I actually did that.
//audio
datablock AudioProfile(M16FireSound)
{
filename = "./M16_Fire.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(M16EquipSound)
{
filename = "./M16_Equip.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(M16ReloadSound)
{
filename = "./M16_ClipOut.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(M16Reload2Sound)
{
filename = "./M16_ClipIn.wav";
description = AudioClose3d;
preload = true;
};
datablock ParticleData(M16PointParticleA)
{
dragCoefficient = 5;
gravityCoefficient = -0.0;
inheritedVelFactor = 1.0;
constantAcceleration = 0.0;
lifetimeMS = 10;
lifetimeVarianceMS = 0;
textureName = "base/data/particles/dot";
spinSpeed = 0.0;
spinRandomMin = 0.0;
spinRandomMax = 0.0;
colors[0] = "1 1 0 0.9";
colors[1] = "1 0 0 0.9";
colors[2] = "1 0 0 0";
sizes[0] = 0.15;
sizes[1] = 0.15;
sizes[2] = 0.3;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(M16PointEmitterA)
{
ejectionPeriodMS = 5;
periodVarianceMS = 1;
ejectionVelocity = 0.1;
velocityVariance = 0.0;
ejectionOffset = 0;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "M16PointParticleA";
useEmitterColors = true;
uiName = "880 Rifle Laser A";
};
datablock ParticleData(M16PointParticleB)
{
dragCoefficient = 0;
gravityCoefficient = -0.0;
inheritedVelFactor = 1.0;
constantAcceleration = 0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
textureName = "base/data/particles/dot";
spinSpeed = 0.0;
spinRandomMin = 0.0;
spinRandomMax = 0.0;
colors[0] = "1 1 0 0.9";
colors[1] = "1 0 0 0.9";
colors[2] = "1 0 0 0";
sizes[0] = 0.1;
sizes[1] = 0.1;
sizes[2] = 0.1;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(M16PointEmitterB)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = -1.5;
velocityVariance = 0.0;
ejectionOffset = 0;
thetaMin = 0;
thetaMax = 0;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "M16PointParticleB";
useEmitterColors = true;
uiName = "880 Rifle Laser B";
};
datablock DebrisData(M16PointDebris)
{
emitters = "M16PointEmitterA";
shapeFile = "base/data/shapes/empty.dts";
lifetime = 0.02;
minSpinSpeed = -300.0;
maxSpinSpeed = 300.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 0;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = false;
gravModifier = 0;
};
datablock ExplosionData(M16PointExplosion)
{
explosionShape = "";
soundProfile = "";
lifeTimeMS = 100;
particleEmitter = "";
particleDensity = 1;
particleRadius = 0;
debris = M16PointDebris;
debrisNum = 0;
debrisNumVariance = 0;
debrisPhiMin = 0;
debrisPhiMax = 360;
debrisThetaMin = 0;
debrisThetaMax = 180;
debrisVelocity = 0.1;
debrisVelocityVariance = 0.1;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = false;
// Dynamic light
lightStartRadius = 5;
lightEndRadius = 5;
lightStartColor = "1 0 0 1";
lightEndColor = "1 0 0 1";
damageRadius = 10;
radiusDamage = 0;
impulseRadius = 0;
impulseForce = 0;
};
AddDamageType("M16", '<bitmap:add-ons/Weapon_Package_L4B/M16/CI_M16> %1', '%2 <bitmap:add-ons/Weapon_Package_L4B/M16/CI_M16> %1',0.2,1);
datablock ProjectileData(M16Projectile1)
{
projectileShapeName = "add-ons/Weapon_Gun/bullet.dts";
directDamage = 15;
directDamageType = $DamageType::M16;
radiusDamageType = $DamageType::M16;
brickExplosionRadius = 0;
brickExplosionImpact = false; //destroy a brick if we hit it directly?
