Author Topic: Gun script  (Read 1298 times)

Could someone please post the server.cs for the default Gun? I accidentally deleted it when I was editing the script.


Reinstall blockland
Just post the .cs, re-installing will take too long. Just post it, that's simpler.

re-installing will take too long.

Then find a way to mutate yourself into somebody with patience.

Then find a way to mutate yourself into somebody with patience.
Please... just post it... I need the script NOW.

Please... just post it... I need the script NOW.


Nope.

You need to learn that patience is key.


This has been told millions of times.

Delete a default tool? Reinstall blockland or deal with it.

This has been told millions of times.

Delete a default tool? Reinstall blockland or deal with it.
I said I need it NOW, and re-installing takes too long.
Just post it and I'll lock this.


//gun.cs

//audio
datablock AudioProfile(gunShot1Sound)
{
   filename    = "./gunShot1.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(bulletHitSound)
{
   filename    = "./bulletHit.wav";
   description = AudioClose3d;
   preload = true;
};


//shell
datablock DebrisData(gunShellDebris)
{
   shapeFile = "./gunShell.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 effects
datablock ParticleData(gunFlashParticle)
{
   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(gunFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "gunFlashParticle";

   uiName = "Gun Flash";
};

datablock ParticleData(gunSmokeParticle)
{
   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(gunSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "gunSmokeParticle";

   uiName = "Gun Smoke";
};


datablock ParticleData(gunExplosionParticle)
{
   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(gunExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "gunExplosionParticle";

   useEmitterColors = true;
   uiName = "Gun Hit Dust";
};


datablock ParticleData(gunExplosionRingParticle)
{
   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(gunExplosionRingEmitter)
{
   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 = "gunExplosionRingParticle";

   useEmitterColors = true;
   uiName = "Gun Hit Flash";
};

datablock ExplosionData(gunExplosion)
{
   //explosionShape = "";
   soundProfile = bulletHitSound;

   lifeTimeMS = 150;

   particleEmitter = gunExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = gunExplosionRingEmitter;

   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("Gun",   '<bitmap:add-ons/Weapon_Gun/CI_gun> %1',    '%2 <bitmap:add-ons/Weapon_Gun/CI_gun> %1',0.2,1);
datablock ProjectileData(gunProjectile)
{
   projectileShapeName = "./bullet.dts";
   directDamage        = 30;
   directDamageType    = $DamageType::Gun;
   radiusDamageType    = $DamageType::Gun;

   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloati ng = 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      = 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 = "Gun Bullet";
};

//////////
// item //
//////////
datablock ItemData(GunItem)
{
   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 = "Gun";
   iconName = "./icon_gun";
   doColorShift = true;
   colorShiftColor = "0.25 0.25 0.25 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(gunImage)
{
   // 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 = gunProjectile;
   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 = gunItem.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]            = 0.14;
   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]               = gunShot1Sound;
   stateEjectShell[2]       = true;

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

THANK YOU, Bagster. Thanks for understanding.