| Blockland Forums > Modification Help |
| Why is my gun like this? |
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| FOX TAIL:
The gun I was scripting was fine. Then I added sights to it. What is wrong with it? Code+picture: --- Code: ---//audio datablock AudioProfile(btommyFireSound) { filename = "./Sounds/btommy_fire.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(btommyEquipSound) { filename = "./Sounds/btommy_Use.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(btommyClipInSound) { filename = "./Sounds/btommy_ClipInFULL.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(btommyClipOutSound) { filename = "./Sounds/btommy_ClipOut.wav"; description = AudioClose3d; preload = true; }; //OtherData AddDamageType("btommy", '<bitmap:add-ons/Weapon_btommy/Icons/ci_btommy> %1', '%2 <bitmap:add-ons/Weapon_btommy/Icons/ci_btommy> %1',0.75,1); datablock ProjectileData(btommyProjectile) { projectileShapeName = "add-ons/Weapon_Gun/bullet.dts"; directDamage = 10; directDamageType = $DamageType::btommy; radiusDamageType = $DamageType::btommy; brickExplosionRadius = 0; brickExplosionImpact = true; //destroy a brick if we hit it directly? brickExplosionForce = 10; brickExplosionMaxVolume = 1; //max volume of bricks that we can destroy brickExplosionMaxVolumeFloating = 2; //max volume of bricks that we can destroy if they aren't connected to the ground impactImpulse = 80; verticalImpulse = 40; explosion = gunExplosion; muzzleVelocity = 75; velInheritFactor = 1; armingDelay = 0; lifetime = 4000; fadeDelay = 3500; bounceElasticity = 0.5; bounceFriction = 0.20; isBallistic = true; gravityMod = 0.2; hasLight = false; lightRadius = 3.0; lightColor = "0 0 0.5"; }; ////////// // item // ////////// datablock ItemData(btommyItem) { category = "Weapon"; // Mission editor category className = "Weapon"; // For inventory system // Basic Item Properties shapeFile = "./Models/btommyNH.dts"; rotate = false; mass = 1; density = 0.2; elasticity = 0.2; friction = 0.6; emap = true; //gui stuff uiName = "Bioshock Thompson"; iconName = "./Icons/UI_btommy"; doColorShift = true; colorShiftColor = "0.4 0.4 0.41 1.000"; // Dynamic properties defined by the scripts image = btommyImage; canDrop = true; maxAmmo = 50; canReload = 1; }; //////////////// //weapon image// //////////////// datablock ShapeBaseImageData(btommyImage) { // Basic Item properties shapeFile = "./Models/btommy.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 = btommyItem; ammo = " "; projectile = btommyProjectile; projectileType = Projectile; casing = GunShellDebris; shellExitDir = "1.0 0.1 1.0"; shellExitOffset = "0 0 0"; shellExitVariance = 10.0; shellVelocity = 5.0; //melee particles shoot from eye node for consistancy melee = false; //raise your arm up or not armReady = true; doColorShift = false; // 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 // Initial start up state stateName[0] = "Activate"; stateTimeoutValue[0] = 0.7; stateTransitionOnTimeout[0] = "LoadCheckA"; StateSequence[0] = "use"; StateSound[0] = "btommyEquipSound"; stateName[1] = "Ready"; stateTransitionOnNoAmmo[1] = "Reload"; stateTransitionOnTriggerDown[1] = "Fire"; stateAllowImageChange[1] = true; stateName[2] = "Fire"; stateTransitionOnTimeout[2] = "Delay"; stateTimeoutValue[2] = 0.00; stateFire[2] = true; stateAllowImageChange[2] = false; stateSequence[2] = "Fire"; stateScript[2] = "onFire"; stateEjectShell[2] = true; stateEmitter[2] = gunFlashEmitter; stateEmitterTime[2] = 0.05; stateEmitterNode[2] = "muzzleNode"; stateWaitForTimeout[2] = true; StateSequence[2] = "fire"; stateSound[2] = btommyFireSound; stateName[3] = "Delay"; stateTransitionOnTimeout[3] = "FireLoadCheckA"; stateTimeoutValue[3] = 