brickExplosionForce = 10;
brickExplosionMaxVolume = 1; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 2; //max volume of bricks that we can destroy if they aren't connected to the ground
impactImpulse = 0;
verticalImpulse = 0;
explosion = gunExplosion;
muzzleVelocity = 200;
velInheritFactor = 1;
armingDelay = 00;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = true;
gravityMod = 0;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
uiName = "M16 Bullet";
};
datablock ProjectileData(M16PointProjectileA)
{
projectileShapeName = "base/data/shapes/empty.dts";
directDamage = 0;
directDamageType = $DamageType::M16;
radiusDamageType = $DamageType::M16;
particleEmitter = M16PointEmitterA;
//explosion = M16PointExplosion;
//explodeOnDeath = true;
brickExplosionRadius = 0;
brickExplosionImpact = 0; //destroy a brick if we hit it directly?
brickExplosionForce = 0;
brickExplosionMaxVolume = 0; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 0; //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)
collideWithPlayers = true;
muzzleVelocity = 1;
velInheritFactor = 1.0;
armingDelay = 0;
lifetime = 400;
fadeDelay = 100;
bounceElasticity = 0;
bounceFriction = 0.00;
isBallistic = true;
gravityMod = 0.0;
hasLight = false;
uiName = "";
};
datablock ProjectileData(M16PointProjectileB)
{
projectileShapeName = "base/data/shapes/empty.dts";
directDamage = 0;
directDamageType = $DamageType::M16;
radiusDamageType = $DamageType::M16;
particleEmitter = M16PointEmitterB;
//explosion = M16PointExplosion;
//explodeOnDeath = true;
brickExplosionRadius = 0;
brickExplosionImpact = 0; //destroy a brick if we hit it directly?
brickExplosionForce = 0;
brickExplosionMaxVolume = 0; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 0; //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)
collideWithPlayers = true;
muzzleVelocity = 7;
velInheritFactor = 1.0;
armingDelay = 100;
lifetime = 100;
fadeDelay = 100;
bounceElasticity = 0;
bounceFriction = 0.00;
isBallistic = true;
gravityMod = 0.0;
hasLight = false;
uiName = "";
};
//////////
// item //
//////////
datablock ItemData(M16Item)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./M16.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "M16";
iconName = "./UI_M16";
doColorShift = true;
colorShiftColor = "0.4 0.4 0.3 1.000";
// Dynamic properties defined by the scripts
image = M16Image;
canDrop = true;
maxAmmo = 30;
canReload = 1;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(M16Image)
{
// Basic Item properties
shapeFile = "./M16.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 = M16Item;
ammo = " ";
projectile = M16Projectile1;
projectileType = Projectile;
casing = GunShellDebris;
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;
doColorShift = true;
colorShiftColor = M16Item.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.
raycastWeaponRange = 0;
raycastWeaponTargets =
$TypeMasks::PlayerObjectType | //AI/Players
$TypeMasks::StaticObjectType | //Static Shapes
$TypeMasks::TerrainObjectType | //Terrain
$TypeMasks::VehicleObjectType | //Terrain
$TypeMasks::FXBrickObjectType; //Bricks
raycastExplosionProjectile = GunProjectile;
raycastExplosionBrickSound = bulletHitSound;
raycastExplosionPlayerSound = bulletHitSound;
raycastDirectDamage = 0;
raycastDirectDamageType = $DamageType::M16;
raycastSpreadAmt = 0.00001;
raycastSpreadCount = 1;
raycastTracerProjectile = M16PointProjectileA;
raycastFromMuzzle = true;
