You have to remove a script part
function <YOURWEAPONNAME>Image::onFire(%this,%obj,%slot){ if(%obj.getDamagePercent() < 1.0) %obj.playThread(2, shiftAway); Parent::onFire(%this,%obj,%slot); }
//melee particles shoot from eye node for consistancy melee = false; //raise your arm up or not armReady = true;
stateName[4] = "Reload"; stateSequence[4] = "Reload"; stateTransitionOnTriggerUp[4] = "Ready"; stateSequence[4] = "Ready";}
umm did you delete the //melee particles shoot from eye node for consistancy or did you edit it? If you deleted it then its bad :D
//BSPM.cs//audiodatablock AudioProfile(BSPMShot1Sound){ filename = "./BSPMShot1.wav"; description = AudioClose3d; preload = true;};datablock AudioProfile(bulletHitSound){ filename = "./bulletHit.wav"; description = AudioClose3d; preload = true;};//shelldatablock DebrisData(BSPMShellDebris){ shapeFile = "./BSPMShell.dts"; lifetime = 2.0; minSpinSpeed = -400.0; maxSpinSpeed = 200.0; elasticity = 0.5; friction = 0.2; numBounces = 3; staticOnMaxBounce = true; snapOnMaxBounce = false; fade = true; gravModifier = 2;};//muzzle flash effectsdatablock ParticleData(BSPMFlashParticle){ dragCoefficient = 3; gravityCoefficient = -0.5; inheritedVelFactor = 0.2; constantAcceleration = 0.0; lifetimeMS = 25; lifetimeVarianceMS = 15; textureName = "base/data/particles/star1"; spinSpeed = 10.0; spinRandomMin = -500.0; spinRandomMax = 500.0; colors[0] = "0.9 0.9 0.0 0.9"; colors[1] = "0.9 0.5 0.0 0.0"; sizes[0] = 0.5; sizes[1] = 1.0; useInvAlpha = false;};datablock ParticleEmitterData(BSPMFlashEmitter){ ejectionPeriodMS = 3; periodVarianceMS = 0; ejectionVelocity = 4.0; velocityVariance = 4.0; ejectionOffset = 0.0; thetaMin = 0; thetaMax = 90; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; particles = "BSPMFlashParticle"; uiName = "BSPM Flash";};datablock ParticleData(BSPMSmokeParticle){ dragCoefficient = 3; gravityCoefficient = -0.5; inheritedVelFactor = 0.2; constantAcceleration = 0.0; lifetimeMS = 525; lifetimeVarianceMS = 55; textureName = "base/data/particles/cloud"; spinSpeed = 10.0; spinRandomMin = -500.0; spinRandomMax = 500.0; colors[0] = "0.5 0.5 0.5 0.9"; colors[1] = "0.5 0.5 0.5 0.0"; sizes[0] = 0.15; sizes[1] = 0.15; useInvAlpha = false;};datablock ParticleEmitterData(BSPMSmokeEmitter){ ejectionPeriodMS = 3; periodVarianceMS = 0; ejectionVelocity = 1.0; velocityVariance = 1.0; ejectionOffset = 0.0; thetaMin = 0; thetaMax = 90; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; particles = "BSPMSmokeParticle"; uiName = "BSPM Smoke";};datablock ParticleData(BSPMExplosionParticle){ dragCoefficient = 8; gravityCoefficient = 1; inheritedVelFactor = 0.2; constantAcceleration = 0.0; lifetimeMS = 700; lifetimeVarianceMS = 400; textureName = "base/data/particles/cloud"; spinSpeed = 10.0; spinRandomMin = -50.0; spinRandomMax = 50.0; colors[0] = "0.9 0.9 0.9 0.3"; colors[1] = "0.9 0.5 0.6 0.0"; sizes[0] = 0.25; sizes[1] = 0.75; useInvAlpha = true;};datablock ParticleEmitterData(BSPMExplosionEmitter){ ejectionPeriodMS = 1; periodVarianceMS = 0; ejectionVelocity = 2; velocityVariance = 1.0; ejectionOffset = 0.0; thetaMin = 89; thetaMax = 90; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; particles = "BSPMExplosionParticle"; useEmitterColors = true; uiName = "BSPM Hit Dust";};datablock ParticleData(BSPMExplosionRingParticle){ dragCoefficient = 8; gravityCoefficient = -0.5; inheritedVelFactor = 0.2; constantAcceleration = 0.0; lifetimeMS = 50; lifetimeVarianceMS = 