Ok, I made a stupid little model that's i'm using to learn stuff with coding. 1st, I'd like to know how to make my arm swing up and down when I use it. Is it something I have to do in milkshape? Or can I type something in to it's code to make it do that. I know on vehicles you can type the root, sit, talk, and all those commands but can that be done with a weapon?
Also, I was wondering if there was a way to make it so that little electric bolts flew out of tip when it hits something. to do would you change the Particle emitter data or the projectile data?
Last thing is I can't get colors to work right in milkshape. That's not really a coding issue but if you know how to fix it, please tell me.
Oh yeah if you want the code here it is.(it's modified sword code)
//handtazor.cs
datablock AudioProfile(handtazorDrawSound)
{
filename = "./sound/swordDraw.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(handtazorHitSound)
{
filename = "./sound/swordHit.wav";
description = AudioClosest3d;
preload = true;
};
//effects
datablock ParticleData(handtazorExplosionParticle)
{
dragCoefficient = 2;
gravityCoefficient = 1.0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
spinRandomMin = -90;
spinRandomMax = 90;
lifetimeMS = 500;
lifetimeVarianceMS = 300;
textureName = "base/data/particles/chunk";
colors[0] = "0.7 0.7 0.9 0.9";
colors[1] = "0.9 0.9 0.9 0.0";
sizes[0] = 0.5;
sizes[1] = 0.25;
};
datablock ParticleEmitterData(handtazorExplosionEmitter)
{
ejectionPeriodMS = 7;
periodVarianceMS = 0;
ejectionVelocity = 8;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 60;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "swordExplosionParticle";
};
datablock ExplosionData(handtazorExplosion)
{
//explosionShape = "";
lifeTimeMS = 500;
soundProfile = swordHitSound;
particleEmitter = swordExplosionEmitter;
particleDensity = 10;
particleRadius = 0.2;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = true;
camShakeFreq = "20.0 22.0 20.0";
camShakeAmp = "1.0 1.0 1.0";
camShakeDuration = 0.5;
camShakeRadius = 10.0;
// Dynamic light
lightStartRadius = 3;
lightEndRadius = 0;
lightStartColor = "00.0 0.2 0.6";
lightEndColor = "0 0 0";
};
//projectile
AddDamageType("handtazor", '<bitmap:add-ons/ci/sword> %1', '%2 <bitmap:add-ons/ci/sword> %1',1,1);
datablock ProjectileData(handtazorProjectile)
{
//projectileShapeName = "~/data/shapes/arrow.dts";
directDamage = 35;
directDamageType = $DamageType::Sword;
radiusDamageType = $DamageType::Sword;
explosion = swordExplosion;
//particleEmitter = as;
muzzleVelocity = 50;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 100;
fadeDelay = 70;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = false;
gravityMod = 0.0;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
};
//////////
// item //
//////////
datablock ItemData(handtazorItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./shapes/handtazor.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "handtazor";
iconName = "./ItemIcons/handtazor";
doColorShift = true;
colorShiftColor = "0.471 0.471 0.471 1.000";
// Dynamic properties defined by the scripts
image = handtazorImage;
canDrop = true;
};
//function handtazor::onUse(%this,%user)
//{
// //if the image is mounted already, unmount it
// //if it isnt, mount it
//
// %mountPoint = %this.image.mountPoint;
// %mountedImage = %user.getMountedImage(%mountPoint);
//
// if(%mountedImage)
// {
// //echo(%mountedImage);
// if(%mountedImage == %this.image.getId())
// {
// //our image is already mounted so unmount it
// %user.unMountImage(%mountPoint);
// }
// else
// {
// //something else is there so mount our image
// %user.mountimage(%this.image, %mountPoint);
// }
// }
// else
// {
// //nothing there so mount
// %user.mountimage(%this.image, %mountPoint);
// }
//}
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(handtazorImage)
{
// Basic Item properties
shapeFile = "./shapes/handtazor.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 = false;
eyeOffset = "0.7 1.2 -0.25";
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
className = "WeaponImage";
// Projectile && Ammo.
item = handtazorItem;
ammo = " ";
projectile = handtazorProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = true;
doRetraction = false;
//raise your arm up or not
armReady = true;
//casing = " ";
doColorShift = true;
colorShiftColor = "0.471 0.471 0.471 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] = 0.5;
stateTransitionOnTimeout[0] = "Ready";
stateSound[0] = swordDrawSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "PreFire";
stateAllowImageChange[1] = true;
stateName[2] = "PreFire";
stateScript[2] = "onPreFire";
stateAllowImageChange[2] = false;
stateTimeoutValue[2] = 0.1;
stateTransitionOnTimeout[2] = "Fire";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "CheckFire";
stateTimeoutValue[3] = 0.2;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateWaitForTimeout[3] = true;
//stateTransitionOnTriggerUp[3] = "StopFire";
stateName[4] = "CheckFire";
stateTransitionOnTriggerUp[4] = "StopFire";
stateTransitionOnTriggerDown[4] = "Fire";
stateName[5] = "StopFire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.2;
stateAllowImageChange[5] = false;
stateWaitForTimeout[5] = true;
stateSequence[5] = "StopFire";
stateScript[5] = "onStopFire";
};
function swordImage::onPreFire(%this, %obj, %slot)
{
//messageAll( 'MsgClient', 'sword prefired!!!');
//Parent::onFire(%this, %obj, %slot);
%obj.playthread(2, armattack);
}
function swordImage::onStopFire(%this, %obj, %slot)
{
%obj.playthread(2, root);
//messageAll( 'MsgClient', 'stopfire');
}