Poll

What should I add?

Death Dealer Mini-Gun
5 (31.3%)
Sneak Attack (Weapon)
3 (18.8%)
EMP Bomb
5 (31.3%)
9MM Semi-Auto
3 (18.8%)

Total Members Voted: 16

Author Topic: Mafia Wars Add-On pack. (*Updated with no guns.*)  (Read 3965 times)

I have devised an add-on pack, consisting of things from Mafia Wars. I think just a few things will good for a first, and I will first put the modelers, scripters, and beta testers, then the add-ons.

Modelers
None D:

Scripters
Me....

Beta Testers (Only 10 Allowed)
Me.....
paulcall

Add-Ons

Weapons

Switch Blade 0%
Shiv 0%
Hatchet 45%

Items

Pair of Trekker Boots 0%
Mesh Alloy (Weak) 0%
Stab Proof Vest (Immune to all knives if possible) 0%
Ranger Body Armor (Strong) 0%

Vehicles

Armored State Car 0%
Iron Bull (Tank) 0%
Green Limo 0%
Armored Jeep 0%

Player Types

Bodyguard (Weak) 0%
Gang Member (Medium) 0%
Mafia Member (Strong) 0%
Mafia Leader (Strongest) 0%

Taking more Add-On Ideas.
« Last Edit: June 22, 2010, 08:54:59 AM by Mr.PickleberryMan »


HA-HA!!!!! No first post for you, I snagged it from you're hands.

Warning - while you were typing a new reply has been posted. You may wish to review your post.

I hate you.

Isn't there more than enough guns already?



Quote from: n00b
ROFLOMGBBQ LOOK AT ALL OF THOSE FREAKING AWESOME GUNS!!!!!!!
God I wish people would just stop making more and more guns, I never go to TDMs anymore because they got literally about 100 guns there

Mafia Wars is laughable. This is the worst idea for an add-on pack I've seen in a while.

Err. I'll just beta test for the lulz and because I have nothing else to do except being bored. :C

Is this the one from face book? I have played that.

Warning - while you were reading a new reply has been posted. You may wish to review your post

!!!!!!

Mafia Wars is laughable. This is the worst idea for an add-on pack I've seen in a while.

Hey, I want to see some code from you. Apparently, you want to sit around telling people to make stuff.

Code: [Select]
//Molotok.cs

//audio
datablock AudioProfile(MolotokSHot1Sound)
{
   filename    = "./MolotokFire.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(MolotokBulletHitSound)
{
   filename    = "./MolotokBulletHit.wav";
   description = AudioClose3d;
   preload = true;
};


//shell
datablock DebrisData(MolotokShellDebris)
{
shapeFile = "./MolotokShell.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(MolotokFlashParticle)
{
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(MolotokFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "MolotokFlashParticle";

   uiName = "Molotok Flash";
};

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

   uiName = "Molotok Smoke";
};


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

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


datablock ParticleData(MolotokExplosionRingParticle)
{
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(MolotokExplosionRingEmitter)
{
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 = "MolotokExplosionRingParticle";

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

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

   lifeTimeMS = 150;

   particleEmitter = MolotokExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = MolotokExplosionRingEmitter;

   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("Molotok",   '<bitmap:add-ons/Weapon_Molotok/CI_Molotok> %1',    '%2 <bitmap:add-ons/Weapon_Molotok/CI_Molotok> %1',0.2,1);
datablock ProjectileData(MolotokProjectile)
{
   projectileShapeName = "./bullet.dts";
   directDamage        = 20;
   directDamageType    = $DamageType::Molotok;
   radiusDamageType    = $DamageType::Molotok;

   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           = MolotokExplosion;
   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 = "Molotok Bullet";
};

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

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

//gui stuff
uiName = "Molotok";
iconName = "./icon_molotok";
doColorShift = true;
colorShiftColor = "0.25 0.25 0.25 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(MolotokImage)
{
   // Basic Item properties
   shapeFile = "./Molotok.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 = MolotokProjectile;
   projectileType = Projectile;

casing = MolotokShellDebris;
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 = MolotokItem.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] = MolotokFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = MolotokShot1Sound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = MolotokSmokeEmitter;
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 MolotokImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
}
« Last Edit: June 21, 2010, 07:55:54 PM by Mr.PickleberryMan »

You edited the gun script, and you have typos. Nice.