//M82 Barrett 50.cal//Modeler: Aware14 (Beastly loveer)//Script: Ghille (uber cool one with herbs)//Herb Productions Inc.Datablock AudioProfile(##M##82FireSound){ filename = "./BarrettFire.wav"; description = AudioClose3d; preload = true;};datablock ParticleData(BarrettTrailParticle){ dragCoefficient = 3; gravityCoefficient = -0.0; inheritedVelFactor = 0.0; constantAcceleration = 0.0; lifetimeMS = 625; lifetimeVarianceMS = 55; textureName = "base/data/particles/cloud"; //Woo cloud of smoke is epic spinSpeed = 10.0; spinRandomMin = -500.0; spinRandomMax = 500.0; colors[0] = "0.3 0.3 0.9 0.4"; colors[1] = "0.5 0.5 0.5 0.0"; sizes[0] = 0.15; sizes[1] = 0.25; useInvAlpha = false;};datablock ParticleEmitterData(BarrettTrailEmitter){ ejectionPeriodMS = 1; periodVarianceMS = 0; ejectionVelocity = 0.0; velocityVariance = 0.0; ejectionOffset = 0.0; thetaMin = 0; thetaMax = 90; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; particles = "BarrettTrailParticle";};//### ProjectileAddDamageType("Barrett",'<bitmap:Add-ons/Weapon_Barrett50cal/CI_Barret> %1','%2 <bitmap:Add-ons/Weapon_Barrett50cal/CI_Barret> %1',0.2,1);//my lack of spelling skilldatablock ProjectileData(BarrettProjectile){ uiName = "50.Cal Bullet"; //we should do a custom model here by making the default bullet longer projectileShapeName = "Add-ons/Weapon_Gun/bullet.dts"; directDamage = 160; directDamageType = $DamageType::Barrett; radiusDamageType = $DamageType::Barrett; brickExplosionRadius = 0; brickExplosionImpact = true; brickExplosionForce = 80; brickExplosionMaxVolume = 1; brickExplosionMaxVolumeFloati ng = 2; impactImpulse = 175; verticalImpulse = 0; explosion = GunExplosion; particleEmitter = BarrettTrailEmitter; muzzleVelocity = 200; // 350 verInheritFactor = 1; armingDelay = 0; lifetime = 4000; fadeDelay = 2000; bounceElasticity = 0.5; bounceFriction = 0.2; isBallistic = true; gravityMod = 0.10; hasLight = false; lightRadius = 3; lightColor = "1 0.5 0";};//### Itemdatablock ItemData(BarrettItem){ uiName = "M82 Barrett"; iconName = "./UIBarrett"; image = BarrettImage; category = "Weapon"; className = "Weapon"; shapeFile = "./Barret.dts"; //Awares lack of spelling skill mass = 4.2; density = 0.2; elasticity = 0; friction = 0.6; emap = true; doColorShift = true; colorShiftColor = "1 1 1 1"; canDrop = true;};//### Ze Item Imagedatablock ShapeBaseImageData(BarrettImage){ shapeFile = "./Barret.dts"; emap = true; mountPoint = 0; offset = "0 0 0"; correctMuzzleVector = true; eyeOffset = "0 0 0"; rotation = eulerToMatrix("0 0 0"); className = "WeaponImage"; item = BarrettItem; ammo = " "; projectile = BarrettProjectile; projectileType = Projectile; casing = gunShellDebris; shellExitDir = "1 -1 0.5"; shellExitOffset = "0 0 0"; shellExitVariance = 10; shellVelocity = 6; melee = false; doReaction = false; armReady = true; minShotTime = 2000; doColorShift = true; colorShiftColor = "1 1 1 1"; 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] = "0.4"; stateFire[2] = true; stateAllowImageChange[2] = false; stateWaitForTimeout[2] = true; stateEmitter[2] = gunFlashEmitter; stateEmitterTime[2] = 0.05; stateEmitterNode[2] = "muzzlePoint"; stateSound[2] = M82FireSound; stateScript[2] = "onFire"; stateName[3] = "Reload"; stateTimeoutValue[3] = 0.4; stateSequence[3] = "Fire"; stateTransitionOnTimeout[3] = "Delay"; stateWaitForTimeout[3] = true; stateEjectShell[3] = true; stateAllowImageChange[4] = false;//ze delay stateName[4] = "Delay"; stateTimeoutValue[4] = 0.1; stateTransitionOnTimeout[4] = "Ready"; stateWaitForTimeout[4] = true; stateAllowImageChange[4] = false;};
um script?
datablock cannot be capitalized.