Author Topic: Fire Problems.  (Read 549 times)

I want my bullets to fire 8 shells straight ahead but have them spread in a horisontal line. Like the bowcaster from star wars, but instead it fires like this:


What is wrong with my code

Code: [Select]
//wcb.cs

//audio
datablock AudioProfile(wcbShot1Sound)
{
   filename    = "./wcbShot1Sound.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(wcbShot2Sound)
{
   filename    = "./wcbShot2Sound.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(wcbhitSound)
{
   filename    = "./wcbhit.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(wcbchargeSound)
{
   filename    = "./wcbcharge.wav";
   description = AudioClose3d;
   preload = true;
};

//muzzle flash effects

datablock ParticleData(wcbshotParticle)
{
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]     = "0.0 1.0 0.0 0.9";
colors[1]     = "0.1 1.0 0.1 0.0";
sizes[0]      = 0.25;
sizes[1]      = 0.25;

useInvAlpha = false;
};

datablock ParticleEmitterData(wcbshotEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 50;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "wcbshotParticle";

   uiName = "LEGO Bowcaster Shot";
};

datablock ParticleData(wcbchargedParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = 0.0;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 200;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.0 1.0 0.0 0.9";
colors[1]     = "0.1 1.0 0.1 0.0";
sizes[0]      = 0.40;
sizes[1]      = 0.40;

useInvAlpha = false;
};

datablock ParticleEmitterData(wcbchargedEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0.0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 50;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "wcbchargedParticle";

   uiName = "LEGO Bowcaster Charged";
};

datablock ParticleData(wcbTrailparticle)
{
dragCoefficient      = 3;
gravityCoefficient   = 0.0;
inheritedVelFactor   = 0.0;
constantAcceleration = 0.0;
lifetimeMS           = 75;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.0 1.0 0.0 0.5";
colors[1]     = "0.1 1.0 0.1 0.5";
sizes[0]      = 0.25;
sizes[1]      = 0.25;
//times[0] = 0.5;
//times[1] = 0.5;

useInvAlpha = true;
};

datablock ParticleEmitterData(wcbTrailEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0.0; //0.25
   velocityVariance = 0.0; //0.10
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "wcbTrailparticle";

   useEmitterColors = true;
   uiName = "LEGO Bowcaster Trail";
};

datablock ParticleData(wcbExplosionParticle)
{
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]     = "0.0 1.0 0.0 0.5";
colors[1]     = "0.0 0.9 0.0 0.0";
sizes[0]      = 0.75;
sizes[1]      = 0.85;

useInvAlpha = true;
};

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

   useEmitterColors = true;
   uiName = "LEGO Bowcaster Explosion";
};

datablock ExplosionData(wcbExplosion)
{
   //explosionShape = "";
soundProfile = wcbhitSound;

   lifeTimeMS = 150;

   particleEmitter = wcbExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   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 = 4;
   lightStartColor = "0.0 0.9 0.0 1.0";
   lightEndColor = "0.0 1.0 0.0 1.0";
};


AddDamageType("wcb",   '<bitmap:add-ons/Pack_LEGOweapons/CI_wcb> %1',    '%2 <bitmap:add-ons/Pack_LEGOweapons/CI_wcb> %1',0.2,1);
datablock ProjectileData(wcbProjectile)
{
   projectileShapeName = "base/data/shapes/empty.dts";
   directDamage        = 40;
   directDamageType    = $DamageType::wcb;
   radiusDamageType    = $DamageType::wcb;

   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //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      = 250;
   verticalImpulse   = 200;
   explosion           = wcbExplosion;
   particleEmitter     = wcbTrailEmitter;

   muzzleVelocity      = 80;
   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  = "0.0 1.0 0.0";

   uiName = "Bowcaster Laser";
};

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

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

//gui stuff
uiName = "LEGO Bowcaster";
iconName = "./icon_wcb";
doColorShift = true;
colorShiftColor = "1.00 1.00 1.00 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(wcbImage)
{
   // Basic Item properties
   shapeFile = "./wcb.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 = wcbProjectile;
   projectileType = Projectile;


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

   doColorShift = true;
   colorShiftColor = wcbItem.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]  = "chargeopt";
stateAllowImageChange[1]         = true;
stateSequence[1] = "Ready";

stateName[2] = "chargeopt";
stateTransitionOnTriggerUp[2] = "fire";
stateWaitForTimeout[2] = false;
stateTransitionOnTimeout[2] = "chargeready";
stateTimeoutvalue[2] = 3;
stateAllowImageChange[2]        = true;

stateName[3]                    = "Fire";
stateTransitionOnTimeout[3]     = "Reload";
stateTimeoutValue[3]            = 0.1;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSequence[3]                = "Fire";
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;
stateEmitter[3] = wcbshotemitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateSound[3] = wcbShot1Sound;

statename[4] = "Reload";
statesequence[4] = "Reload";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.3;

statename[5] = "chargeready";
stateTransitionOnTriggerUp[5] = "chargefire";
stateEmitter[5] = wcbchargedEmitter;
stateEmitterTime[5] = 0.3;
stateEmitterNode[5] = "muzzleNode";
stateSound[5] = wcbchargeSound;
stateTransitionOnTimeout[5] = "chargeready";
stateTimeoutValue[5] = 0.3;

statename[6] = "chargefire";
statesequence[6] = "Fire";
stateFire[6] = true;
stateScript[6] = "onchargeFire";
stateTransitiononTimeout[6] = "Reload";
stateEmitter[6] = wcbshotemitter;
stateEmitterTime[6] = 0.05;
stateEmitterNode[6] = "muzzleNode";
stateSound[6] = wcbShot2Sound;

};

function wcbImage::onchargeFire(%this,%obj,%slot)
{
if((%obj.lastFireTime+%this.minShotTime) > getSimTime())
return;
%obj.lastFireTime = getSimTime();
     
%obj.setVelocity(VectorAdd(%obj.getVelocity(),VectorScale(%obj.client.player.getEyeVector(),"-3")));

%projectile = %this.projectile;
%spread = 0.0050;
%shellcount = 8;

for(%shell=0; %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 = (%shell - 8) * 25 * %spread;
%y = (getRandom() - 0.0) * 0 * 0 * %spread;
%z = (getRandom() - 0.0) * 0 * 0 * %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;
}

Code: [Select]
%x = (getRandom() - 0.5) * 0 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 0 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 25 * 3.1415926 * %spread;