeknakov(ZubeknakovSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ZubeknakovSmokeParticle";

   uiName = "Zubeknakov Smoke";
};


Zubeknakovblock ParticleZubeknakov(ZubeknakovExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = 1;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 700;
lifetimeVarianceMS   = 400;
textureName          = "base/Zubeknakov/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;
};
Zubeknakovblock ParticleEmitterZubeknakov(ZubeknakovExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ZubeknakovExplosionParticle";

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


Zubeknakovblock ParticleZubeknakov(ZubeknakovExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 50;
lifetimeVarianceMS   = 35;
textureName          = "base/Zubeknakov/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;
};
Zubeknakovblock ParticleEmitterZubeknakov(ZubeknakovExplosionRingEmitter)
{
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 = "ZubeknakovExplosionRingParticle";

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

Zubeknakovblock ExplosionZubeknakov(ZubeknakovExplosion)
{
   //explosionShape = "";
soundProfile = bulletHitSound;

   lifeTimeMS = 150;

   particleEmitter = ZubeknakovExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = ZubeknakovExplosionRingEmitter;

   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 = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};


AddDamageType("Zubeknakov",   '<bitmap:add-ons/Weapon_Zubeknakov/CI_Zubeknakov> %1',    '%2 <bitmap:add-ons/Weapon_Zubeknakov/CI_Zubeknakov> %1',0.2,1);
Zubeknakovblock ProjectileZubeknakov(ZubeknakovProjectile)
{
   projectileShapeName = "./bullet.dts";
   directDamage        = 30;
   directDamageType    = $DamageType::Zubeknakov;
   radiusDamageType    = $DamageType::Zubeknakov;

   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           = ZubeknakovExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;

   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 = "Zubeknakov Bullet";
};

//////////
// item //
//////////
Zubeknakovblock ItemZubeknakov(ZubeknakovItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

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

//gui stuff
uiName = "Zubeknakov";
iconName = "./icon_Zubeknakov";
doColorShift = true;
colorShiftColor = "0.25 0.25 0.25 1.000";

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

////////////////
//weapon image//
////////////////
Zubeknakovblock ShapeBaseImageZubeknakov(ZubeknakovImage)
{
   // Basic Item properties
   shapeFile = "./Zubeknakov.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 = ZubeknakovProjectile;
   projectileType = Projectile;

casing = ZubeknakovShellDebris;
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 = ZubeknakovItem.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";
stateSound[0] = weaponSwitchSound;

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

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.14;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = ZubeknakovFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = ZubeknakovShot1Sound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = ZubeknakovSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.01;
stateTransitionOnTimeout[3]     = "Reload";

stateName[4] = "Reload";
stateSequence[4]                = "Reload";
stateTransitionOnTriggerDown[4]  = "Fire";
stateTransitionOnTriggerUp[4]     = "Ready";
stateSequence[4] = "Ready";

};

////////////////
//weapon image//
////////////////
Zubeknakovblock ShapeBaseImageZubeknakov(Zubeknakov2Image)
{
   // Basic Item properties
   shapeFile = "./Zubeknakov.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 1.0 -0.85"
   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 = ZubeknakovProjectile;
   projectileType = Projectile;

casing = ZubeknakovShellDebris;
shellExitDir        = "-1.0 -1.0 -3.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 10.0;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
   LarmReady = true;

   doColorShift = false;
   colorShiftColor = ZubeknakovItem.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.
   // The animation dustLock is used to reset the bolt to the closed
   // position when you pick it up.
stateName[0]                    = "Activate";
stateSequence[0] = "dustLock";
stateTimeoutValue[0]            = 0.23;
stateTransitionOnTimeout[0]     = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                    = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1]        = true;
stateSequence[1] = "ready";

stateName[3]                    = "Fire";
stateTransitionOnTimeout[3]     = "Smoke";
stateTimeoutValue[3]            = 0.15;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSequence[3]                = "Fire";
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;
stateEmitter[3] = ZubeknakovFlashEmitter;
stateEmitterTime[3] = 0.08;
stateEmitterNode[3] = "muzzleNode";
stateSound[3] = ZubeknakovFireSound;
stateEjectShell[3]        = true;

stateName[4] = "Smoke";
stateEmitter[4] = ZubeknakovSmokeEmitter;
stateEmitterTime[4] = 0.12;
stateEmitterNode[4] = "muzzleNode";
stateTimeoutValue[4]            = 0.0;
stateTransitionOnTimeout[4]     = "Ready";


