Author Topic: Projectile spread  (Read 696 times)

In this code where is the spread amount shown?

Code: [Select]
//audio
datablock AudioProfile(shotgunReloadSound)
{
   filename    = "./shotgunReload.wav";
   description = AudioClose3d;
   preload = true;
};

//shell
datablock DebrisData(shotgunShellDebris)
{
shapeFile = "./shotgunShell.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;
};

//emitter
datablock ParticleData(shotgunSmokeParticle)
{
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 0.5";
colors[1]     = "0.5 0.5 0.5 0.0";
sizes[0]      = 0.15;
sizes[1]      = 0.1;

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

AddDamageType("Shotgun",   '<bitmap:add-ons/Weapon_Shotgun/CI_shotgun> %1',    '%2 <bitmap:add-ons/Weapon_Shotgun/CI_shotgun> %1',0.5,1);
datablock ProjectileData(shotgunProjectile)
{
   projectileShapeName = "add-ons/Weapon_Gun/bullet.dts";
   directDamage        = 45;
   directDamageType    = $DamageType::Shotun;
   radiusDamageType    = $DamageType::Shotun;

   brickExplosionRadius = 0.2;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 15;
   brickExplosionMaxVolume = 20;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 30;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse      = 1200;
   verticalImpulse     = 1000;
   explosion           = gunExplosion;

   muzzleVelocity      = 150;
   velInheritFactor    = 1;

   armingDelay         = 0;
   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";
};

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

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

//gui stuff
uiName = "Shotgun";
iconName = "./shotgunIcon";
doColorShift = true;
colorShiftColor = "0.5 0.5 0.5 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(shotgunImage)
{
   // Basic Item properties
   shapeFile = "./shotgun.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 = shotgunItem;
   ammo = " ";
   projectile = shotgunProjectile;
   projectileType = Projectile;

   casing = shotgunShellDebris;
   shellExitDir        = "1.0 0.1 1.0";
   shellExitOffset     = "0 0 0";
   shellExitVariance   = 10.0;
   shellVelocity       = 5.0;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
   minShotTime = 1000;

   doColorShift = true;
   colorShiftColor = shotgunItem.colorShiftColor;

   // 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;
stateTimeoutValue[1]   = 0.01;

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]   = gunFlashEmitter;
stateEmitterTime[2]   = 0.05;
stateEmitterNode[2]   = "muzzleNode";
stateSound[2]   = gunShot1Sound;

stateName[3]   = "Smoke";
stateEmitter[3]   = shotgunSmokeEmitter;
stateEmitterTime[3]   = 0.1;
stateEmitterNode[3]   = "muzzleNode";
stateTimeoutValue[3]            = 0.5;
stateTransitionOnTimeout[3]     = "Reload";

stateName[4]   = "Reload";
stateTimeoutValue[4]   = 0.3;
stateSequence[4]   = "reload";
stateTransitionOnTimeout[4]   = "Wait";
stateWaitForTimeout[4]   = true;
stateEjectShell[4]          = true;
stateSound[4]   = shotgunReloadSound;

stateName[5]   = "Wait";
stateTimeoutValue[5]   = 0.1;
stateTransitionOnTimeout[5]   = "Ready";
};

function shotgunImage::onFire(%this,%obj,%slot)
{
if((%obj.lastFireTime+%this.minShotTime) > getSimTime())
return;
%obj.lastFireTime = getSimTime();
     
%obj.setVelocity(VectorAdd(%obj.getVelocity(),VectorScale(%obj.client.player.getEyeVector(),"-3")));
%obj.playThread(2, shiftAway);

%projectile = %this.projectile;
%spread = 0.0015;
%shellcount = 3;

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 = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 10 * 3.1415926 * %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;
}

quite possibly where it says

%spread = 0.0015;

near the bottom.

or do I know nothing about this?

I'm still learning, but I'm guessing %spread = 0.0015; is where it makes it spread.

Try setting it to 0 or something like that, or deleting that line.

Try setting it to 0 or something like that, or deleting that line.

If you don't want projectile spread, you should be basing your weapon off a weapon that doesn't have projectile spread, instead of one that does. You'd just be unnecessarily replicating existing code.

Plus, it'll break things like weapon ammo mods for firing unless specifically edited to work with that.

No im just editing it to have less of a spread like a buckshot.

Im trying to self teach scripting



Oh. For less spread then just reduce the %spread value.

Have fun.
I've done it, and have had fun. Though the years have been long.

I've had fun in my couple months of learning :) Just don't be afraid to ask for help, that will help a ton.

I made it shoot like a buckshot with 0.00010 spread

I made it shoot like a buckshot with 0.00010 spread
0.0001 will do.