Im working on a laser pick, and I did this, but it wont rapid fire.
datablock shapeBaseImageData(DiggingLaserPickaxeImage : gunImage)
{
item = DiggingLaserPickaxeItem;
projectile = DiggingLaserPickaxeProjectile;
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.2;
stateTransitionOnTimeout[0] = "Ready";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
stateName[2] = "Fire";
stateTransitionOnTimeOut[2] = "Reload";
stateTimeoutValue[2] = "0.08";
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateWaitForTimeout[2] = true;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzlePoint";
stateEjectShell[2] = true;
stateScript[2] = "onFire";
stateName[3] = "Fire2";
stateTransitionOnTimeOut[3] = "Reload";
stateTimeoutValue[3] = "0.08";
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateWaitForTimeout[3] = true;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzlePoint";
stateEjectShell[3] = true;
stateScript[3] = "onFire2";
stateName[4] = "Reload";
stateTimeoutValue[4] = 0.01;
stateTransitionOnTriggerUp[4] = "Fire2";
stateTransitionOnTimeout[4] = "Fire2";
};
I even took the states out of a machine gun.
Nvm, I found out I needed the onFire2 and Fire2.
Now I need to make it more straight, cause its annoying how it goes out everywhere.
function DiggingLaserPickaxeImage::onFire(%this,%obj,%slot)
{
gc_FamasZombiesAmmo(%this,%obj,%slot);
%obj.gc_FamasAmmo -= 1;
if(%obj.gc_FamasAmmo < 1) %obj.setImageAmmo(%slot,0);
%vector = %obj.getMuzzleVector(%slot);
%objectVelocity = %obj.getVelocity();
%vector1 = VectorScale(%vector,%projectile.muzzleVelocity);
%vector2 = VectorScale(%objectVelocity,%projectile.velInheritFactor);
%x = %y = %z = 0;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%p = new(%this.projectileType)()
{
dataBlock = gc_weaponRecoil;
initialVelocity = VectorAdd(%vector1,%vector2);
initialPosition = %obj.getEyePoint();
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
%projectile = %this.projectile;
%spread = 0.001;
%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) * 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;
}
function DiggingLaserPickaxeImage::onFire2(%this,%obj,%slot)
{
gc_FamasZombiesAmmo(%this,%obj,%slot);
%obj.gc_FamasAmmo -= 1;
if(%obj.gc_FamasAmmo < 1) %obj.setImageAmmo(%slot,0);
%vector = %obj.getMuzzleVector(%slot);
%objectVelocity = %obj.getVelocity();
%vector1 = VectorScale(%vector,%projectile.muzzleVelocity);
%vector2 = VectorScale(%objectVelocity,%projectile.velInheritFactor);
%x = %y = %z = 0;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%p = new(%this.projectileType)()
{
dataBlock = gc_weaponRecoil;
initialVelocity = VectorAdd(%vector1,%vector2);
initialPosition = %obj.getEyePoint();
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
%projectile = %this.projectile;
%spread = 0.0025;
%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) * 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;
}
Nvm again, I found out, I just made %x, %y, %z = 0.