Blockland Forums > Modification Help
Akimbo Swords
Aware14:
Im trying to get one of my swords to be akimbo but there is something wrong.
--- Code: (SwordImage) ---datablock ShapeBaseImageData(AkimboOblivionSwordImage)
{
// Basic Item properties
shapeFile = "Add-Ons/Weapon_OblivionSword/Oblivionsword.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.
// Projectile && Ammo.
item = OblivionSwordItem;
ammo = " ";
projectile = OblivionSwordProjectile;
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] = OblivionSwordDrawSound;
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";
stateWaitForTimeout[3] = true;
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";
stateName[6] = "Reload";
stateAllowImageChange[6] = false;
stateTransitionOnTriggerUp[6] = "FireAkimbo";
stateSequence[6] = "ready";
stateName[7] = "FireAkimbo";
stateTimeoutValue[7] = 0.09;
stateScript[7] = "onFireAkimbo";
stateTransitionOnTimeOut[7] = "ready";
};
--- End code ---
--- Code: (LeftSwordImage) ---datablock ShapeBaseImageData(LeftHandedOblivionSwordImage)
{
// Basic Item properties
shapeFile = "Add-Ons/Weapon_OblivionSword/Oblivionsword.dts";
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 1;
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 = OblivionSwordItem;
ammo = " ";
projectile = OblivionSwordProjectile;
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] = SwordDrawSound;
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";
stateWaitForTimeout[3] = true;
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";
stateName[6] = "Reload";
stateAllowImageChange[6] = false;
stateTransitionOnTriggerUp[6] = "Ready";
stateSequence[6] = "ready";
};
--- End code ---
I am makeing This Akimbo
MunkeyCheez:
In one of the LEGO Lightsabers pack there is akimbo lightsabers.
You may have to ask Dalek for the script
Aware14:
--- Quote from: MunkeyCheez on June 10, 2010, 11:33:01 AM ---In one of the LEGO Lightsabers pack there is akimbo lightsabers.
You may have to ask Dalek for the script
--- End quote ---
Thanks for the help
goz3rr:
What is wrong?
Gamefandan:
Well at least you know to use two images.