Author Topic: Bolt item - Need some help  (Read 1599 times)

I've been working on a bolt item for players to chuck and I've gotten a bit stuck. Being Knaz I am quite a horrid scripter* due to I am still learning.

Could someone please lend a hand? The script is here:

Code: [Select]
//Bolt.cs


datablock AudioProfile(bolthitSound)
{
   filename    = "./boltHit.wav";
   description = AudioClose3d;
   preload = false;
};

datablock AudioProfile(boltthrowSound)
{
   filename    = "./boltthrow.wav";
   description = AudioClose3d;
   preload = true;
};

{
   soundProfile = bolthitSound;
  
 //radius damage
   radiusDamage        = 40;
   damageRadius        = 0;
};

{
   projectileShapeName = "./bolt.dts";
   directDamage        = 0;
   impactImpulse    = 0;
   verticalImpulse    = 0;


   brickExplosionRadius = 0;
   brickExplosionImpact = false; //destroy a brick if we hit it directly?
   brickExplosionForce  = 0;
   brickExplosionMaxVolume = 0;
   brickExplosionMaxVolumeFloating = 0;

   muzzleVelocity      = 40;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 20000;
   fadeDelay           = 19500;
   bounceElasticity    = 5;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0.50;

   hasLight    = false;
   lightRadius = 0.0;
   lightColor  = "0 0 0.5";

   uiName = "Bolt";
};


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

// Basic Item Properties
shapeFile = "./bolt.dts";
mass = 1.2;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "bolt";
iconName = "./icon_bolt";
doColorShift = true;
colorShiftColor = "0.400 0.196 0 1.000";

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

//function bolt::onUse(%this,%user)
//{
// //mount the image in the right hand slot
// %user.mountimage(%this.image, $RightHandSlot);
//}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(bolt)
{
   // Basic Item properties
   shapeFile = "./bolt.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   //eyeOffset = "0.1 0.2 -0.55";

   // 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 = boltItem;
   ammo = " ";
   projectile = bolt;
   projectileType = Projectile;

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

   //casing = " ";
   doColorShift = false;
   colorShiftColor = "0.400 0.196 0 1.000";

   // 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] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;

stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateAllowImageChange[1] = true;

stateName[2]                    = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2]            = 0.7;
stateWaitForTimeout[2] = false;
stateTransitionOnTriggerUp[2] = "AbortCharge";
stateScript[2]                  = "onCharge";
stateAllowImageChange[2]        = false;

stateName[3] = "AbortCharge";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 0.3;
stateWaitForTimeout[3] = true;
stateScript[3] = "onAbortCharge";
stateAllowImageChange[3] = false;

stateName[4] = "Armed";
stateTransitionOnTriggerUp[4] = "Fire";
stateAllowImageChange[4] = false;

stateName[5] = "Fire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.5;
stateFire[5] = true;
stateSequence[5] = "fire";
stateScript[5] = "onFire";
stateWaitForTimeout[5] = true;
stateAllowImageChange[5] = false;
stateSound[5] = boltthrowSound;
};

function boltImage::onCharge(%this, %obj, %slot)
{
%obj.playthread(2, bolt);
}

function boltImage::onAbortCharge(%this, %obj, %slot)
{
%obj.playthread(2, root);
}

function boltImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, boltThrow);
Parent::onFire(%this, %obj, %slot);
}

For some reason I think I've overwritten something and it isn't going to let it work. If you feel you totally MUST have the file: make a reply and I'll send it to you.**


*Its true.
**I will hesitate for some people. Don't expect it right away.
« Last Edit: February 20, 2009, 05:31:34 PM by Knaz »

you need to call the weapon image boltImage, because the add-ons system won't load any weapon without a weaponNameImage inside it.

I tried it out but I think I'm doing something wrong.

Yeah, tried it out but it didn't work.