Ok so i've been makeing Throwing Knife.
I have custom animations. That dont work because of the script.
And my alternate fire dosent work.
Code:
//projectile
AddDamageType("ThrowingKnifeDirect", '<bitmap:add-ons/Weapon_ThrowingKnife/CI_ThrowingKnife> %1', '%2 <bitmap:add-ons/Weapon_ThrowingKnife/CI_ThrowingKnife> %1',1,1);
datablock ProjectileData(ThrowingKnifeProjectile)
{
projectileShapeName = "./ThrowingKnifeProjectile.dts";
directDamage = 75;
directDamageType = $DamageType::ThrowingKnifeDirect;
radiusDamageType = $DamageType::ThrowingKnifeRadius;
impactImpulse = 000;
verticalImpulse = 000;
explosion = ThrowingKnifeExplosion;
particleEmitter = ThrowingKnifeTrailEmitter;
brickExplosionRadius = 0;
brickExplosionImpact = true; //destroy a brick if we hit it directly?
brickExplosionForce = 0;
brickExplosionMaxVolume = 00;
brickExplosionMaxVolumeFloating = 00;
muzzleVelocity = 50;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 20000;
fadeDelay = 19500;
bounceElasticity = 0.2;
bounceFriction = 0.2;
isBallistic = true;
gravityMod = 0.50;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
uiName = "ThrowingKnifeProjectile";
};
//projectile
AddDamageType("ThrowingKnife", '<bitmap:add-ons/Weapon_ThrowingKnife/CI_ThrowingKnife> %1', '%2 <bitmap:add-ons/Weapon_ThrowingKnife/CI_ThrowingKnife> %1',0.75,1);
datablock ProjectileData(ThrowingKnifeProjectile2)
{
directDamage = 35;
directDamageType = $DamageType::ThrowingKnife;
radiusDamageType = $DamageType::ThrowingKnife;
explosion = ThrowingKnifeExplosion;
//particleEmitter = as;
muzzleVelocity = 50;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 100;
fadeDelay = 70;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = false;
gravityMod = 0.0;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
uiName = "ThrowingKnifeProjectile2";
};
//////////
// item //
//////////
datablock ItemData(ThrowingKnifeItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./ThrowingKnife.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Throwing Knife";
iconName = "";
doColorShift = true;
colorShiftColor = "0.400 0.196 0 1.000";
// Dynamic properties defined by the scripts
image = ThrowingKnifeImage;
canDrop = true;
};
//function ThrowingKnife::onUse(%this,%user)
//{
// //mount the image in the right hand slot
// %user.mountimage(%this.image, $RightHandSlot);
//}
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(ThrowingKnifeImage)
{
// Basic Item properties
shapeFile = "./ThrowingKnife.dts";
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
offset = "0 0 0";
//eyeOffset = "0.1 0.2 -0.55";
// 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 = ThrowingKnifeItem;
ammo = " ";
projectile = ThrowingKnifeProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
//casing = " ";
doColorShift = true;
colorShiftColor = "0.400 0.196 0 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";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "ready";
stateAllowImageChange[1] = true;
stateName[2] = "Charge";
stateTransitionOnTimeout[2] = "Hold";
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] = "Charge";
stateTransitionOnTriggerUp[4] = "Throw";
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;
stateSound[5] = ThrowingKnifeFireSound;
};
function ThrowingKnifeImage::onCharge(%this, %obj, %slot)
{
%obj.playthread(0, Hold);
}
function ThrowingKnifeImage::onAbortCharge(%this, %obj, %slot)
{
%obj.playthread(0, root);
}
function ThrowingKnifeImage::onFire(%this, %obj, %slot)
{
%obj.playthread(0, Throw);
Parent::onFire(%this, %obj, %slot);
