Author Topic: I need help with my cannon from battle net  (Read 510 times)

I want my cannon add on so you must fire once, then you my not fire it again. Can someon tell me how to do this? thanks :cookieMonster:

Code: [Select]
//cannon.cs

//audio
datablock AudioProfile(cannonShot1Sound)
{
   filename    = "./gunShot1.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(bulletHitSound)
{
   filename    = "./bulletHit.wav";
   description = AudioClose3d;
   preload = true;
};


//shell
//datablock DebrisData(cannonShellDebris)
//{
//      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 ParticleData(cannonFlashParticle)
{
        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(cannonFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "cannonFlashParticle";
};

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


datablock ParticleData(cannonExplosionParticle)
{
        dragCoefficient      = 8;
        gravityCoefficient   = 1;
        inheritedVelFactor   = 0.2;
        constantAcceleration = 0.0;
        lifetimeMS           = 700;
        lifetimeVarianceMS   = 400;
        textureName          = "base/data/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 ParticleEmitterData(cannonExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "cannonExplosionParticle";
};


datablock ParticleData(cannonExplosionRingParticle)
{
        dragCoefficient      = 8;
        gravityCoefficient   = -0.5;
        inheritedVelFactor   = 0.2;
        constantAcceleration = 0.0;
        lifetimeMS           = 50;
        lifetimeVarianceMS   = 35;
        textureName          = "base/data/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 ParticleEmitterData(cannonExplosionRingEmitter)
{
        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 = "cannonExplosionRingParticle";
};

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

   lifeTimeMS = 150;

   particleEmitter = cannonExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = cannonExplosionRingEmitter;

   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("cannon",   '<bitmap:add-ons/Weapon_cannon/CI_cannon> %1',    '%2 <bitmap:add-ons/Weapon_cannon/CI_cannon> %1',0.2,1);
datablock ProjectileData(cannonProjectile)
{
   projectileShapeName = "./bullet.dts";
   directDamage        = 60;
   directDamageType    = $DamageType::cannon;
   radiusDamageType    = $DamageType::cannon;

   brickExplosionRadius = 0;
   brickExplosionImpact = false;          //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           = cannonExplosion;
   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 = "Cannon Bullet";
};

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

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

        //gui stuff
        uiName = "Cannon(BC)";
        iconName = "./icon_cannon";
        doColorShift = true;
        colorShiftColor = "0.25 0.25 0.25 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(cannonImage)
{
   // Basic Item properties
   shapeFile = "./cannon.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 = "1";
   projectile = cannonProjectile;
   projectileType = Projectile;

        //casing = canonnShellDebris;
        //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 = cannonItem.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]                                 = cannonFlashEmitter;
        stateEmitterTime[2]                             = 0.05;
        stateEmitterNode[2]                             = "muzzleNode";
        stateSound[2]                                   = cannonShot1Sound;
        stateEjectShell[2]       = true;

        stateName[3] = "Smoke";
        stateEmitter[3]                                 = cannonSmokeEmitter;
        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 cannonImage::onFire(%this,%obj,%slot)
{
        if(%obj.getDamagePercent() < 1.0)
                %obj.playThread(2, shiftAway);
        Parent::onFire(%this,%obj,%slot);
}

Look at the he grenade and 1 use item scripting

Code: [Select]
function cannonImage::onDone(%this,%obj,%slot)
{
%obj.unMountImage(%slot);
}
« Last Edit: March 02, 2009, 04:38:57 PM by g12345389 »