bball weapon/ item

Author Topic: bball weapon/ item  (Read 3871 times)

I made a b-ball model, and copied the fork script and changed stuff to get it to use the bball model, but in-game, it doesn't show up in the items list. Why?


It doesn't have a projectile or shoot at all, but i dont want to screw it up, if someone could do a code for it, would be helpful.

[EDIT:]fixed
« Last Edit: April 07, 2007, 03:06:37 PM by tapemaster21 »

it should work know

Code: [Select]
//bball.cs


datablock AudioProfile(spearExplosionSound)
{
   filename    = "./sound/spearHit.wav";
   description = AudioClose3d;
   preload = false;
};

datablock AudioProfile(spearFireSound)
{
   filename    = "./sound/spearFire.wav";
   description = AudioClose3d;
   preload = true;
};


//spear trail
datablock ParticleData(spearTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/ring";
//animTexName = " ";

// Interpolation variables
colors[0] = "0.75 0.75 0.75 0.3";
colors[1] = "0.75 0.75 0.75 0.2";
colors[2] = "1 1 1 0.0";
sizes[0] = 0.15;
sizes[1] = 0.35;
sizes[2] = 0.05;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 1.0;
};

datablock ParticleEmitterData(spearTrailEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 0;

   ejectionVelocity = 0; //0.25;
   velocityVariance = 0; //0.10;

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = spearTrailParticle;
};


//effects
datablock ParticleData(spearExplosionParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 900;
lifetimeVarianceMS = 300;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/cloud";
//animTexName = "~/data/particles/cloud";

// Interpolation variables
colors[0] = "0.3 0.3 0.2 0.9";
colors[1] = "0.2 0.2 0.2 0.0";
sizes[0] = 4.0;
sizes[1] = 7.0;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(spearExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   lifeTimeMS    = 21;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "spearExplosionParticle";
};

datablock ParticleData(spearExplosionParticle2)
{
dragCoefficient = 0.1;
windCoefficient = 0.0;
gravityCoefficient = 2.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 500;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/chunk";
//animTexName = "~/data/particles/cloud";

// Interpolation variables
colors[0] = "0.0 0.0 0.0 1.0";
colors[1] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(spearExplosionEmitter2)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   lifetimeMS       = 7;
   ejectionVelocity = 15;
   velocityVariance = 5.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "spearExplosionParticle2";
};

datablock ExplosionData(spearExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 150;

   soundProfile = spearExplosionSound;

   emitter[0] = spearExplosionEmitter;
   emitter[1] = spearExplosionEmitter2;
   //particleDensity = 30;
   //particleRadius = 1.0;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "7.0 8.0 7.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 15.0;

   // Dynamic light
   lightStartRadius = 4;
   lightEndRadius = 3;
   lightStartColor = "0.45 0.3 0.1";
   lightEndColor = "0 0 0";

   //impulse
   impulseRadius = 3.5;
   impulseForce = 2000;

   //radius damage
   radiusDamage        = 40;
   damageRadius        = 3.5;
};

//projectile
AddDamageType("SpearDirect",   '<bitmap:add-ons/ci/spear> %1',    '%2 <bitmap:add-ons/ci/spear> %1',1,1);
AddDamageType("SpearRadius",   '<bitmap:add-ons/ci/spearRadius> %1',    '%2 <bitmap:add-ons/ci/spearRadius> %1',1,0);
datablock ProjectileData(bballProjectile)
{
   projectileShapeName = "./shapes/bball.dts";
   directDamage        = 50;
   directDamageType  = $DamageType::SpearDirect;
   radiusDamageType  = $DamageType::SpearRadius;
   impactImpulse    = 1000;
   verticalImpulse    = 1000;
   explosion           = spearExplosion;
   particleEmitter     = spearTrailEmitter;

   brickExplosionRadius = 0;
   brickExplosionImpact = true; //destroy a brick if we hit it directly?
   brickExplosionForce  = 20;
   brickExplosionMaxVolume = 200;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 20000;
   fadeDelay           = 19500;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0.50;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";
};


//////////
// item //
//////////
datablock ItemData(bballItem)
{
category = "item";  // Mission editor category
className = "item"; // For inventory system

// Basic Item Properties
shapeFile = "./shapes/bball.dts";
mass = 1;
density = 0.2;
elasticity = .2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Bball";
iconName = "./ItemIcons/spear";
doColorShift = false;
colorShiftColor = "0.500 0.500 0 0.500";

// Dynamic properties defined by the scripts
image = bballImage;
canDrop = true;
};

//function spear::onUse(%this,%user)
//{
// //mount the image in the right hand slot
// %user.mountimage(%this.image, $RightHandSlot);
//}

////////////////
//item image//
////////////////
datablock ShapeBaseImageData(bballImage)
{
   // Basic Item properties
   shapeFile = "./shapes/bball.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 = bballItem;
   ammo = " ";
   projectile = bballProjectile;
   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] = "Charge";
stateAllowImageChange[1] = true;

stateName[2]                    = "Charge";
stateTransitionOnTimeout[2] = "Armed";
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] = "Armed";
stateTransitionOnTriggerUp[4] = "Fire";
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] = spearFireSound;
};

function bballImage::onCharge(%this, %obj, %slot)
{
%obj.playthread(2, spearReady);
}

function bballImage::onAbortCharge(%this, %obj, %slot)
{
%obj.playthread(2, root);
}

function bballImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, spearThrow);
Parent::onFire(%this, %obj, %slot);
}

You've just replaced the spear with most of that script. Try changing all the 'spear' datablocks to 'bball' datablocks.

You've just replaced the spear with most of that script. Try changing all the 'spear' datablocks to 'bball' datablocks.
that wouldent matter
only image need to be changed

:P


try my post first

I've got it to work with that one but I need a code file that does nothing, I'm going to work on that or use, if given, on here. [EDIT:]sctatch that, fixed
« Last Edit: April 07, 2007, 03:07:41 PM by tapemaster21 »

i need a certain thing to show up as a projectile but i dont know where to get the bball datablock, what i cant figure out what yo put there are ?'s
Code: [Select]
function BBallImage::onFire(%this, %obj, %slot)
{
echo("Onfire");
%pos = %obj.getposition();
%pos = VectorAdd(%pos,"0 0" SPC 2.36);
%ball = new ???(???)
{
   position = %pos;
   datablock = ???;
   scale = "1 1 1";
};

[EDIT:]fixed!
« Last Edit: April 07, 2007, 03:06:04 PM by tapemaster21 »

I've got a new problem! When you shoot it, left click, it only allows 1 projectile (ball) per server.
I don't know how to change that...  plz help



Every 5 shots (with ctrl w) it doen't allow me to to pick it up. I get 5 shots and 4 pickups, asin, I shoot, pick it up, I shoot, pick it up, I shoot, pick it up, I shoot, pick it up, I shoot,then cant pick it back up.
« Last Edit: April 07, 2007, 04:19:42 PM by tapemaster21 »

....You are using the ball vehicle, it's most likely that you have a low vehicle limit set.

Edit: Try that :/
« Last Edit: April 07, 2007, 04:53:48 PM by -=>RR<=-MasterCE »

That code didn't do aything, lol.

I edited some stuff and changed the schedule on the delete so it wouldn't need it's own function to delete :D

*cough*...what exactly is this supposed to do?

I couldn't find the problem, I fixed stuff I saw but nothing related to his problem I could find :/

@Grand Theif Fox: Would you like to buy a Tampon?