try this
//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);
}
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