};

function ZubeknakovImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
}

package imageSwitch
{
function Armor::onTrigger(%this,%obj,%slot,%val)
{
Parent::onTrigger(%this,%obj,%slot,%val);
if(%slot == 4 && %val)
{
if(%obj.getMountedImage(0) == IMAGE1.getID())
{
%obj.updateArm(IMAGE2);
%obj.mountImage(IMAGE2,0);
}
else if(%obj.getMountedImage(0) == IMAGE2.getID())
{
%obj.updateArm(IMAGE2);
%obj.mountImage(IMAGE1,0);
}
}
}
};
activatePackage(imageSwitch);


ew unturned guns
I never expected anyone to like them. I just have been playing it a lot. I know some people dont like them or like Unturned but I've got a lot of friends that do. I also went around asking if people thought I should try and model some weapons from the gun. I got a lot of good ideas and people saying I should. Although I agree, Unturn's weapons are really low poly and bad but I still love the concept of them.
« Last Edit: July 20, 2015, 07:41:26 PM by TehEpicMan123 »

gimme a minute and i will fix the script for you

Code: [Select]
function ZubeknakovImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
}

package imageSwitch
{
function Armor::onTrigger(%this,%obj,%slot,%val)
{
Parent::onTrigger(%this,%obj,%slot,%val);
if(%slot == 4 && %val)
{
if(%obj.getMountedImage(0) == ZubeknakovImage.getID())
{
%obj.updateArm(Zubeknakov2Image);
%obj.mountImage(Zubeknakov2Image,0);
}
else if(%obj.getMountedImage(0) == Zubeknakov2Image.getID())
{
%obj.updateArm(Zubeknakov2Image);
%obj.mountImage(ZubeknakovImage,0);
}
}
}
};
activatePackage(imageSwitch);
replace the function with that
« Last Edit: July 20, 2015, 10:24:13 PM by SuperFlaminninja³ »

gimme a minute and i will fix the script for you

Code: [Select]
function ZubeknakovImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
}

package imageSwitch
{
function Armor::onTrigger(%this,%obj,%slot,%val)
{
Parent::onTrigger(%this,%obj,%slot,%val);
if(%slot == 4 && %val)
{
if(%obj.getMountedImage(0) == ZubeknakovImage.getID())
{
%obj.updateArm(Zubeknakov2Image);
%obj.mountImage(Zubeknakov2Image,0);
}
else if(%obj.getMountedImage(0) == Zubeknakov2Image.getID())
{
%obj.updateArm(Zubeknakov2Image);
%obj.mountImage(ZubeknakovImage,0);
}
}
}
};
activatePackage(imageSwitch);
replace the function with that
Nope. Still nothing. I have spent literally hours on this single script.

Here is the somewhat updated script

Code: [Select]
//Zubeknakov.cs

//audio
datablock AudioProfile(gunShot1Sound)
{
   filename    = "./gunShot1.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(bulletHitSound)
{
   filename    = "./bulletHit.wav";
   description = AudioClose3d;
   preload = true;
};


//shell
datablock DebrisZubeknakov(gunShellDebris)
{
shapeFile = "./gunShell.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;
};


//muzzle flash effects
datablock ParticleZubeknakov(gunFlashParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 25;
lifetimeVarianceMS   = 15;
textureName          = "base/Zubeknakov/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.9 0.0 0.9";
colors[1]     = "0.9 0.5 0.0 0.0";
sizes[0]      = 0.5;
sizes[1]      = 1.0;

useInvAlpha = false;
};
datablock ParticleEmitterZubeknakov(gunFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ZubeknakovFlashParticle";

   uiName = "Zubeknakov Flash";
};

datablock ParticleZubeknakov(gunSmokeParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "base/Zubeknakov/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 ParticleEmitterZubeknakov(gunSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ZubeknakovSmokeParticle";

   uiName = "Zubeknakov Smoke";
};


datablock ParticleZubeknakov(gunExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = 1;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 700;
lifetimeVarianceMS   = 400;
textureName          = "base/Zubeknakov/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 ParticleEmitterZubeknakov(gunExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ZubeknakovExplosionParticle";

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


datablock ParticleZubeknakov(gunExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 50;
lifetimeVarianceMS   = 35;
textureName          = "base/Zubeknakov/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 ParticleEmitterZubeknakov(gunExplosionRingEmitter)
{
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 = "ZubeknakovExplosionRingParticle";

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

datablock ExplosionZubeknakov(gunExplosion)
{
   //explosionShape = "";
soundProfile = bulletHitSound;

   lifeTimeMS = 150;

   particleEmitter = ZubeknakovExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = ZubeknakovExplosionRingEmitter;

   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 = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};


AddDamageType("Zubeknakov",   '<bitmap:add-ons/Weapon_Zubeknakov/CI_Zubeknakov> %1',    '%2 <bitmap:add-ons/Weapon_Zubeknakov/CI_Zubeknakov> %1',0.2,1);
datablock ProjectileZubeknakov(ZubeknakovProjectile)
{
   projectileShapeName = "./bullet.dts";
   directDamage        = 20;
   directDamageType    = $DamageType::Zubeknakov;
   radiusDamageType    = $DamageType::Zubeknakov;

   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           = ZubeknakovExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;

   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 = "Zubeknakov Bullet";
};

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

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

//gui stuff
uiName = "Zubeknakov";
iconName = "./icon_Zubeknakov";
doColorShift = true;
colorShiftColor = "0.25 0.25 0.25 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageZubeknakov(ZubeknakovImage)
{
   // Basic Item properties
   shapeFile = "./Zubeknakov.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 = ZubeknakovProjectile;
   projectileType = Projectile;

casing = ZubeknakovShellDebris;
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 = ZubeknakovItem.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";
stateSound[0] = weaponSwitchSound;

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

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.14;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = ZubeknakovFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = ZubeknakovShot1Sound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = ZubeknakovSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.01;
stateTransitionOnTimeout[3]     = "Reload";

stateName[4] = "Reload";
stateSequence[4]                = "Reload";
stateTransitionOnTriggerDown[4]  = "Fire";
stateTransitionOnTriggerUp[4]     = "Ready";
stateSequence[4] = "Ready";

};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageZubeknakov(Zubeknakov2Image)
{
   // Basic Item properties
   shapeFile = "./Zubeknakov.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 1.0 -0.85"
   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 = ZubeknakovProjectile;
   projectileType = Projectile;

casing = ZubeknakovShellDebris;
shellExitDir        = "-1.0 -1.0 -3.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 10.0;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
   LarmReady = true;

   doColorShift = false;
   colorShiftColor = ZubeknakovItem.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.
   // The animation dustLock is used to reset the bolt to the closed
   // position when you pick it up.
stateName[0]                    = "Activate";
stateSequence[0] = "dustLock";
stateTimeoutValue[0]            = 0.23;
stateTransitionOnTimeout[0]     = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                    = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1]        = true;
stateSequence[1] = "ready";

stateName[3]                    = "Fire";
stateTransitionOnTimeout[3]     = "Smoke";
stateTimeoutValue[3]            = 0.15;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSequence[3]                = "Fire";
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;
stateEmitter[3] = ZubeknakovFlashEmitter;
stateEmitterTime[3] = 0.08;
stateEmitterNode[3] = "muzzleNode";
stateSound[3] = ZubeknakovFireSound;
stateEjectShell[3]        = true;

stateName[4] = "Smoke";
stateEmitter[4] = ZubeknakovSmokeEmitter;
stateEmitterTime[4] = 0.12;
stateEmitterNode[4] = "muzzleNode";
stateTimeoutValue[4]            = 0.0;
stateTransitionOnTimeout[4]     = "Ready";


};

function ZubeknakovImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
}

function ZubeknakovImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
}

package imageSwitch
{
function Armor::onTrigger(%this,%obj,%slot,%val)
{
Parent::onTrigger(%this,%obj,%slot,%val);
if(%slot == 4 && %val)
{
if(%obj.getMountedImage(0) == ZubeknakovImage.getID())
{
%obj.updateArm(Zubeknakov2Image);
%obj.mountImage(Zubeknakov2Image,0);
}
else if(%obj.getMountedImage(0) == Zubeknakov2Image.getID())
{
%obj.updateArm(Zubeknakov2Image);
%obj.mountImage(ZubeknakovImage,0);
}
}
}
};
activatePackage(imageSwitch);

Nope. Still nothing. I have spent literally hours on this single script.
any syntax error?

