My name is ELF, BL_ID 1481, and I'm editting the butterfly knife 5 seperate times, and making 5 ranking knifes, 1-5. I've noticed that I cannot have the same datablock names in all 5, but whenever I change the datablock info, I CAN see the knife in my inventory in-game, but it DOESN'T show up in my hand, therefore I can't use it. When I don't change the datablock info only 1 of the ranking knifes shows up in the inventory list. I need to know how I can fix this. Here is the code for my Rank 5 Knife: (The datablock info isn't changed in this code, the only thing changed in this code is the GUI name and the damage the knife does). When I say "changed datablock info" I mean I changed the word butterflyknife that is in the parenthesis to rank5knife.
datablock AudioProfile(butterflyknifeactivateSound)
{
filename = "./activate.wav";
description = AudioClose3d;
preload = true;
};
//butterflyknife trail
//projectile
AddDamageType("butterflyknifeDirect", '<bitmap:add-ons/Weapon_butterflyknife/CI_butterflyknife> %1', '%2 <bitmap:add-ons/Weapon_butterflyknife/CI_butterflyknife> %1',1,1);
datablock ProjectileData(butterflyknifeProjectile)
{
directDamage = 20;
directDamageType = $DamageType::butterflyknifeDirect;
explosion = swordExplosion;
//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";
};
datablock ProjectileData(butterflyknifekillProjectile)
{
backstab = 20;
directDamage = 20;
directDamageType = $DamageType::butterflyknifeDirect;
radiusDamageType = $DamageType::butterflyknifeRadius;
explosion = swordExplosion;
//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";
};
//////////
// item //
//////////
datablock ItemData(butterflyknifeItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./bknife2.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Rank 5 Knife";
iconName = "./knife";
doColorShift = false;
colorShiftColor = "0.400 0.196 0 1.000";
// Dynamic properties defined by the scripts
image = butterflyknifeImage;
canDrop = true;
};
//function butterflyknife::onUse(%this,%user)
//{
// //mount the image in the right hand slot
// %user.mountimage(%this.image, $RightHandSlot);
//}
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(butterflyknifeImage)
{
// Basic Item properties
shapeFile = "./bknife2.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 = butterflyknifeItem;
ammo = " ";
projectile = butterflyknifekillProjectile;
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] = 0.5;
stateTransitionOnTimeout[0] = "Ready";
stateSequence[0] = "activate";
stateSound[0] = ButterflyknifeactivateSound;
stateName[1] = "Ready";
stateSequence[1] = "ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateAllowImageChange[1] = true;
stateName[2] = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2] = 0.7;
stateScript[2] = "oncharge";
stateSequence[2] = "ready";
stateWaitForTimeout[2] = false;//f
stateTransitionOnTriggerUp[2] = "AbortChargefire";
stateAllowImageChange[2] = false;
stateName[3] = "AbortChargefire";
stateTransitionOnTimeout[3] = "stopfire";
//stateTransitionOntriggerup[3] = "stopfire";
stateTimeoutValue[3] = 0.2;
stateFire[3] = true;
stateSequence[3] = "ready";
stateScript[3] = "onFiretwo";
stateWaitForTimeout[3] = true;
stateAllowImageChange[3] = true;
stateSound[3] = ButterflyknifeFireSound;
stateName[4] = "StopFire";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.2;
stateAllowImageChange[4] = false;
stateWaitForTimeout[4] = true;
stateScript[4] = "onStopFire";
stateName[5] = "Armed";
stateTransitionOnTriggerUp[5] = "Fire";
stateAllowImageChange[5] = false;
stateName[6] = "Fire";
stateTransitionOnTimeout[6] = "Ready";
stateTimeoutValue[6] = 0.2;
stateFire[6] = true;
stateSequence[6] = "ready";
stateScript[6] = "onFire";
stateWaitForTimeout[6] = true;
stateAllowImageChange[6] = false;
stateSound[6] = ButterflyknifeFireSound;
};
function butterflyknifeImage::onCharge(%this, %obj, %slot)
{
%obj.playthread(2, spearReady);
}
function butterflyknifeImage::onfiretwo(%this, %obj, %slot)
{
%obj.playthread(2, armattack);
return;
}
function butterflyknifeImage::onStopFire(%this, %obj, %slot)
{
%obj.playthread(2, root);
}
function butterflyknifeImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, spearThrow);
Parent::onFire(%this, %obj, %slot);
}
function butterflyknifeImage::onFiretwo(%this,%obj,%slot)
{
%projectile = butterflyknifeprojectile;
%spread = 0.00001;
%shellcount = 1;
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) * 2 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 2 * 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;
}