Im trying to make the key look like and animate like the sword, while still having the functions of the key
Im messing up somewhere ):
//key.cs
//a key
//audio
datablock AudioProfile(keyJingleSound)
{
filename = "./keysjingle.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(keyHitSound)
{
filename = "./swordHit.wav";
description = AudioClose3d;
preload = true;
};
//explosion
datablock ParticleData(keyExplosionParticle)
{
dragCoefficient = 10;
gravityCoefficient = -0.15;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 800;
lifetimeVarianceMS = 500;
textureName = "base/data/particles/star1";
spinSpeed = 200.0;
spinRandomMin = 0.0;
spinRandomMax = 20.0;
colors[0] = "1.0 1.0 0.0 0.65";
colors[1] = "0.0 0.0 0.0 0";
sizes[0] = 0.1;
sizes[1] = 0.0;
useInvAlpha = true;
};
datablock ParticleEmitterData(keyExplosionEmitter)
{
lifeTimeMS = 20;
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 4;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 95;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = keyExplosionParticle;
};
datablock ExplosionData(keyExplosion)
{
//explosionShape = "";
lifeTimeMS = 700;
//emitter[0] = pushBroomExplosionEmitter;
//emitter[0] = pushBroomSparkEmitter;
particleEmitter = keyExplosionEmitter;
particleDensity = 30;
particleRadius = 1.0;
faceViewer = true;
explosionScale = "1 1 1";
soundProfile = keyHitSound;
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 = "1.0 1.0 0.0";
lightEndColor = "0 0 0";
};
//projectile
datablock ProjectileData(keyProjectile)
{
//projectileShapeName = "~/data/shapes/sword.dts";
directDamage = 0;
impactImpulse = 0;
verticalImpulse = 0;
explosion = keyExplosion;
//particleEmitter = keyTrailEmitter;
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";
//Disabled due to a glitch where the event doesn't check for permissions upon it firing from a brick.
// uiName = "Key";
};
//////////
// item //
//////////
datablock ItemData(keyItem)
{
category = "Tools"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./sword.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui properties
uiName = "Sword_RPG";
iconName = "./icon_sword";
doColorShift = true;
colorShiftColor = "0.471 0.471 0.471 1.000";
// Dynamic properties defined by the scripts
image = keyImage;
canDrop = true;
};
//function pushBroom::onUse(%this,%user)
//{
// //mount the image in the right hand slot
// %user.mountimage(%this.image, $RightHandSlot);
//}
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(keyImage)
{
// Basic Item properties
shapeFile = "./sword.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;
//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 = keyItem;
ammo = " ";
projectile = keyProjectile;
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;
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)
{
%obj.playthread(2, armattack);
}
function swordImage::onStopFire(%this, %obj, %slot)
{
%obj.playthread(2, root);
}
//This function removed for those minigames where you hand out keys to only certain people.
//function serverCmdKey(%client)
//{
// %player = %client.player;
// if(isObject(%player))
// {
// %player.updateArm(keyImage);
// %player.mountImage(keyImage, 0);
// }
// }