I can get projectiles on a delay but I can't get the shotfire sound on a delay to match up with the projectile delay. How would I set a shot fire sound delay?
I need at least a three second delay.
//audio
datablock AudioProfile(chordSound)
{
filename = "./Chords.wav";
description = AudioClose3d;
preload = true;
};
datablock ParticleData(V8GuitarTrailParticle)
{
dragCoefficient = 3;
gravityCoefficient = -0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 2000;
lifetimeVarianceMS = 0;
textureName = "./Dot";
spinSpeed = 100.0;
spinRandomMin = 100.0;
spinRandomMax = 100.0;
colors[0] = "0.9 0.9 0.9 0.8";
colors[1] = "0.3 0.3 0.3 0.1";
colors[2] = "0.1 0.9 0.0 0.0";
sizes[0] = 0.7;
sizes[1] = 1.0;
sizes[2] = 3.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(V8GuitarTrailEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 0.0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "V8GuitarTrailParticle";
uiName = "V8 Guitar";
};
datablock ExplosionData(V8GuitarExplosion)
{
//explosionShape = "";
lifeTimeMS = 500;
emitter[0] = horseRayExplosionEmitter;
//soundProfile = horseRayHitSound;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = false;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "1.0 1.0 1.0";
camShakeDuration = 0.5;
camShakeRadius = 10.0;
// Dynamic light
lightStartRadius = 3;
lightEndRadius = 1;
lightStartColor = "00.0 0.6 0.9";
lightEndColor = "0 0 0";
};
AddDamageType("V8Guitar", '<bitmap:add-ons/Weapon_V8Guitar/CI_V8Guitar %1', '%2 <bitmap:add-ons/Weapon_V8Guitar/CI_V8Guitar> %1',1,1);
datablock ProjectileData(V8GuitarProjectile)
{
projectileShapeName = "base/data/shapes/empty.dts";
directDamage = 40;
directDamageType = $DamageType::ERG;
radiusDamageType = $DamageType::ERG;
brickExplosionRadius = 0;
brickExplosionImpact = true; //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 = 000;
verticalImpulse = 100;
explosion = V8GuitarExplosion;
//bloodExplosion = horseRayExplosion;
particleEmitter = V8GuitarTrailEmitter;
explodeOnPlayerImpact = true;
explodeOnDeath = true;
muzzleVelocity = 90;
velInheritFactor = 1;
armingDelay = 3000;
lifetime = 3000;
fadeDelay = 3500;
bounceElasticity = 0.99;
bounceFriction = 0.20;
isBallistic = true;
gravityMod = 0.0;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
uiName = "V8 Guitar";
};
//////////
// item //
//////////
datablock ItemData(V8GuitarItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./Guitar.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "V8 Guitar";
iconName = "./Icon_V8Guitar";
doColorShift = false;
colorShiftColor = "0.0 0.7 0.0 1.000";
// Dynamic properties defined by the scripts
image = V8GuitarImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(V8GuitarImage)
{
// Basic Item properties
shapeFile = "./Guitar.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; //"0.1 0.2 -0.55";
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 = BowItem;
ammo = " ";
projectile = V8GuitarProjectile;
projectileType = Projectile;
//casing = horseRayShellDebris;
//shellExitDir = "1.0 -1.3 1.0";
//shellExitOffset = "0 0 0";
//shellExitVariance = 15.0;
//shellVelocity = 7.0;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
minShotTime = 2000; //minimum time allowed between shots (needed to prevent equip/dequip exploit)
doColorShift = false;
colorShiftColor = V8GuitarItem.colorShiftColor;//"0.400 0.196 0 1.000";
//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] = "Fire";
stateAllowImageChange[1] = true;
stateSequence[1] = "Ready";
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] = horseRayFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = ChordSound;
stateEjectShell[2] = true;
stateName[3] = "Smoke";
stateEmitter[3] = horseRaySmokeEmitter;
stateEmitterTime[3] = 0.4;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.0;
stateTransitionOnTimeout[3] = "Reload";
stateName[4] = "Reload";
stateSequence[4] = "Reload";
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "Ready";
};