Author Topic: Would anyone mind telling me what the hell I'm doing/doing wrong?  (Read 436 times)

Apparently this overwrites akimbo data blocks. I'm new to weapons, I have no idea what I'm doing, and I'm a bit fed up with 'em, so HELP ME!
Code: [Select]
//Goldengun.cs

%error = ForceRequiredAddOn("Weapon_Gun");

if(%error == $Error::AddOn_Disabled)
{
GunItem.uiName = "";
}

if(%error == $Error::AddOn_NotFound)
{
error("ERROR: Weapon_GunsAkimbo - required add-on Weapon_Gun not found");
}
else
{
   exec("./Weapon_AkimboGun.cs");
}

datablock AudioProfile(GoldengunShotSound)
{
   filename    = "./GoldengunShot.wav";
   description = AudioClose3d;
   preload = true;
};

AddDamageType("Goldengun",   '<bitmap:add-ons/Weapon_Goldengun/CI_Goldengun> %1',    '%2 <bitmap:add-ons/Weapon_Goldengun/CI_Goldengun> %1',0.2,1);

datablock ProjectileData(GoldengunProjectile)
{
   projectileShapeName = "./bullet.dts";
   directDamage        = 10;
   directDamageType    = $DamageType::Goldengun;
   radiusDamageType    = $DamageType::Goldengun;

   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           = gunExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;

   muzzleVelocity      = 130;
   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 = "Goldengun Bullet";
};

//////////
// item //
//////////
datablock ItemData(GoldengunItem)
{
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 = "Goldengun";
iconName = "./icon_Goldengun";
doColorShift = true;
colorShiftColor = "1.000 .700 0.110 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(GoldengunImage)
{
   // 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 = GoldengunProjectile;
   projectileType = Projectile;

casing = GunShellDebris;
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 = true;

   doColorShift = true;
   colorShiftColor = GoldengunItem.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]            = 1.5;
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] = GoldengunShotSound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = GunSmokeEmitter;
stateEmitterTime[3] = 1.50;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 1.00;
stateTransitionOnTimeout[3]     = "Reload";

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

};

function GoldengunImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);

%breakdelay = schedule(200, 0, Break, %this, %obj, %slot);
}

function Break(%this, %obj, %slot)
{
%currSlot = %obj.currtool;
%obj.tool[%currSlot] = 0;
%obj.weaponCount--;
messageClient(%obj.client,'MsgItemPickup','',%currSlot,0);
serverCmdUnUseTool(%obj.client);
}

function GoldengunProjectile::damage(%this,%obj,%col,%fade,%pos,%normal)
{
if(minigamecandamage(%obj, %col))
{
%col.kill();
}
}

In the first few lines I can already see a line that executes the akimbo, I don't think that needs to happen for your add-on.

Get rid of
Code: [Select]
//Goldengun.cs

%error = ForceRequiredAddOn("Weapon_Gun");

if(%error == $Error::AddOn_Disabled)
{
GunItem.uiName = "";
}

if(%error == $Error::AddOn_NotFound)
{
error("ERROR: Weapon_GunsAkimbo - required add-on Weapon_Gun not found");
}
else
{
   exec("./Weapon_AkimboGun.cs");
}
open a notepad folder go in jvs and find a folder and use that name witch your gun
« Last Edit: May 22, 2010, 01:11:32 PM by Robo Dude »