I attempted to akimbo-ize one of my pistol I've made and it went well until the part when they wont fire visible projectiles or show the gun flashes nor explosions
Here's the code
//AkimboM1911.cs
AddDamageType("AkimboM1911", '<bitmap:add-ons/Weapon_AkimboM1911/CI_AkimboM1911> %1', '%2 <bitmap:add-ons/Weapon_AkimboM1911/CI_AkimboM1911> %1',0.2,1);
datablock ProjectileData(AkimboM1911Projectile)
{
projectileShapeName = "base/data/shapes/bullet.dts";
directDamage = 10;
directDamageType = $DamageType::AkimboM1911;
radiusDamageType = $DamageType::AkimboM1911;
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 = 100;
verticalImpulse = 100;
explosion = AkimboM1911Explosion;
particleEmitter = AkimboM1911TrailEmitter;
muzzleVelocity = 150;
velInheritFactor = 1;
armingDelay = 00;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = false;
gravityMod = 0.0;
hasLight = false;
lightRadius = 2.0;
lightColor = ".9 0.3 0";
uiName = "M1911 Akimbo Bullet";
};
//////////
// item //
//////////
datablock ItemData(AkimboM1911Item)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./m1911.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "M1911 Akimbo";
iconName = "./icon_m1911";
doColorShift = false;
colorShiftColor = "1 1 1 1.000";
//Dynamic properties defined by the scripts
image = AkimboM1911Image;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(AkimboM1911Image)
{
// Basic Item properties
shapeFile = "./m1911.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; //"0.7 1.2 -0.5";
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 = AkimboM1911Projectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
doColorShift = False;
colorShiftColor = AkimboM1911Item.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";
stateTransitionOnTimeout[0] = "Ready";
stateTimeoutValue[0] = 0.2;
stateSequence[0] = "ready";
stateName[1] = "Ready";
stateSequence[1] = "ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateName[2] = "Fire";
stateSequence[2] = "Fire";
stateTransitionOnTimeout[2] = "Reload";
stateWaitForTimeout[2] = true;
stateTimeoutValue[2] = 0.25;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateScript[2] = "onFire";
stateSound[2] = m1911ShotSound;
stateEmitter[2] = AkimboM1911FlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateName[3] = "Reload";
stateAllowImageChange[3] = false;
stateTransitionOnTriggerUp[3] = "FireAkimboM1911";
stateSequence[3] = "ready";
stateName[4] = "FireAkimboM1911";
stateTimeoutValue[4] = 0.18;
stateScript[4] = "onFireAkimboM1911";
stateTransitionOnTimeOut[4] = "ready";
};
function AkimboM1911Image::onFireAkimboM1911(%this,%obj,%slot)
{
%obj.setImageTrigger(1,1);
}
datablock ShapeBaseImageData(LeftAkimboM1911Image)
{
// Basic Item properties
shapeFile = "./m1911.dts";
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 1;
offset = "0 0 0";
eyeOffset = 0; //"0.7 1.2 -0.5";
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 = AkimboM1911Projectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = false;
doColorShift = False;
//colorShiftColor = AkimboGunItem.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";
stateTransitionOnTimeout[0] = "Ready";
stateTimeoutValue[0] = 0.2;
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateSequence[1] = "ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateName[2] = "Fire";
stateSequence[2] = "Fire";
stateTransitionOnTimeout[2] = "Reload";
stateWaitForTimeout[2] = true;
stateTimeoutValue[2] = 0.15;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateScript[2] = "onFire";
stateSound[2] = m1911ShotSound;
stateEmitter[2] = AkimboM1911FlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateName[3] = "Reload";
stateAllowImageChange[3] = false;
stateTransitionOnTriggerUp[3] = "Ready";
stateSequence[3] = "ready";
};
function LeftAkimboM1911Image::onFire(%this, %obj, %slot)
{
Parent::onFire(%this,%obj,%slot);
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, leftrecoil);
}
function AkimboM1911Image::onMount(%this, %obj, %slot)
{
Parent::onMount(%this, %obj, %slot);
//mount lefthanded gun
%obj.mountImage(LeftAkimboM1911Image, 1);
//%obj.playThread(0, armreadyboth);
}
function AkimboM1911Image::onUnMount(%this, %obj, %slot)
{
Parent::onUnMount(%this, %obj, %slot);
//unmount lefthanded gun
%obj.unMountImage(1);
//%obj.playThread(0, root);
}
function LeftAkimboM1911Image::onMount(%this, %obj, %slot)
{
Parent::onMount(%this, %obj, %slot);
%obj.playThread(1, armreadyboth);
}
function LeftAkimboM1911Image::onUnMount(%this, %obj, %slot)
{
Parent::onUnMount(%this, %obj, %slot);
}
function AkimboM1911Image::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
//%obj.setImageTrigger(1,1);
}
yeah it's large