I accidently gace you 2 onFire functions remove one
It looks like this
Code: [Select]
function ZubeknakovImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
}

I accidently gace you 2 onFire functions remove one
It looks like this
Code: [Select]
function ZubeknakovImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
}
function ZubeknakovImage::onFire(%this,%obj,%slot)
{
   if(%obj.getDamagePercent() < 1.0)
      %obj.playThread(2, shiftAway);
   Parent::onFire(%this,%obj,%slot);   
}

package imageSwitch
{
   function Armor::onTrigger(%this,%obj,%slot,%val)
   {
      Parent::onTrigger(%this,%obj,%slot,%val);
      if(%slot == 4 && %val)
      {
         if(%obj.getMountedImage(0) == ZubeknakovImage.getID())
         {
            %obj.updateArm(Zubeknakov2Image);
            %obj.mountImage(Zubeknakov2Image,0);
         }
         else if(%obj.getMountedImage(0) == Zubeknakov2Image.getID())
         {
            %obj.updateArm(Zubeknakov2Image);
            %obj.mountImage(ZubeknakovImage,0);
         }
      }
   }
};
activatePackage(imageSwitch);

Like that?


any syntax error?
copy/pasting the code into my own blockland shows that he does indeed have syntax errors. i tested his weapon switching package and it worked flawlessly, but the syntax errors halt the execution of the file which makes it so the imageSwitch package never gets activated.
Code: [Select]
Executing config/test.cs.
config/test.cs Line: 391 - Syntax error.
>>> Some error context, with ## on sides of error halt:
   // Basic Item properties

   shapeFile = "./Zubeknakov.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 1.0 -0.85"

   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. 
>>> Error report complete.
at line 390, you can see that you forgot a semi-colon, epicman
if you put the semi colon at the end of eyeOffset = "0.0 1.0 -0.85" then everything should work fine

copy/pasting the code into my own blockland shows that he does indeed have syntax errors. i tested his weapon switching package and it worked flawlessly, but the syntax errors halt the execution of the file which makes it so the imageSwitch package never gets activated.
Code: [Select]
Executing config/test.cs.
config/test.cs Line: 391 - Syntax error.
>>> Some error context, with ## on sides of error halt:
   // Basic Item properties

   shapeFile = "./Zubeknakov.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 1.0 -0.85"

   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. 
>>> Error report complete.
at line 390, you can see that you forgot a semi-colon, epicman
if you put the semi colon at the end of eyeOffset = "0.0 1.0 -0.85" then everything should work fine
I dont know what I'm doing wrong?!?! I did fix the semi colon at line 390 but it still doesnt load into the game?!

I dont know what I'm doing wrong?!?! I did fix the semi colon at line 390 but it still doesnt load into the game?!
check your console, there might be more syntax errors even though i didn't see anything else

did you fix it like this?
Code: [Select]
eyeOffset = "0.0 1.0 -0.85";
post the code

did you fix it like this?
Code: [Select]
eyeOffset = "0.0 1.0 -0.85";
post the code
Code: [Select]
//Zubeknakov.cs

//audio
datablock AudioProfile(gunShot1Sound)
{
   filename    = "./gunShot1.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(bulletHitSound)
{
   filename    = "./bulletHit.wav";
   description = AudioClose3d;
   preload = true;
};


//shell
datablock DebrisZubeknakov(gunShellDebris)
{
shapeFile = "./gunShell.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;
};


//muzzle flash effects
datablock ParticleZubeknakov(gunFlashParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 25;
lifetimeVarianceMS   = 15;
textureName          = "base/Zubeknakov/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.9 0.0 0.9";
colors[1]     = "0.9 0.5 0.0 0.0";
sizes[0]      = 0.5;
sizes[1]      = 1.0;

useInvAlpha = false;
};
datablock ParticleEmitterZubeknakov(gunFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ZubeknakovFlashParticle";

   uiName = "Zubeknakov Flash";
};

datablock ParticleZubeknakov(gunSmokeParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "base/Zubeknakov/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 ParticleEmitterZubeknakov(gunSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ZubeknakovSmokeParticle";

   uiName = "Zubeknakov Smoke";
};


datablock ParticleZubeknakov(gunExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = 1;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 700;
lifetimeVarianceMS   = 400;
textureName          = "base/Zubeknakov/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 ParticleEmitterZubeknakov(gunExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ZubeknakovExplosionParticle";

