I'm making an AntMan belt for my MBB server, but when I try to use it, it says Invalid Projectile or something in the console.
code:
datablock ItemData(AMBeltItem)
{
// Basic Item Properties
shapeFile = "base/data/shapes/empty.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui properties
uiName = "Ant-Man Belt";
iconName = "";
doColorShift = true;
colorShiftColor = "1.0 0.0 0.0 1.0";
// Dynamic properties defined by the scripts
image = AMBeltImage;
canDrop = false;
SmallMode = false;
};
datablock ShapeBaseImageData(AMBeltImage)
{
// Basic Item properties
shapeFile = "base/data/shapes/empty.dts";
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
offset = "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 = false;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
className = "WeaponImage";
// Projectile && Ammo.
item = AMBeltItem;
ammo = " ";
projectile = "";
projectileType = "";
//melee particles shoot from eye node for consistancy
melee = true;
doRetraction = false;
//raise your arm up or not
armReady = false;
showBricks = false;
//casing = " ";
doColorShift = true;
colorShiftColor = AMBeltItem.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.
// Initial start up state
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.0;
stateTransitionOnTimeout[0] = "Ready";
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "PreFire";
stateAllowImageChange[1] = true;
stateName[2] = "PreFire";
stateScript[2] = "onPreFire";
stateAllowImageChange[2] = true;
stateTimeoutValue[2] = 0.01;
stateTransitionOnTimeout[2] = "Fire";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "CheckFire";
stateTimeoutValue[3] = 0.15;
stateFire[3] = true;
stateAllowImageChange[3] = true;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateWaitForTimeout[3] = true;
stateSequence[3] = "Fire";
stateName[4] = "CheckFire";
stateTransitionOnTriggerUp[4] = "StopFire";
stateName[5] = "StopFire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.01;
stateAllowImageChange[5] = true;
stateWaitForTimeout[5] = true;
stateSequence[5] = "StopFire";
stateScript[5] = "onStopFire";
};
function AMBelt::onFire(%this, %obj, %slot)
{
if(%this.SmallMode == false)
{
%obj.setPlayerScale("0.01 0.01 0.01");
%obj.setPlayertype(PlayerAntManSmall);
}
else
{
%obj.setPayerScale("1 1 1");
%obj.setPlayertype(PlayerAntMan);
addItem(%obj, FistImage, %obj.client);
}
parent::onFire(%this, %obj, %slot);
}