// Initial start up state
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.7;
stateTransitionOnTimeout[0] = "LoadCheckA";
stateSequence[0] = "use";
stateSound[0] = M16EquipSound;
stateName[1] = "Ready";
stateTransitionOnNoAmmo[1] = "Reload";
stateTransitionOnTriggerDown[1] = "Fire";
stateScript[1] = "onLaserFire";
stateAllowImageChange[1] = true;
stateName[2] = "Fire";
stateTransitionOnTimeout[2] = "Delay";
stateTimeoutValue[2] = 0.01;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateEjectShell[2] = true;
stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateWaitForTimeout[2] = true;
stateSound[2] = M16FireSound;
stateName[3] = "Delay";
stateTransitionOnTimeout[3] = "FireLoadCheckA";
stateTimeoutValue[3] = 0.03;
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.03;
stateEmitterNode[3] = "muzzleNode";
stateName[4] = "LoadCheckA";
stateScript[4] = "onLoadCheck";
stateTimeoutValue[4] = 0.01;
stateTransitionOnTimeout[4] = "LoadCheckB";
stateName[5] = "LoadCheckB";
stateTransitionOnAmmo[5] = "Ready";
stateTransitionOnNoAmmo[5] = "Reload";
stateName[6] = "Reload";
stateTimeoutValue[6] = 0.6;
stateScript[6] = "onReloadStart";
stateTransitionOnTimeout[6] = "Wait";
stateWaitForTimeout[6] = true;
stateSound[6] = M16ReloadSound;
stateName[7] = "Wait";
stateTimeoutValue[7] = 0.8;
stateSound[7] = M16Reload2Sound;
stateScript[7] = "onReloadWait";
stateTransitionOnTimeout[7] = "Reloaded";
stateName[8] = "FireLoadCheckA";
stateScript[8] = "onLoadCheck";
stateTimeoutValue[8] = 0.01;
stateTransitionOnTimeout[8] = "FireLoadCheckB";
stateName[9] = "FireLoadCheckB";
stateTransitionOnAmmo[9] = "Smoke";
stateTransitionOnNoAmmo[9] = "ReloadSmoke";
stateName[10] = "Smoke";
stateEmitter[10] = gunSmokeEmitter;
stateEmitterTime[10] = 0.3;
stateEmitterNode[10] = "muzzleNode";
stateTimeoutValue[10] = 0.3;
stateTransitionOnTimeout[10] = "Ready";
stateTransitionOnTriggerDown[10] = "Fire";
stateName[11] = "ReloadSmoke";
stateEmitter[11] = gunSmokeEmitter;
stateEmitterTime[11] = 0.3;
stateEmitterNode[11] = "muzzleNode";
stateTimeoutValue[11] = 0.2;
stateTransitionOnTimeout[11] = "Reload";
stateName[12] = "Reloaded";
stateTimeoutValue[12] = 0.7;
stateScript[12] = "onReloaded";
stateSequence[12] = "use";
stateTransitionOnTimeout[12] = "Ready";
stateSound[12] = M16EquipSound;
};
function M16Image::onFire(%this,%obj,%slot) //call this in fire states
{
if(%obj.laserfire)
{
%this.raycastWeaponRange = 3000;
Parent::onFire(%this,%obj,%slot);
%this.raycastWeaponRange = 3000;
return;
}
%projectile = M16Projectile1;
if(vectorLen(%obj.getVelocity()) < 0.1)
{
%spread = 0.00001;
}
else
{
%spread = 0.0025;
}
%obj.lastShotTime = getSimTime();
%shellcount = 1;
%obj.playThread(2, plant);
%shellcount = 1;
%obj.toolAmmo[%obj.currTool]--;
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 M16Image::onReloadStart(%this,%obj,%slot)
{
%obj.toolAmmo[%obj.currTool] = 0;
%obj.playThread(2, wrench);
}
function M16Image::onReloadWait(%this,%obj,%slot)
{
%obj.playThread(2, activate);
%obj.playThread(3, plant);
}
function M16Image::onReloaded(%this,%obj,%slot)
{
%obj.toolAmmo[%obj.currTool] = %this.item.maxAmmo;
%obj.setImageAmmo(%slot,1);
}
function M16Image::onUnMount(%this,%obj,%slot)
{
%obj.playThread(2, root);
}
function M16Image::onLaserFire(%this,%obj,%slot) //call this when in idle/ready states
{
%obj.laserfire = 1;
M16Image::onFire(%this,%obj,%slot);
%obj.laserfire = 0;
}
Space helped me a lot with the script.