Im trying to make a bowling ball that you throw but when i throw it i dont see it breaks bricks and everything. And i have another problem its black but when i pick it up it turns white the default. Here is script
//BowlingBall.cs
//A Bowling Ball.
//BowlingBall trail
datablock ParticleData(BowlingBallTrailParticle)
{
dragCoefficient = 0;
gravityCoefficient = -0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 45;
lifetimeVarianceMS = 0;
textureName = " ";
spinSpeed = 0.0;
spinRandomMin = -0.0;
spinRandomMax = 0.0;
colors[0] = "1.0 1.0 1.0 0.4";
colors[1] = "1.0 1.0 1.0 0.0";
sizes[0] = 0.85;
sizes[1] = 0.85;
useInvAlpha = true;
};
datablock ParticleEmitterData(BowlingBallTrailEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 0.0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = BowlingBallTrailParticle;
};
datablock ExplosionData(BowlingBallExplosion)
{
//explosionShape = "";
lifeTimeMS = 150;
//particleEmitter = none;
//particleDensity = 30;
//particleRadius = 1.0;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = false;
camShakeFreq = "7.0 8.0 7.0";
camShakeAmp = "1.0 1.0 1.0";
camShakeDuration = 0.5;
camShakeRadius = 15.0;
// Dynamic light
lightStartRadius = 0;
lightEndRadius = 0;
lightStartColor = "0 0 0";
lightEndColor = "0 0 0";
};
//projectile
AddDamageType("BowlingBallDirect", '<bitmap:add-ons/Weapon_BowlingBall/BowlingBall_CI> %1', '%2 <bitmap:add-ons/Weapon_BowlingBall/BowlingBall_CI> %1',1,1);
datablock ProjectileData(BowlingBallProjectile)
{
//projectileShapeName = "./BowlingBall.dts";
directDamage = 20;
directDamageType = $DamageType::BowlingBallDirect;
explosion = BowlingBallExplosion;
particleEmitter = BowlingBallTrailEmitter;
brickExplosionRadius = 2;
brickExplosionImpact = true; //destroy a brick if we hit it directly?
brickExplosionForce = 20;
brickExplosionMaxVolume = 200;
muzzleVelocity = 35;
velInheritFactor = 0;
armingDelay = 50000;
lifetime = 90000;
fadeDelay = 19500;
bounceElasticity = 0.999;
bounceFriction = 0;
isBallistic = true;
gravityMod = 0.70;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
};
//////////
// item //
//////////
datablock ItemData(BowlingBallItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "add-ons/Weapon_BowlingBall/BowlingBall.dts";
mass = 0;
density = 0.2;
elasticity = 1.0;
friction = 0;
emap = true;
//gui stuff
uiName = "Bowling Ball";
iconName = "add-ons/Weapon_BowlingBall/BowlingBallIcon";
doColorShift = true;
colorShiftColor = "1.000 1.000 1.000 1.000";
// Dynamic properties defined by the scripts
image = BowlingBallImage;
canDrop = true;
};
//function BowlingBall::onUse(%this,%user)
//{
// //mount the image in the right hand slot
// %user.mountimage(%this.image, $RightHandSlot);
//}
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(BowlingBallImage)
{
// Basic Item properties
shapeFile = "add-ons/Weapon_BowlingBall/BowlingBall.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 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 = BowlingBallItem;
ammo = " ";
projectile = BowlingBallProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
//casing = " ";
doColorShift = true;
colorShiftColor = "1.000 1.000 1.000 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";
stateEmitter[0] = BowlingBallTrailEmitter;
stateEmitterTime[0] = 1000;
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;
};
function BowlingBallImage::onCharge(%this, %obj, %slot)
{
%obj.playthread(2, spearReady);
}
function BowlingBallImage::onAbortCharge(%this, %obj, %slot)
{
%obj.playthread(2, root);
}
function BowlingBallImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, spearThrow);
Parent::OnFire(%this, %obj, %slot);
for(%i=0;%i<5;%i++)
{
%toolDB = %obj.tool[%i];
if(%toolDB $= %this.item.getID() && %i == %obj.currTool)
{
%obj.tool[%i] = 0;
%obj.weaponCount--;
messageClient(%obj.client,'MsgItemPickup','',%i,0);
serverCmdUnUseTool(%obj.client);
break;
}
}
}
function BowlingBallImage::onDone(%this,%obj,%slot)
{
%obj.unMountImage(%slot);
}