Poll

u know how 2 fix?

yes,i will PM you about it
no
yes,but i wont PM you about it
no,i will PM someone else about it.

Author Topic: gunshell/rate of fire problem  (Read 765 times)

ok,im making an auto-shotgun,and i know this might sound weird,but it shoots 10 bullets,but ejects 1 shell.i want it to eject 5 or 10 shells at a time.and it is automatic already,but i set the statetimeout or that crap to 0.1 and setemittertimeout to 0.1 but it is too slow still.also,whenever i shoot,it plays the weapon switch sound.need halp badly.
Code: [Select]

//audio
datablock AudioProfile(M16Shot1Sound)
{
   filename    = "add-ons/Weapon_Gun/gunshot1.wav";
   description = AudioClose3d;
   pReady = true;
};
datablock AudioProfile(bulletHitSound)
{
   filename    = "add-ons/Weapon_Gun/bulletHit.wav";
   description = AudioClose3d;
   pReady = true;
};


//shell
datablock DebrisData(M16ShellDebris)
{
shapeFile = "add-ons/Weapon_Gun/gunShell.dts";
lifetime = 100000.0;
minSpinSpeed = -400.0;
maxSpinSpeed = 200.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 30;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = true;

gravModifier = 2;
};


//muzzle flash effects
datablock ParticleData(M16FlashParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 25;
lifetimeVarianceMS   = 15;
textureName          = "base/data/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 ParticleEmitterData(M16FlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "M16FlashParticle";
};

datablock ParticleData(M16SmokeParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "./shapes/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(M16SmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "M16SmokeParticle";
};


//bullet trail effects
datablock ParticleData(bulletTrailParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.0;
inheritedVelFactor   = 1.0;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/Ring";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.3 0.3 0.9 0.4";
colors[1]     = "0.5 0.5 0.5 0.0";
sizes[0]      = 0.15;
sizes[1]      = 0.25;

useInvAlpha = false;
};
datablock ParticleEmitterData(bulletTrailEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0.0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "bulletTrailParticle";
};


datablock ParticleData(M16ExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 700;
lifetimeVarianceMS   = 400;
textureName          = "./Shapes/snow";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.9 0.9 0.6 0.9";
colors[1]     = "0.9 0.5 0.6 0.0";
sizes[0]      = 0.25;
sizes[1]      = 1.0;

useInvAlpha = true;
};
datablock ParticleEmitterData(M16ExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "M16ExplosionParticle";
};


datablock ParticleData(M16ExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 300;
lifetimeVarianceMS   = 100;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "1 1 0.0 0.9";
colors[1]     = "0.9 0.0 0.0 0.0";
sizes[0]      = 0.2;
sizes[1]      = 0.2;

useInvAlpha = false;
};
datablock ParticleEmitterData(M16ExplosionRingEmitter)
{
lifeTimeMS = 50;

   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "M16ExplosionRingParticle";
};

datablock ExplosionData(M16Explosion)
{
   //explosionShape = "";
soundProfile = bulletHitSound;

   lifeTimeMS = 150;

   particleEmitter = M16ExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = M16ExplosionRingEmitter;

   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("M16",   '<bitmap:add-ons/weapon_m16/CI_m16> %1',    '%2 <bitmap:add-ons/weapon_m16/CI_m16> %1',0.5,1);

datablock ProjectileData(M16Projectile)
{
   projectileShapeName = "add-ons/Weapon_Gun/bullet.dts";
   directDamage        = 25;
   directDamageType    = $DamageType::M16;
   radiusDamageType    = $DamageType::M16;

   brickExplosionRadius = 2.5;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 1;
   brickExplosionMaxVolume = 10;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 1;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse      = 200;
   verticalImpulse   = 200;
   explosion           = M16Explosion;

   muzzleVelocity      = 700;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = true;
   lightRadius = 3.0;
   lightColor  = "1 0.5 0";
};

//////////
// item //
//////////
datablock ItemData(M16Item)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

// Basic Item Properties
shapeFile = "add-ons/Weapon_m16/M16.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "MiniShotgun";
iconName = "add-ons/Weapon_m16/Icon_M16";
doColorShift = false;
colorShiftColor = "0.25 0.25 0.25 1.000";

// Dynamic properties defined by the scripts
image = M16Image;
canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(M16Image)
{
   // Basic Item properties
   shapeFile = "add-ons/weapon_m16/M16.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 = M16Item;
   ammo = " ";
   projectile = M16Projectile;
   projectileType = Projectile;

casing = M16ShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0; casing = M16ShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0; casing = M16ShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0; casing = M16ShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0; casing = M16ShellDebris;
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 = false;
   colorShiftColor = M16Item.colorShiftColor;//"0.000 0.000 0.000";

   //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->Ready transitions as
   // well as a no-ammo->dryfire idle state.

   // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.30;
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]            = 0.1;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = M16FlashEmitter;
stateEmitterTime[2] = 0.01;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = M16Shot1Sound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = M16SmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.01;
stateTransitionOnTimeout[3]     = "Reload";

stateName[4] = "Ready";
stateSequence[4]                = "Ready";
stateTransitionOnTriggerUp[4]     = "Ready";
stateSequence[4] = "Ready";
};


function M16Image::onFire(%this,%obj,%slot)
{


%projectile = %this.projectile;
%spread = 0.0010;
%shellcount = 10;

for(%shell=1; %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 * 4.1415926 * %spread;
%y = (getRandom() - 0.5) * 10 * 4.1415926 * %spread;
%z = (getRandom() - 0.5) * 10 * 4.1415926 * %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;
}
wut am i doing wrong?kaje,trader,ephi,I NEEDZ HALP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Code: [Select]
casing = M16ShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0; casing = M16ShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0; casing = M16ShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0; casing = M16ShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0; casing = M16ShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0;
That's just setting the same variables over and over again. It isn't adding more shell types.

I looked up the documentation and there doesn't seem to be an easy way of doing it. You could try making it go through several states after the fire state which each last a millisecond and eject one shell at a time.
Code: [Select]
stateName[5] = "EjectShellA";
stateEjectShell[5] = true;
stateTimeoutValue[5]            = 0.01;
stateTransitionOnTimeout[5]     = "EjectShellB";

stateName[6] = "EjectShellB";
stateEjectShell[6] = true;
stateTimeoutValue[6]            = 0.01;
stateTransitionOnTimeout[6]     = "EjectShellC";

stateName[7] = "EjectShellC";
stateEjectShell[7] = true;
stateTimeoutValue[7]            = 0.01;
stateTransitionOnTimeout[7]     = "EjectShellD";

....
Make it transition to "EjectShellA" in the Fire state after a short time instead of to "Smoke".

You also broke the "Reload" state.

which 'ready' do i change to reload?