Author Topic: Body Armor: Part 2  (Read 833 times)

The images.
Code: [Select]
datablock ItemData(BodyArmorItem)
{
category = "Item";  // Mission editor category

equipment = true;

//its already a member of item namespace so dont break it
//className = "Item"; // For inventory system

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

//gui stuff
uiName = "Body Armor";
iconName = "./BodyArmor";
doColorShift = false;
colorShiftColor = "0.200 0.200 0.200 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(BodyarmorImage)
{
   // Basic Item properties
   shapeFile = "base/data/shapes/empty.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0.13 0.2 -0.8";
   rotation = eulerToMatrix("0 0 0");
   eyeOffset = "0.13 0.2 -0.8";
   eyeRotation = eulerToMatrix("0 0 0");

   doColorShift = true;
colorShiftColor = BodyArmorItem.colorShiftColor;
   

   // 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 = false;

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "ToolImage";

   // Projectile && Ammo.
   item = BodyArmorItem;

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

   doColorShift = true;
   colorShiftColor = BodyArmorItem.colorShiftColor; //"0.200 0.200 0.200 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]             = 0.5;
stateTransitionOnTimeout[0]       = "Ready";


stateName[1]                     = "Ready";
stateScript[1]                  = "onUse";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;


stateName[2]                    = "Fire";
stateTransitionOnTriggerUp[2] = "Ready";
stateScript[2]                  = "onFire";
};

datablock ShapeBaseImageData(BodyArmor2Image)
{
   // Basic Item properties
   shapeFile = "./BodyArmor.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 2;
   offset = "0 0.05 -0.5";
   rotation = eulerToMatrix("0 0 0");
   eyeOffset = "0.65 1 5.1";
   eyeRotation = eulerToMatrix("0 0 0");

   doColorShift = true;
colorShiftColor = BodyArmorItem.colorShiftColor;
   

   // 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 = false;

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "ToolImage";

   // Projectile && Ammo.
   item = BodyArmorItem;

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

   doColorShift = true;
   colorShiftColor = BodyArmorItem.colorShiftColor; //"0.200 0.200 0.200 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]             = 0.5;
stateTransitionOnTimeout[0]       = "Ready";

stateName[1]                     = "Ready";
};


Code: [Select]
function BodyArmorImage::onFire(%this, %obj, %slot)
{
%client = %obj.client;
if(%client.player.Armoron == 0)
{
//set your datablock to parachuting
//%client.player.setDataBlock("PlayerBodyArmor");
//hide any backpack items if you are wearing them
%obj.hidenode(cape);
%obj.hidenode(pack);
%obj.hidenode(quiver);
%obj.hidenode(tank);
%obj.hidenode(armor);
%obj.hidenode(bucket);
          %obj.client.centerPrint("\c6You put on the Armor",3);
//mount the Body Armor and unmount the un-Body Armoring Armor (confusing, I know)
%client.player.unmountimage(2);
%client.player.mountimage(BodyArmor2image, 2);
%client.player.Armoron = 1;
}else{
%client.player.Armoron = 0;
//reset your datablock
//if(!isObject(%client.minigame))
//{
// %client.player.setDataBlock("PlayerStandardArmor");
//}else{
// %client.player.setdatablock(%client.minigame.playerDatablock);
//}
//unmount the Armor
%client.player.unmountimage(2);
//Re-mount the FakeArmor
%client.player.mountImage(BodyArmorImage, 2);
//and rehide this stuff here
%obj.hidenode(cape);
%obj.hidenode(pack);
%obj.hidenode(quiver);
%obj.hidenode(tank);
%obj.hidenode(armor);
%obj.hidenode(bucket);
          %obj.client.centerPrint("\c6You took off the Armor",3);
}
}

//Old method
//Armor Player datablock
//datablock PlayerData(PlayerBodyArmor : PlayerStandardArmor)
//{
// canJet = 0;
//    maxDamage = 130;
// uiname = "BodyArmor Player";
//};

//mounts the Armor when you equip it
function Armorimage::onMount(%this,%user)
{
%user.playthread(1,root);
if(%user.Armoron)
{
return;
}

%user.mountimage(BodyArmor0image, 2);
%obj = %user;
%obj.hidenode(cape);
%obj.hidenode(pack);
%obj.hidenode(quiver);
%obj.hidenode(tank);
%obj.hidenode(armor);
%obj.hidenode(bucket);
}

function BodyArmorimage::onUnMount(%this,%user)
{
if(%user.Armoron)
{
return;
}
%user.unmountimage(2);
%user.client.applybodyparts();
}
It crashes when I take it off and then attempt to put it on again.

To me it looks like your not actually unmounting it. Both times it unmounts it then mounts it again. That might be the problem or did I miss something?

I don't see where I am not unmounting it.

Just do it like the parachute.

Here is a body armor add-on i was working on.

Feel free to use w/e you want out of it. I just used the parachute base anyways.
http://www.mediafire.com/?utjzmzzmy0h

Oh nvm, I see what you did. You were re-mounting the original body armor the second time. Just disregard what I had said before.

Just do it like the parachute.

Here is a body armor add-on i was working on.

Feel free to use w/e you want out of it. I just used the parachute base anyways.
http://www.mediafire.com/?utjzmzzmy0h
I'm pretty sure he did use the parachute, as I remember some note in his script saying "set your datablock to parachuting"