i have an issue with mine and pickleberrys throwing disc. it will come up on the weapon list and appear without issue, but it is always all brown and doesnt play sound. can someone help me? btw the script is an edit of the spear. //Disc.cs
datablock AudioProfile(DiscExplosionSound)
{
filename = "./ DiscHit.wav";
description = AudioClose3d;
preload = false;
};
datablock AudioProfile(DiscFireSound)
{
filename = "./ DiscFire.wav";
description = AudioClose3d;
preload = true;
};
//Disc trail
datablock ParticleData(DiscTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;
textureName = "base/data/particles/ring";
//animTexName = " ";
// Interpolation variables
colors[0] = "0.75 0.75 0.75 0.3";
colors[1] = "0.75 0.75 0.75 0.2";
colors[2] = "1 1 1 0.0";
sizes[0] = 0.15;
sizes[1] = 0.35;
sizes[2] = 0.05;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 1.0;
};
datablock ParticleEmitterData(DiscTrailEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 0; //0.25;
velocityVariance = 0; //0.10;
ejectionOffset = 0;
thetaMin = 0.0;
thetaMax = 90.0;
particles = DiscTrailParticle;
useEmitterColors = true;
uiName = "Disc Trail";
};
//effects
datablock ParticleData(DiscExplosionParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 900;
lifetimeVarianceMS = 300;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;
textureName = "base/data/particles/cloud";
//animTexName = "~/data/particles/cloud";
// Interpolation variables
colors[0] = "0.3 0.3 0.2 0.9";
colors[1] = "0.2 0.2 0.2 0.0";
sizes[0] = 4.0;
sizes[1] = 7.0;
times[0] = 0.0;
times[1] = 1.0;
};
datablock ParticleEmitterData(DiscExplosionEmitter)
{
ejectionPeriodMS = 7;
periodVarianceMS = 0;
lifeTimeMS = 21;
ejectionVelocity = 8;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "DiscExplosionParticle";
uiName = "Disc Smoke";
emitterNode = TenthEmitterNode;
};
datablock ParticleData(DiscExplosionParticle2)
{
dragCoefficient = 0.1;
windCoefficient = 0.0;
gravityCoefficient = 2.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 500;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;
textureName = "base/data/particles/chunk";
//animTexName = "~/data/particles/cloud";
// Interpolation variables
colors[0] = "0.0 0.0 0.0 1.0";
colors[1] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
times[0] = 0.0;
times[1] = 1.0;
};
datablock ParticleEmitterData(DiscExplosionEmitter2)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
lifetimeMS = 7;
ejectionVelocity = 15;
velocityVariance = 5.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "DiscExplosionParticle2";
useEmitterColors = true;
uiName = "Disc Chunk";
emitterNode = HalfEmitterNode;
};
datablock ExplosionData(DiscExplosion)
{
//explosionShape = "";
lifeTimeMS = 150;
soundProfile = DiscExplosionSound;
emitter[0] = DiscExplosionEmitter;
emitter[1] = DiscExplosionEmitter2;
//particleDensity = 30;
//particleRadius = 1.0;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = true;
camShakeFreq = "7.0 8.0 7.0";
camShakeAmp = "1.0 1.0 1.0";
camShakeDuration = 0.5;
camShakeRadius = 15.0;
// Dynamic light
lightStartRadius = 4;
lightEndRadius = 3;
lightStartColor = "0.45 0.3 0.1";
lightEndColor = "0 0 0";
//impulse
impulseRadius = 3.5;
impulseForce = 2000;
//radius damage
radiusDamage = 50;
damageRadius = 5.0;
};
//projectile
AddDamageType("DiscDirect", '<bitmap:add-ons/Weapon_Disc/CI_Disc> %1', '%2 <bitmap:add-ons/Weapon_Disc/CI_Disc> %1',1,1);
AddDamageType("DiscRadius", '<bitmap:add-ons/Weapon_Disc/CI_DiscRadius> %1', '%2 <bitmap:add-ons/Weapon_Disc/CI_DiscRadius> %1',1,0);
datablock ProjectileData(DiscProjectile)
{
projectileShapeName = "./DiscProjectile.dts";
directDamage = 60;
directDamageType = $DamageType::DiscDirect;
radiusDamageType = $DamageType::DiscRadius;
impactImpulse = 1000;
verticalImpulse = 1000;
explosion = DiscExplosion;
particleEmitter = DiscTrailEmitter;
brickExplosionRadius = 1;
brickExplosionImpact = true; //destroy a brick if we hit it directly?
brickExplosionForce = 20;
brickExplosionMaxVolume = 200;
brickExplosionMaxVolumeFloating = 200;
muzzleVelocity = 50;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 20000;
fadeDelay = 19500;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = true;
gravityMod = 0.20;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
uiName = "Disc";
};
//////////
// item //
//////////
datablock ItemData(DiscItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./Disc.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Disc";
iconName = "./icon_Disc";
doColorShift = false;
colorShiftColor = "0.400 0.196 0 1.000";
// Dynamic properties defined by the scripts
image = DiscImage;
canDrop = true;
};
//function Disc::onUse(%this,%user)
//{
// //mount the image in the right hand slot
// %user.mountimage(%this.image, $RightHandSlot);
//}
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(DiscImage)
{
// Basic Item properties
shapeFile = "./Disc.dts";
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
offset = "0 0 0";
//eyeOffset = "0.1 0.2 -0.55";
// 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 = DiscItem;
ammo = " ";
projectile = DiscProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
//casing = " ";
doColorShift = false;
colorShiftColor = "0.400 0.196 0 1.000";
// Initial start up state
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateAllowImageChange[1] = true;
stateName[2] = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2] = 0.7;
stateWaitForTimeout[2] = false;
stateTransitionOnTriggerUp[2] = "AbortCharge";
stateScript[2] = "onCharge";
stateAllowImageChange[2] = false;
stateName[3] = "AbortCharge";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 0.3;
stateWaitForTimeout[3] = true;
stateScript[3] = "onAbortCharge";
stateAllowImageChange[3] = false;
stateName[4] = "Armed";
stateTransitionOnTriggerUp[4] = "Fire";
stateAllowImageChange[4] = false;
stateName[5] = "Fire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.5;
stateFire[5] = true;
stateSequence[5] = "fire";
stateScript[5] = "onFire";
stateWaitForTimeout[5] = true;
stateAllowImageChange[5] = false;
stateSound[5] = DiscFireSound;
};
function DiscImage::onCharge(%this, %obj, %slot)
{
%obj.playthread(2, spearReady);
}
function DiscImage::onAbortCharge(%this, %obj, %slot)
{
%obj.playthread(2, root);
}
function DiscImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, SpearThrow);
Parent::onFire(%this, %obj, %slot);
}