Here is the somewhat updated script
//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);