I made a pokeball weapon thats a flash gernade, and i tried to put on a skin for it. It didnt work. Could any1 send me a fixed copy of this(Its the Pokeball weapon script):
//Pokeball Flash.cs
//PokeballFlash trail
datablock ParticleData(PokeballFlashTrailParticle)
{
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 = "~/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(PokeballFlashTrailEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 0; //0.25;
velocityVariance = 0; //0.10;
ejectionOffset = 0;
thetaMin = 0.0;
thetaMax = 90.0;
particles = flashGrenadeTrailParticle;
};
//effects
datablock ParticleData(flashGrenadeExplosionParticle)
{
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 = "~/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(flashGrenadeExplosionEmitter)
{
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 = "flashGrenadeExplosionParticle";
};
datablock ParticleData(flashGrenadeExplosionParticle 2)
{
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 = "~/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(flashGrenadeExplosionEmitter2)
{
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 = "flashGrenadeExplosionParticle 2";
};
datablock ExplosionData(flashGrenadeExplosion)
{
//explosionShape = "";
lifeTimeMS = 700;
soundProfile = spearExplosionSound;
emitter[0] = flashGrenadeExplosionEmitter;
emitter[1] = flashGrenadeExplosionEmitter2;
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 = 20;
lightEndRadius = 0;
lightStartColor = "1 1 1 1";
lightEndColor = "1 0 0 1";
};
//projectile
datablock ProjectileData(PokeballFlashProjectile)
{
projectileShapeName = "~/data/shapes/vehicles/Pokeball/Pokeball.dts";
directDamage = 0;
radiusDamage = 0;
damageRadius = 5;
explosion = flashGrenadeExplosion;
particleEmitter = flashGrenadeTrailEmitter;
muzzleVelocity = 25;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 20000;
fadeDelay = 19500;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = true;
gravityMod = 1;
hasLight = false;
lightRadius = 20.0;
lightColor = "1 1 1 1";
};
//////////
// item //
//////////
datablock ItemData(PokeballFlash)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "~/data/shapes/vehicles/pokeball/pokeball.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
cost = "250";
skinname = "green";
// Dynamic properties defined by the scripts
pickUpName = 'Pokeball';
invName = 'PokeballFlash';
image = PokeballFlashImage;
};
//function PokeballFlash::onUse(%this,%user)
//{
// //mount the image in the right hand slot
// %user.mountimage(%this.image, $RightHandSlot);
//}
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(PokeballFlashImage)
{
// Basic Item properties
shapeFile = "~/data/shapes/vehicles/Pokeball/Pokeball.dts";
PreviewFileName = "rtb/data/shapes/vehicles/Pokeball/pokeballtex.GIF";
emap = true;
skinname="green";
cloakable = false;
// 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 = flashGrenade;
ammo = " ";
projectile = PokeballFlashProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
//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] = 0.5;
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] = 30;
stateFire[5] = true;
stateSequence[5] = "fire";
stateScript[5] = "onFire";
stateWaitForTimeout[5] = true;
stateAllowImageChange[5] = true;
stateSound[5] = spearFireSound;
};
function PokeballFlashImage::onCharge(%this, %obj, %slot)
{
%obj.playthread(2, spearReady);
}
function PokeballFlashImage::onAbortCharge(%this, %obj, %slot)
{
%obj.playthread(2, root);
}
function PokeballFlashImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, spearThrow);
Parent::onFire(%this, %obj, %slot);
}
function PokeballFlashProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
echo(%this);
echo(%obj);
echo(%col);
echo(%pos);
%position = %pos;
%radius = 20;
InitContainerRadiusSearch(%position, %radius, $TypeMasks::ShapeBaseObjectType);
%halfRadius = %radius / 2;
while ((%targetObject = containerSearchNext()) != 0) {
%coverage = calcExplosionCoverage(%position, %targetObject,
$TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType |
$TypeMasks::ForceFieldObjectType | $TypeMasks::VehicleObjectType);
if (%coverage == 0)
continue;
%dist = containerSearchCurrRadiusDist();
%distScale = (%dist < %halfRadius)? 1.0:
1.0 - ((%dist - %halfRadius) / %halfRadius);
if(%targetObject.getClassname() $= "Player" && %targetObject.client.team !$= "Cops" && %targetObject.client.isImprisoned !$= "1")
{
$Times = 0;
whiteout(%targetObject);
}
}
}
function whiteout(%targetObject)
{
%targetObject.setWhiteout(100000000000000);
if($Times <= 2)
{
$Times++;
Schedule(2000,0,"whiteOut",%targetObject);
}
}