Author Topic: Photon Laser  (Read 1014 times)

Could someone possibly model and script a gun probly about the size of the mini nuke that fires out like 10 laser projectiles and when it hits a player their burned and when it hits a building the building is lit on fire like a fire wand.

i made shoop da whoop cannon,but it only shoots one laser.

I could make the gun  :cookieMonster:
But as for the .cs, that's not mah jawb. If this gets a scripter, someone PM me so I can make teh gunz.

Ugh another good idea pushed aside to the second page...

A laser cannon that can incinerate most buildings unless you have enough time to stand around for an hour trying to put fires out without dying from the second shot?

A gun the rains down death and destruction?

Sounds orignial.
:)

i made shoop da whoop cannon,but it only shoots one laser.
Off topic: do you think you can port it?
On topic: that would be awesome nice idea

well,i can't post the link,but here is the .cs file data.
Code: [Select]
//LaserGun.cs

//audio
datablock AudioProfile(LaserGunShot1Sound)
{
   filename    = "./Laser.wav";
   description = AudioClose3d;
   preload = true;
};

//trail
datablock ParticleData(LaserTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 3000;
lifetimeVarianceMS = 0;
spinSpeed = 100.0;
spinRandomMin = 100.0;
spinRandomMax = 100.0;
useInvAlpha = false;
animateTexture = false;
//framesPerSec = 600;

textureName = "./pew";
//animTexName = "~/data/particles/dot";

// Interpolation variables
colors[0] = "1 1 1 1";
colors[1] = "1 1 1 0";
sizes[0] = 2.0;
sizes[1] = 0.6;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(LaserTrailEmitter)
{
   ejectionPeriodMS = 2;
   periodVarianceMS = 0;

   ejectionVelocity = 0; //0.25;
   velocityVariance = 0; //0.10;

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = LaserTrailParticle;
};

//shell
datablock DebrisData(LaserGunShellDebris)
{
shapeFile = "";
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 ParticleData(LaserGunFlashParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 3000;
lifetimeVarianceMS   = 15;
textureName          = "base/data/particles/pew";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "1 1 1 1";
colors[1]     = "1 1 1 0";
sizes[0]      = 0.5;
sizes[1]      = 1.0;

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

datablock ParticleData(LaserGunExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = 1;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 3000;
lifetimeVarianceMS   = 400;
textureName          = "base/data/particles/pew";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0 0 1 0.9";
colors[1]     = "0 0 1 0.0";
sizes[0]      = 1.0;
sizes[1]      = 0.75;

useInvAlpha = true;
};
datablock ParticleEmitterData(LaserGunExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "LaserGunExplosionParticle";
};


datablock ParticleData(LaserGunExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 50;
lifetimeVarianceMS   = 3000;
textureName          = "base/data/particles/pew";
spinSpeed = 500.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "1 1 1 0.9";
colors[1]     = "1 1 1 0.0";
sizes[0]      = 1;
sizes[1]      = 0;

useInvAlpha = false;
};
datablock ParticleEmitterData(LaserGunExplosionRingEmitter)
{
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 = "LaserGunExplosionRingParticle";
};

datablock ExplosionData(LaserGunExplosion)
{
   //explosionShape = "";
soundProfile = lasergunshot1Sound;

   lifeTimeMS = 150;

   particleEmitter = LaserGunExplosionEmitter;
   particleDensity = 30.0;
   particleRadius = 3.0;

   emitter[0] = LaserGunExplosionRingEmitter;

   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("LaserGun",   '<bitmap:add-ons/Weapon_LaserGun/CI_LaserGun> %1',    '%2 <bitmap:add-ons/Weapon_LaserGun/CI_LaserGun> %10000',10000,10000);
datablock ProjectileData(LaserGunProjectile)
{
   projectileShapeName = ""; // "./bullet.dts"
   directDamage        = 5000;
   directDamageType    = $DamageType::LaserGun;
   radiusDamageType    = $DamageType::LaserGun;

   brickExplosionRadius = 100;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 100;
   brickExplosionMaxVolume = 1000000;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 20000000;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse      = 400;
   verticalImpulse   = 400;
   explosion           = "LaserGunExplosion";
   particleEmitter     = "LaserTrailEmitter"; //bulletTrailEmitter;

   muzzleVelocity      = 5300;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 9999;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = true;
   lightRadius = 10.0;
   lightColor  = "0 0 1";

   uiName = "LaserGun Bullet";
};

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

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

//gui stuff
uiName = "LaserGun";
iconName = "./icon_LaserGun";
doColorShift = false;
colorShiftColor = "0.25 0.25 0.25 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(LaserGunImage)
{
   // Basic Item properties
   shapeFile = "./LaserGun.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 = LaserGunProjectile;
   projectileType = Projectile;

casing = sniperrifleLVShellDebris;
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 = LaserGunItem.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] = HVSwitchSound;

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] = LaserGunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = LaserGunShot1Sound;
stateEjectShell[2]       = true;

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

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

};

function LaserGunImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftaway);
Parent::onFire(%this,%obj,%slot);
}
clear the server.cs in the lasergun and copy/paste this in.(you should change pew.png and lasertrail.png to blue.

Could someone possibly model and script a gun probly about the size of the mini nuke that fires out like 10 laser projectiles and when it hits a player their burned and when it hits a building the building is lit on fire like a fire wand.

i though you were talking bout the ghostbuster proton pack

=(

i though you were talking bout the ghostbuster proton pack

=(
DONT CROSS THE BEAMS!!!

when it hits a building the building is lit on fire like a fire wand.

That's a handicapped idea.

That's a handicapped idea.
Yes.

Quote
[it] can incinerate most buildings unless you have enough time to stand around for an hour trying to put fires out without dying from the second shot?

[it] can incinerate most buildings unless you have enough time to stand around for an hour trying to put fires out without dying from the second shot?

Yes, that.

I do like the lasrer-shotgun idea, but if ladios does remake all his old guns he will probably have this in it.