35; textureName = "base/data/particles/star1"; spinSpeed = 500.0; spinRandomMin = -500.0; spinRandomMax = 500.0; colors[0] = "1 1 0.0 0.9"; colors[1] = "0.9 0.0 0.0 0.0"; sizes[0] = 1; sizes[1] = 0; useInvAlpha = false;};datablock ParticleEmitterData(BSPMExplosionRingEmitter){ lifeTimeMS = 50; ejectionPeriodMS = 3; periodVarianceMS = 0; ejectionVelocity = 0; velocityVariance = 0.0; ejectionOffset = 0.0; thetaMin = 89; thetaMax = 90; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; particles = "BSPMExplosionRingParticle"; useEmitterColors = true; uiName = "BSPM Hit Flash";};datablock ExplosionData(BSPMExplosion){ //explosionShape = ""; soundProfile = bulletHitSound; lifeTimeMS = 150; particleEmitter = BSPMExplosionEmitter; particleDensity = 5; particleRadius = 0.2; emitter[0] = BSPMExplosionRingEmitter; 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 = 2; lightStartColor = "0.3 0.6 0.7"; lightEndColor = "0 0 0";};AddDamageType("BSPM", '<bitmap:add-ons/Weapon_BSPM/CI_BSPM> %1', '%2 <bitmap:add-ons/Weapon_BSPM/CI_BSPM> %1',0.2,1);datablock ProjectileData(BSPMProjectile){ projectileShapeName = "./bullet.dts"; directDamage = 200; directDamageType = $DamageType::BSPM; radiusDamageType = $DamageType::BSPM; 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 = 400; verticalImpulse = 400; explosion = BSPMExplosion; particleEmitter = ""; //bulletTrailEmitter; muzzleVelocity = 90; velInheritFactor = 1; armingDelay = 00; lifetime = 4000; fadeDelay = 3500; bounceElasticity = 0.5; bounceFriction = 0.20; isBallistic = false; gravityMod = 0.0; hasLight = false; lightRadius = 3.0; lightColor = "0 0 0.5"; uiName = "BSPM Bullet";};//////////// item ////////////datablock ItemData(BSPMItem){ category = "Weapon"; // Mission editor category className = "Weapon"; // For inventory system // Basic Item Properties shapeFile = "./pistol.dts"; rotate = false; mass = 1; density = 0.2; elasticity = 0.2; friction = 0.6; emap = true; //gui stuff uiName = "BSPM"; iconName = "./icon_BSPM"; doColorShift = true; colorShiftColor = "0.25 0.25 0.25 1.000"; // Dynamic properties defined by the scripts image = BSPMImage; canDrop = true;};//////////////////weapon image//////////////////datablock ShapeBaseImageData(BSPMImage){ // Basic Item properties shapeFile = "./pistol.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 = BSPMProjectile; projectileType = Projectile; casing = BSPMShellDebris; shellExitDir = "1.0 -1.3 1.0"; shellExitOffset = "0 0 0"; shellExitVariance = 15.0; shellVelocity = 7.0; //melee particles shoot from eye node for consistancy melee = false; //raise your arm up or not armReady = false; doColorShift = true; colorShiftColor = BSPMItem.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] = 2; stateFire[2] = true; stateAllowImageChange[2] = false; stateSequence[2] = "Fire"; stateScript[2] = "onFire"; stateWaitForTimeout[2] = true; stateEmitter[2] = BSPMFlashEmitter; stateEmitterTime[2] = 0.05; stateEmitterNode[2] = "muzzleNode"; stateSound[2] = BSPMShot1Sound; stateEjectShell[2] = true; stateName[3] = "Smoke"; stateEmitter[3] = BSPMSmokeEmitter; 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";}
//raise your arm up or not armReady = true;
//raise your arm up or not armReady = false;
I think you don't have to remove anything. You just have to replace this:Code: [Select] //raise your arm up or not armReady = true;For this:Code: [Select] //raise your arm up or not armReady = false;
The last } on the script needs a ; so, };