| Blockland Forums > Modification Help |
| my throwing knife well will not throw |
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| Orion:
--- Quote from: spartan101 on July 06, 2010, 07:40:24 PM ---Sorry wrong topic I was on --- End quote --- nice half-ass excuse for handicappedness |
| Bushido:
try this --- Code: ---//ThrowingKnife.cs //ThrowingKnife and ThrowingKnife weapon stuff datablock AudioProfile(ThrowingKnifeHitSound) { filename = "./WeaponHit.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(ThrowingKnifeFireSound) { filename = "./WeaponDraw.wav"; description = AudioClosest3d; preload = true; }; //ThrowingKnife trail datablock ParticleData(ThrowingKnifeTrailParticle) { dragCoefficient = 3.0; windCoefficient = 0.0; gravityCoefficient = 0.0; inheritedVelFactor = 0.0; constantAcceleration = 0.0; lifetimeMS = 200; lifetimeVarianceMS = 0; spinSpeed = 10.0; spinRandomMin = -50.0; spinRandomMax = 50.0; useInvAlpha = false; animateTexture = false; //framesPerSec = 1; textureName = "base/data/particles/ring"; //animTexName = "~/data/particles/ring"; // Interpolation variables colors[0] = "0.7 0.7 0.0 0.9"; colors[1] = "0.5 0.5 0.0 0.0"; sizes[0] = 0.5; sizes[1] = 0.1; times[0] = 0.0; times[1] = 1.0; }; datablock ParticleEmitterData(ThrowingKnifeTrailEmitter) { ejectionPeriodMS = 2; periodVarianceMS = 0; ejectionVelocity = 1; //0.25; velocityVariance = 1; //0.10; ejectionOffset = 0; thetaMin = 0.0; thetaMax = 90.0; particles = ThrowingKnifeTrailParticle; useEmitterColors = true; uiName = "ThrowingKnife Trail"; }; //effects datablock ParticleData(ThrowingKnifeStickExplosionParticle) { dragCoefficient = 5; gravityCoefficient = 0.1; inheritedVelFactor = 0.2; constantAcceleration = 0.0; lifetimeMS = 1500; lifetimeVarianceMS = 300; textureName = "base/data/particles/dot"; spinSpeed = 10.0; spinRandomMin = -50.0; spinRandomMax = 50.0; colors[0] = "0.7 0.7 0.0 0.9"; colors[1] = "0.5 0.5 0.0 0.0"; sizes[0] = 0.25; sizes[1] = 0.0; }; datablock ParticleEmitterData(ThrowingKnifeStickExplosionEmitter) { ejectionPeriodMS = 1; periodVarianceMS = 0; ejectionVelocity = 5; velocityVariance = 0.0; ejectionOffset = 0.0; thetaMin = 80; thetaMax = 80; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; particles = "ThrowingKnifeStickExplosionParticle"; useEmitterColors = true; uiName = "ThrowingKnife Stick"; }; datablock ExplosionData(ThrowingKnifeStickExplosion) { //explosionShape = ""; soundProfile = ThrowingKnifeHitSound; lifeTimeMS = 150; particleEmitter = ThrowingKnifeStickExplosionEmitter; particleDensity = 10; particleRadius = 0.2; emitter[0] = ""; 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 = 1; lightStartColor = "0.3 0.6 0.7"; lightEndColor = "0 0 0"; }; datablock ParticleData(ThrowingKnifeExplosionParticle) { dragCoefficient = 8; gravityCoefficient = -0.3; inheritedVelFactor = 0.2; constantAcceleration = 0.0; lifetimeMS = 1500; lifetimeVarianceMS = 300; textureName = "base/data/particles/dot"; spinSpeed = 10.0; spinRandomMin = -50.0; spinRandomMax = 50.0; colors[0] = "0.7 0.7 0.0 0.9"; colors[1] = "0.5 0.5 0.0 0.0"; sizes[0] = 0.45; sizes[1] = 0.0; useInvAlpha = true; }; datablock ParticleEmitterData(ThrowingKnifeExplosionEmitter) { ejectionPeriodMS = 1; periodVarianceMS = 0; ejectionVelocity = 3; velocityVariance = 0.0; ejectionOffset = 0.0; thetaMin = 0; thetaMax = 180; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; particles = "ThrowingKnifeExplosionParticle"; useEmitterColors = true; uiName = "ThrowingKnife Vanish"; }; datablock ExplosionData(ThrowingKnifeExplosion) { //explosionShape = ""; soundProfile = ""; lifeTimeMS = 50; emitter[0] = ThrowingKnifeExplosionEmitter; 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 = 1; lightStartColor = "0.3 0.6 0.7"; lightEndColor = "0 0 0"; }; //projectile AddDamageType("ThrowingKnifeDirect", 'Killed %1 With Knifes', '%2 Killed %1 with Knifes!',1,1); datablock ProjectileData(ThrowingKnifeProjectile) { projectileShapeName = "./ThrowingKnifeProjectile.dts"; directDamage = 40; directDamageType = $DamageType::ThrowingKnifeDirect; radiusDamage = 0; damageRadius = 0; radiusDamageType = $DamageType::ThrowingKnifeDirect; explosion = ThrowingKnifeExplosion; stickExplosion = ThrowingKnifeStickExplosion; bloodExplosion = ThrowingKnifeStickExplosion; particleEmitter = ThrowingKnifeTrailEmitter; explodeOnPlayerImpact = true; explodeOnDeath = true; armingDelay = 4000; lifetime = 4000; fadeDelay = 4000; isBallistic = true; bounceAngle = 170; //stick almost all the time minStickVelocity = 10; bounceElasticity = 0.2; bounceFriction = 0.01; gravityMod = 0; hasLight = false; lightRadius = 3.0; lightColor = "0 0 0.5"; muzzleVelocity = 55; velInheritFactor = 1; uiName = "ThrowingKnife"; }; ////////// // item // ////////// datablock ItemData(ThrowingKnifeItem) { category = "Weapon"; // Mission editor category className = "Weapon"; // For inventory system // Basic Item Properties shapeFile = "./ThrowingKnife.dts"; rotate = false; mass = 1; density = 0.2; elasticity = 0.2; friction = 0.6; emap = true; //gui stuff uiName = "Throwing Knifes"; iconName = "./icon_ThrowingKnife"; doColorShift = true; colorShiftColor = "0.400 0.196 0 1.000"; // Dynamic properties defined by the scripts image = ThrowingKnifeImage; canDrop = true; }; //////////////// //weapon image// //////////////// datablock ShapeBaseImageData(ThrowingKnifeImage) { // Basic Item properties shapeFile = "./ThrowingKnife.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 10" ); // 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 = ThrowingKnifeItem; ammo = " "; projectile = ThrowingKnifeProjectile; projectileType = Projectile; //melee particles shoot from eye node for consistancy melee = false; //raise your arm up or not armReady = true; doColorShift = true; colorShiftColor = ThrowingKnifeItem.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] = 0.6; stateTransitionOnTimeout[0] = "Ready"; stateSound[0] = weaponSwitchSound; stateName[1] = "Ready"; stateTransitionOnTriggerDown[1] = "Fire"; stateAllowImageChange[1] = true; stateName[2] = "Fire"; stateTransitionOnTimeout[2] = "Reload"; stateTimeoutValue[2] = 0.7; stateFire[2] = true; stateAllowImageChange[2] = false; stateSequence[2] = "Fire"; stateScript[2] = "onFire"; stateWaitForTimeout[2] = true; stateSound[2] = ThrowingKnifeFireSound; stateName[3] = "Reload"; stateSequence[3] = "Reload"; stateAllowImageChange[3] = false; stateTimeoutValue[3] = 0.6; stateWaitForTimeout[3] = true; stateTransitionOnTimeout[3] = "Check"; stateName[4] = "Check"; stateTransitionOnTriggerUp[4] = "StopFire"; stateTransitionOnTriggerDown[4] = "Fire"; stateName[5] = "StopFire"; stateTransitionOnTimeout[5] = "Ready"; stateTimeoutValue[5] = 0.2; stateAllowImageChange[5] = false; stateWaitForTimeout[5] = true; //stateSequence[5] = "Reload"; stateScript[5] = "onStopFire"; }; function ThrowingKnifeImage::onFire(%this,%obj,%slot) { if(%obj.getDamagePercent() < 1.0) %obj.playThread(2, SpearThrow); Parent::onFire(%this,%obj,%slot); } --- End code --- if you really want to know what happened, the system was trying to use 'throwingknife' as a projectile, but you don't have that: only 'throwingknifeprojectile' if you don't know what that meant, stare at the code for a bit and see if it comes to you |
| deathrider:
are i see what you mean it's trying to make the model throwingknfe.dts thats the one you hold and its trying to make it the projectile also im planning to use this as my model as soon as he says yes you can use it if not oh well |
| Wonder G:
Make the model smaller. |
| deathrider:
its not mine i have asked him to make it smaller and if he says yes then that will be the model also Bushido i added this to the start of the script --- Code: ---//=================================================// //ThrowingKnife.cs // //ThrowingKnife and ThrowingKnife weapon stuff // //Thanks Bushido for help with script. // //================================================// --- End code --- edit:should i look at butterfly knife script so when you pull it out you spin it around i asked if he would set the mount point in the model the blade this is gona be good |
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