Author Topic: Need help with script for Weapon_Cheese  (Read 2917 times)

im still having problems, it isnt showing up in game
Quote
//Cheese.cs
datablock AudioProfile(CheeseDrawSound)
{
   filename    = "./CheeseDraw.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(CheeseHitSound)
{
   filename    = "./CheeseHit.wav";
   description = AudioClosest3d;
   preload = true;
};


//effects
datablock ParticleData(CheeseExplosionParticle)
{
   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(CheeseExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 60;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "cheeseExplosionParticle";

   uiName = "Cheese Hit";
};

   soundProfile = CheeseHitSound;

   particleEmitter = cheeseExplosionEmitter;
   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("cheese",   '<bitmap:add-ons/Weapon_Cheese/CI_Cheese> %1',    '%2 <bitmap:add-ons/Weapon_Cheese/CI_Cheese> %1',0.75,1);
datablock ProjectileData(cheeseProjectile)
{
   directDamage        = 35;
   directDamageType  = $DamageType::cheese;
   radiusDamageType  = $DamageType::cheese;
   explosion           = cheeseExplosion;
   //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";

   uiName = "Cheese Slice";
};


//////////
// item //
//////////
datablock ItemData(cheeseItem)
{
   category = "Weapon";  // Mission editor category
   className = "Weapon"; // For inventory system

    // Basic Item Properties
   shapeFile = "./cheeseholes.dts";
   mass = 1;
   density = 0.2;
   elasticity = 0.2;
   friction = 0.6;
   emap = true;

   //gui stuff
   uiName = "Cheese";
   iconName = "./icon_Cheese";
   doColorShift = true;
   colorShiftColor = "0.471 0.471 0.471 1.000";

    // Dynamic properties defined by the scripts
   image = CheeseImage;
   canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(cheeseImage)
{
   // Basic Item properties
   shapeFile = "./cheeseholes.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 = cheeseItem;
   ammo = " ";
   projectile = cheeseProjectile;
   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]                    = CheeseDrawSound;

   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 CheeseImage::onPreFire(%this, %obj, %slot)
{
   %obj.playthread(2, armattack);
}

function cheeseImage::onStopFire(%this, %obj, %slot)
{   
   %obj.playthread(2, root);
}
In the folder theres a "cheeseholes.dts" "Cheesedraw.wav""Cheesehit.wav""CI_Cheesekill""Description""Icon_Cheese""Namecheck""Server.cs"and"Weapon_Cheese.cs" please help me out guys.

Did you make sure that the Namecheck.txt is the same name as the weapon?
if you did, IDK what the problem is sorry


i think the problem is that it isnt in the add ons folder
they have to be in there otherwise you wont get them

i think the problem is that it isnt in the add ons folder
they have to be in there otherwise you wont get them
-_- you dont think i know that


Do people write all the coding? Or just edit another?

Unfortunately for most weapons you see in Coding Help, people just copy existing scripts and (unsuccessfully) change the name of it and a few values.