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


datablock ParticleZubeknakov(gunExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 50;
lifetimeVarianceMS   = 35;
textureName          = "base/Zubeknakov/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 ParticleEmitterZubeknakov(gunExplosionRingEmitter)
{
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 = "ZubeknakovExplosionRingParticle";

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

datablock ExplosionZubeknakov(gunExplosion)
{
   //explosionShape = "";
soundProfile = bulletHitSound;

   lifeTimeMS = 150;

   particleEmitter = ZubeknakovExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = ZubeknakovExplosionRingEmitter;

   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 = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};


AddDamageType("Zubeknakov",   '<bitmap:add-ons/Weapon_Zubeknakov/CI_Zubeknakov> %1',    '%2 <bitmap:add-ons/Weapon_Zubeknakov/CI_Zubeknakov> %1',0.2,1);
datablock ProjectileZubeknakov(ZubeknakovProjectile)
{
   projectileShapeName = "./bullet.dts";
   directDamage        = 20;
   directDamageType    = $DamageType::Zubeknakov;
   radiusDamageType    = $DamageType::Zubeknakov;

   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           = ZubeknakovExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;

   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 = "Zubeknakov Bullet";
};

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

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

//gui stuff
uiName = "Zubeknakov";
iconName = "./icon_Zubeknakov";
doColorShift = true;
colorShiftColor = "0.25 0.25 0.25 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageZubeknakov(ZubeknakovImage)
{
   // Basic Item properties
   shapeFile = "./Zubeknakov.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 = ZubeknakovProjectile;
   projectileType = Projectile;

casing = ZubeknakovShellDebris;
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 = ZubeknakovItem.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";
stateSound[0] = weaponSwitchSound;

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

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.14;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = ZubeknakovFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = ZubeknakovShot1Sound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = ZubeknakovSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.01;
stateTransitionOnTimeout[3]     = "Reload";

stateName[4] = "Reload";
stateSequence[4]                = "Reload";
stateTransitionOnTriggerDown[4]  = "Fire";
stateTransitionOnTriggerUp[4]     = "Ready";
stateSequence[4] = "Ready";

};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageZubeknakov(Zubeknakov2Image)
{
   // Basic Item properties
   shapeFile = "./Zubeknakov.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 1.0 -0.85";
   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 = ZubeknakovProjectile;
   projectileType = Projectile;

casing = ZubeknakovShellDebris;
shellExitDir        = "-1.0 -1.0 -3.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 10.0;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
   LarmReady = true;

   doColorShift = false;
   colorShiftColor = ZubeknakovItem.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.
   // The animation dustLock is used to reset the bolt to the closed
   // position when you pick it up.
stateName[0]                    = "Activate";
stateSequence[0] = "dustLock";
stateTimeoutValue[0]            = 0.23;
stateTransitionOnTimeout[0]     = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                    = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1]        = true;
stateSequence[1] = "ready";

stateName[3]                    = "Fire";
stateTransitionOnTimeout[3]     = "Smoke";
stateTimeoutValue[3]            = 0.15;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSequence[3]                = "Fire";
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;
stateEmitter[3] = ZubeknakovFlashEmitter;
stateEmitterTime[3] = 0.08;
stateEmitterNode[3] = "muzzleNode";
stateSound[3] = ZubeknakovFireSound;
stateEjectShell[3]        = true;

stateName[4] = "Smoke";
stateEmitter[4] = ZubeknakovSmokeEmitter;
stateEmitterTime[4] = 0.12;
stateEmitterNode[4] = "muzzleNode";
stateTimeoutValue[4]            = 0.0;
stateTransitionOnTimeout[4]     = "Ready";


};

function ZubeknakovImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
}

package imageSwitch
{
function Armor::onTrigger(%this,%obj,%slot,%val)
{
Parent::onTrigger(%this,%obj,%slot,%val);
if(%slot == 4 && %val)
{
if(%obj.getMountedImage(0) == ZubeknakovImage.getID())
{
%obj.updateArm(Zubeknakov2Image);
%obj.mountImage(Zubeknakov2Image,0);
}
else if(%obj.getMountedImage(0) == Zubeknakov2Image.getID())
{
%obj.updateArm(Zubeknakov2Image);
%obj.mountImage(ZubeknakovImage,0);
}
}
}
};
activatePackage(imageSwitch);