Author Topic: Invisible Projectile?  (Read 1242 times)

For some reason the projectile is invisible!

I cant find out why.

Code: [Select]
//Flechette Shotgun
//Made By Psycho

datablock AudioProfile(flechetteHitSound)
{
   filename    = "add-ons/Weapon_Bow/arrowHit.wav";
   description = AudioClose3d;
   preload = true;
};

datablock AudioProfile(flechetteFireSound)
{
   filename    = "add-ons/Weapon_Bow/bowFire.wav";
   description = AudioClosest3d;
   preload = true;
};


//flechette trail
datablock ParticleData(flechetteTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 200;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = false;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/dot";
//animTexName = "~/data/particles/dot";

// Interpolation variables
colors[0] = "1 1 1 0.2";
colors[1] = "1 1 1 0.0";
sizes[0] = 0.2;
sizes[1] = 0.01;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(flechetteTrailEmitter)
{
   ejectionPeriodMS = 2;
   periodVarianceMS = 0;

   ejectionVelocity = 0; //0.25;
   velocityVariance = 0; //0.10;

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = flechetteTrailParticle;

   useEmitterColors = true;
   uiName = "flechette Trail";
};

//effects
datablock ParticleData(flechetteStickExplosionParticle)
{
dragCoefficient      = 5;
gravityCoefficient   = 0.1;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 500;
lifetimeVarianceMS   = 300;
textureName          = "base/data/particles/chunk";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.9 0.9 0.6 0.9";
colors[1]     = "0.9 0.5 0.6 0.0";
sizes[0]      = 0.25;
sizes[1]      = 0.0;
};
datablock ParticleEmitterData(flechetteStickExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 80;
   thetaMax         = 80;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "flechetteStickExplosionParticle";

   useEmitterColors = true;
   uiName = "flechette Stick";
};
datablock ExplosionData(flechetteStickExplosion)
{
   //explosionShape = "";
soundProfile = flechetteHitSound;

   lifeTimeMS = 150;

   particleEmitter = flechetteStickExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = "";

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = false;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 1;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};



datablock ParticleData(flechetteExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.3;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 500;
lifetimeVarianceMS   = 300;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.5 0.5 0.5 0.9";
colors[1]     = "0.5 0.5 0.5 0.0";
sizes[0]      = 0.45;
sizes[1]      = 0.0;

   useInvAlpha = true;
};
datablock ParticleEmitterData(flechetteExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 3;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "flechetteExplosionParticle";

   useEmitterColors = true;
   uiName = "flechette Vanish";
};
datablock ExplosionData(flechetteExplosion)
{
   //explosionShape = "";
soundProfile = "";

   lifeTimeMS = 50;

   emitter[0] = flechetteExplosionEmitter;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = false;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 1;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};

AddDamageType("Flechette",   '<bitmap:add-ons/Weapon_Bow/CI_arrow> %1',    '%2 <bitmap:add-ons/Weapon_Bow/CI_arrow>  %1',0.2,1);
datablock ProjectileData(FlechetteProjectile)
{
   projectileShapeName = "add-ons/Weapon_Bow/arrow.dts";
   
   directDamage        = 5;
   directDamageType    = $DamageType::ArrowDirect;

   radiusDamage        = 0;
   damageRadius        = 0;
   radiusDamageType    = $DamageType::ArrowDirect;
   
   brickExplosionRadius = 10;
   brickExplosionImpact = false;          //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      = 40;
   verticalImpulse   = 40;
   explosion           = FlechetteExplosion;
   particleEmitter     = FlechetteTrailEmitter;

   muzzleVelocity      = 90;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = true;
   lightRadius = 1.0;
   lightColor  = "0 0 0.5";
};

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

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

//gui stuff
uiName = "Flechette";
iconName = "./CI_Flechette";
doColorShift = false;


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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(FlechetteImage)
{
   // Basic Item properties
   shapeFile = "./Flechette.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 = FlechetteProjectile;
   projectileType = Projectile;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
   minShotTime = 700;

   doColorShift = true;
   colorShiftColor = FlechetteItem.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";
stateTimeoutValue[0]             = 0.15;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;
stateSequence[1] = "Ready";

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.84;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = flechetteFireSound;
stateEjectShell[2]       = false;

stateName[3] = "Smoke";
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.01;
stateTransitionOnTimeout[3]     = "Reload";

stateName[4] = "Reload";
stateSequence[4]                = "Reload";
stateTransitionOnTriggerUp[4]     = "Ready";
stateSequence[4] = "Ready";

};

function FlechetteImage::onFire(%this,%obj,%slot)
{
%obj.setVelocity(VectorAdd(%obj.getVelocity(),VectorScale(%obj.client.player.getEyeVector(),"-3")));

%projectile = %this.projectile;
%spread = 0.0055;
%shellcount = 0;
for(%shell=0; %shell<%shellcount; %shell++)
{
%vector = %obj.getMuzzleVector(%slot);
%objectVelocity = %obj.getVelocity();
%vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
%velocity = VectorAdd(%vector1,%vector2);
%x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%velocity = MatrixMulVector(%mat, %velocity);

%p = new (%this.projectileType)()
{
dataBlock = %projectile;
initialVelocity = %velocity;
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
MissionCleanup.add(%p);
}
return %p;
}
« Last Edit: March 05, 2009, 11:32:11 AM by Snip3r »


Erm, yes, I am not that sure on models...
But you can make nothing on the shape, then save it...

Um did you look at my topic? my topic has the exact same name.
And its on the first page.

for 

  projectileShapeName = "add-ons/Weapon_Bow/arrow.dts";

use
 
  // projectileShapeName = "";

Why is it commented?

for 

  projectileShapeName = "add-ons/Weapon_Bow/arrow.dts";

use
 
  // projectileShapeName = "";

Didn't work.

try

projectileShapeName = "base/data/shapes/blank.dts";

Didn't work, let me re-explain. Not only is the projectile invisible but it doesn't seem to "hit" anything. It looks like isn't a projectile at all, just a muzzle flash, smoke, etc. No projectile.

Try putting a copy of the arrow shape in your zip file, then put

projectileShapeName = "./arrow.dts";

That will probably work.

ohh ok. on the weapon script look for "onfire". and delete that entire line. That line should be statescript[some#]  ="onfire";


Code: [Select]
%shellcount = 0;


And there is your problem.
Change that number.

And keep
Code: [Select]
projectileShapeName = "add-ons/Weapon_Bow/arrow.dts";as
Code: [Select]
projectileShapeName = "add-ons/Weapon_Bow/arrow.dts";and don't do
Try putting a copy of the arrow shape in your zip file, then put

projectileShapeName = "./arrow.dts";


Chrono has given you the answer. Read his post. Your gun is currently firing zero bullets for every "burst" shot.