I need help with making the bullets go in different places, can someone tell me where in the code this is found, or where to put it? I need to know!
Can someone post an edited version of this script that has a bit of spread?
//Raider.cs
//audio
datablock AudioProfile(RaiderShot1Sound)
{
filename = "./NerfFire.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RaiderBulletHitSound)
{
filename = "./bulletHit.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(RaiderroosterSound)
{
filename = "./Nerfrooster.wav";
description = AudioClose3d;
preload = true;
};
datablock ExplosionData(RaiderExplosion)
{
//explosionShape = "";
soundProfile = RaiderBulletHitSound;
lifeTimeMS = 150;
faceViewer = true;
explosionScale = "1 1 1";
};
AddDamageType("Raider", '<bitmap:add-ons/Weapon_Raider/CI_Raider> %1', '%2 <bitmap:add-ons/Weapon_Raider/CI_Raider> %1',0.2,1);
datablock ProjectileData(RaiderProjectile)
{
projectileShapeName = "./Dart.dts";
directDamage = 5;
directDamageType = $DamageType::Raider;
radiusDamageType = $DamageType::Raider;
brickExplosionRadius = 0;
brickExplosionImpact = false; //destroy a brick if we hit it directly?
brickExplosionForce = 0;
brickExplosionMaxVolume = 0; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 0; //max volume of bricks that we can destroy if they aren't connected to the ground
explosion = RaiderExplosion;
stickExplosion = RaiderExplosion;
bloodExplosion = RaiderExplosion;
particleEmitter = RaiderEmitter;
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 = 0.40;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
muzzleVelocity = 30;
velInheritFactor = 1;
uiName = "Nerf Dart";
};
//////////
// item //
//////////
datablock ItemData(RaiderItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./Raider.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Nerf Raider";
iconName = "./icon_Raider";
doColorShift = true;
colorShiftColor = "0.25 0.25 0.25 1.000";
// Dynamic properties defined by the scripts
image = RaiderImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(RaiderImage)
{
// Basic Item properties
shapeFile = "./Raider.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 = RaiderProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
doColorShift = true;
colorShiftColor = RaiderItem.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] = "Reload";
stateTimeoutValue[2] = 0.10;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateSound[2] = RaiderShot1Sound;
stateName[4] = "Reload";
stateSequence[4] = "Reload";
stateTransitionOnTimeout[4] = "Reload2";
stateSound[4] = RaiderroosterSound;
stateTimeoutValue[4] = 0.38;
stateName[5] = "Reload2";
stateSequence[5] = "Ready";
stateTransitionOnTriggerUp[5] = "Ready";
stateTimeoutValue[5] = 0.10;
};
function RaiderImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
}