| Blockland Forums > Modification Help |
| Melee Weapon Attacking Problems |
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| ArmyUnit:
In the weapon Image datablock: --- Code: --- offset = "0 0 0"; eyeOffset = 0; --- End code --- make sure those are set to zero. |
| Midway Sentinel:
thanks |
| Midway Sentinel:
new question: how do i make to guy only swing the weapon once? he swings it 3 times or so. and can anyone tell me whats wrong with my weapon script? --- Quote ---//GravityHammer.cs datablock AudioProfile(GravityHammerDrawSound) { filename = "./swordDraw.wav"; description = AudioClosest3d; preload = true; }; datablock AudioProfile(GravityHammerHitSound) { filename = "./GravityHammerHit.wav"; description = AudioClosest3d; preload = true; }; //effects datablock ParticleData(GravityHammerExplosionParticl e) { dragCoefficient = 2; gravityCoefficient = 1.0; inheritedVelFactor = 0.2; constantAcceleration = 0.0; spinRandomMin = -90; spinRandomMax = 90; lifetimeMS = 500; lifetimeVarianceMS = 300; textureName = "base/data/particles/cloud"; colors[0] = "0.7 0.7 0.9 0.9"; colors[1] = "0.9 0.9 0.9 0.0"; sizes[0] = 0.10; sizes[1] = 0.30; }; datablock ParticleEmitterData(GravityHammerExplosionEmitter) { ejectionPeriodMS = 7; periodVarianceMS = 0; ejectionVelocity = 8; velocityVariance = 1.0; ejectionOffset = 0.0; thetaMin = 0; thetaMax = 60; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; particles = "GravityHammerExplosionParticl e"; uiName = "GravityHammer Hit"; }; datablock ExplosionData(GravityHammerExplosion) { //explosionShape = ""; lifeTimeMS = 500; soundProfile = GravityHammerHitSound; particleEmitter = GravityHammerExplosionEmitter; particleDensity = 100; particleRadius = 5; faceViewer = true; explosionScale = "50 50 50"; damageRadius = 7 raduisDamage = 400 shakeCamera = true; camShakeFreq = "20.0 22.0 20.0"; camShakeAmp = "5.0 5.0 5.0"; camShakeDuration = 0.5; camShakeRadius = 20.0; // Dynamic light lightStartRadius = 7; lightEndRadius = 0; lightStartColor = "00.0 0.2 0.6"; lightEndColor = "0 0.2 0.6"; }; //projectile AddDamageType("GravityHammer", '<bitmap:add-ons/Weapon_GravityHammer/CI_GravityHammer> %1', '%2 <bitmap:add-ons/Weapon_GravityHammer/CI_GravityHammer> %1',0.75,1); datablock ProjectileData(GravityHammerProjectile) { directDamage = 500; directDamageType = $DamageType::GravityHammer; radiusDamageType = $DamageType::GravityHammer; explosion = GravityHammerExplosion; //particleEmitter = as; muzzleVelocity = 200; velInheritFactor = 1; armingDelay = 0; lifetime = 50; fadeDelay = 70; bounceElasticity = 0; bounceFriction = 0; isBallistic = false; gravityMod = 0.0; hasLight = false; lightRadius = 5.0; lightColor = "0 0 0.5"; uiName = "GravityHammer Slice"; }; ////////// // item // ////////// datablock ItemData(GravityHammerItem) { category = "Weapon"; // Mission editor category className = "Weapon"; // For inventory system // Basic Item Properties shapeFile = "./GravityHammer.dts"; mass = 1; density = 0.2; elasticity = 0.2; friction = 0.6; emap = true; //gui stuff uiName = "GravityHammer"; iconName = "./icon_GravityHammer"; doColorShift = true; colorShiftColor = "0.471 0.471 0.471 1.000"; // Dynamic properties defined by the scripts image = GravityHammerImage; canDrop = true; }; //////////////// //weapon image// //////////////// datablock ShapeBaseImageData(GravityHammerImage) { // Basic Item properties shapeFile = "./GravityHammer.dts"; emap = true; // Specify mount point & offset for 3rd person, and eye offset // for first person rendering. mountPoint = 0; offset = "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 = false; eyeOffset = "0.0 0.0 0.0"; // Add the WeaponImage namespace as a parent, WeaponImage namespace // provides some hooks into the inventory system. className = "WeaponImage"; // Projectile && Ammo. item = GravityHammerItem; ammo = " "; projectile = GravityHammerProjectile; 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] = 0.1; stateTransitionOnTimeout[0] = "Ready"; stateSound[0] = GravityHammerDrawSound; 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"; stateTimeoutValue[3] = 1.0; 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"; }; function GravityHammerImage::onPreFire(%this, %obj, %slot) { %obj.playthread(2, armattack); } function GravityHammerImage::onStopFire(%this, %obj, %slot) { %obj.playthread(2, root); } --- End quote --- |
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