}
function ThrowingknifeImage::onMount(%this, %obj, %slot)
{
%obj.hidenode("RHand");
}
function ThrowingknifeImage::onUnMount(%this, %obj, %slot)
{
%obj.unhidenode("RHand");
%obj.playThread(0, root);
}
datablock ShapeBaseImageData(ThrowingKnife2Image)
{
// Basic Item properties
shapeFile = "./ThrowingKnife.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 = ThrowingKnifeItem;
ammo = " ";
projectile = ThrowingKnifeProjectile2;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = true;
//raise your arm up or not
armReady = false;
doColorShift = false;
//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] = "attack";
stateAllowImageChange[1] = true;
stateSequence[1] = "Ready";
stateName[2] = "attack";
stateTransitionOnTimeout[2] = "Smoke";
stateTimeoutValue[2] = 0.14;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateSound[2] = ThrowingKnifeSwingSound;
stateName[3] = "Smoke";
stateTimeoutValue[3] = 1.0;
stateTransitionOnTimeout[3] = "Reload";
stateName[4] = "Reload";
stateSequence[4] = "Reload";
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "Ready";
};
function ThrowingKnife2Image2::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(0, attack);
Parent::onFire(%this,%obj,%slot);
}
function ThrowingKnifeImage2::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(0, attack);
Parent::onFire(%this,%obj,%slot);
}
function ThrowingKnifeImage2::onStopFire(%this, %obj, %slot)
{
%obj.playthread(2, root);
}
function ThrowingknifeImage2::onMount(%this, %obj, %slot)
{
%obj.hidenode("RHand");
}
function ThrowingknifeImage2::onUnMount(%this, %obj, %slot)
{
%obj.unhidenode("RHand");
}
package ThrowingKnife
{
function servercmdlight(%client)
{
if(%client.player.getMountedImage(0) $= ThrowingKnifeImage2.getID())
{
%client.player.mountImage(ThrowingKnifeImage2,0);
}
else if(%client.player.getMountedImage(0) $= ThrowingKnifeImage2.getID())
{
%client.player.mountImage(ThrowingKnifeImage2,0);
}
else
{
Parent::servercmdlight(%client);
}
}
function Armor::onTrigger(%this, %player, %slot, %val)
{
if(%player.getMountedImage(0) $= ThrowingKnifeImage2.getID() && %slot $= 4 && %val)
{
if(%player.lastNade !$= "" && getSimTime() - %player.lastNade < 3000)
{
return;
}
%projectile = ThrowingKnifeProjectile2;
%vector = %player.getMuzzleVector(0);
%objectVelocity = %player.getVelocity();
%vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
%velocity = VectorAdd(%vector1,%vector2);
%p = new Projectile()
{
dataBlock = %projectile;
initialVelocity = %velocity;
initialPosition = %player.getMuzzlePoint(0);
sourceObject = %player;
sourceSlot = 0;
client = %player.client;
};
%player.lastNade = getSimTime();
serverPlay3D(ThrowingKnifeFireSound,%player.getPosition());
MissionCleanup.add(%p);
return %p;
}
else if(%player.getMountedImage(0) $= ThrowingKnifeImage2.getID() && %slot $= 4 && %val)
{
if(%player.lastNade !$= "" && getSimTime() - %player.lastNade < 3000)
{
return;
}
%projectile = ThrowingKnifeProjectile2;
%vector = %player.getMuzzleVector(0);
%objectVelocity = %player.getVelocity();
%vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
%velocity = VectorAdd(%vector1,%vector2);
%p = new Projectile()
{
dataBlock = %projectile;
initialVelocity = %velocity;
initialPosition = %player.getMuzzlePoint(0);
sourceObject = %player;
sourceSlot = 0;
client = %player.client;
};
%player.lastNade = getSimTime();
serverPlay3D(ThrowingKnifeFireSound,%player.getPosition());
MissionCleanup.add(%p);
return %p;
}
Parent::onTrigger(%this, %player, %slot, %val);
}
};
ActivatePackage(ThrowingKnife);