0.06; stateEmitter[3] = gunSmokeEmitter; stateEmitterTime[3] = 0.06; stateEmitterNode[3] = "muzzleNode"; //Torque switches states instantly if there is an ammo/noammo state, regardless of stateWaitForTimeout stateName[4] = "LoadCheckA"; stateScript[4] = "onLoadCheck"; stateTimeoutValue[4] = 0.01; stateTransitionOnTimeout[4] = "LoadCheckB"; stateName[5] = "LoadCheckB"; stateTransitionOnAmmo[5] = "Ready"; stateTransitionOnNoAmmo[5] = "ReloadWait"; stateName[6] = "ReloadWait"; stateTimeoutValue[6] = 0.3; stateTransitionOnTimeout[6] = "Reload"; stateWaitForTimeout[6] = true; stateName[7] = "Reload"; stateTimeoutValue[7] = 1.53; stateScript[7] = "onReloadStart"; stateTransitionOnTimeout[7] = "ReloadB"; stateWaitForTimeout[7] = true; StateSequence[7] = "reload1"; stateSound[7] = btommyClipOutSound; stateName[8] = "ReloadB"; stateTimeoutValue[8] = 1.63; stateTransitionOnTimeout[8] = "Reloaded"; stateWaitForTimeout[8] = true; StateSequence[8] = "reload2"; stateSound[8] = btommyClipInSound; stateName[9] = "Reloaded"; stateTimeoutValue[9] = 0.5; stateScript[9] = "onReloaded"; stateTransitionOnTimeout[9] = "Ready"; stateName[10] = "Smoke"; stateEmitter[10] = gunSmokeEmitter; stateEmitterTime[10] = 0.3; stateEmitterNode[10] = "muzzleNode"; stateTimeoutValue[10] = 0.2; stateTransitionOnTimeout[10] = "Ready"; stateTransitionOnTriggerDown[10] = "Fire"; stateName[11] = "ReloadSmoke"; stateEmitter[11] = gunSmokeEmitter; stateEmitterTime[11] = 0.3; stateEmitterNode[11] = "muzzleNode"; stateTimeoutValue[11] = 0.2; stateTransitionOnTimeout[11] = "Reload"; stateName[12] = "FireLoadCheckA"; stateScript[12] = "onLoadCheck"; stateTimeoutValue[12] = 0.01; stateTransitionOnTimeout[12] = "FireLoadCheckB"; stateName[13] = "FireLoadCheckB"; stateTransitionOnAmmo[13] = "Smoke"; stateTransitionOnNoAmmo[13] = "ReloadSmoke"; }; function btommyImage::onFire(%this,%obj,%slot) { if(vectorLen(%obj.getVelocity()) < 0.1 && (getSimTime() - %obj.lastShotTime) > 50) { %projectile = btommyProjectile; %spread = 0.003; } else { %projectile = btommyProjectile; %spread = 0.007; } %obj.lastShotTime = getSimTime(); %shellcount = 1; %obj.playThread(2, plant); %shellcount = 1; %obj.toolAmmo[%obj.currTool]--; for(%shell=0; %shell<%shellcount; %shell++) { %vector = %obj.getMuzzleVector(%slot); %objectVelocity = %obj.getVelocity(); %vector1 = VectorScale(%vector, %projectile.muzzleVelocity); %vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor); %velocity = VectorAdd(%vector1,%vector2); %x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread; %y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread; %z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread; %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z); %velocity = MatrixMulVector(%mat, %velocity); %p = new (%this.projectileType)() { dataBlock = %projectile; initialVelocity = %velocity; initialPosition = %obj.getMuzzlePoint(%slot); sourceObject = %obj; sourceSlot = %slot; client = %obj.client; }; MissionCleanup.add(%p); } return %p; } function btommyImage::onLoadCheck(%this,%obj,%slot) { if(%obj.toolAmmo[%obj.currTool] <= 0) %obj.setImageAmmo(%slot,0); else %obj.setImageAmmo(%slot,1); } function btommyImage::onReloaded(%this,%obj,%slot) { %obj.toolAmmo[%obj.currTool] = 50; %obj.setImageAmmo(%slot,1); } datablock ShapeBaseImageData(btommySightsImage) { shapeFile = "./Models/btommy.dts"; emap = true; mountPoint = 0; offset = "0 0 0"; eyeOffset = "-0.22584 0.5 +1.00"; //-Left +Right, -Back +Front, -Down +Up rotation = eulerToMatrix( "0 0 1" ); correctMuzzleVector = true; className = "WeaponImage"; item = btommyItem; ammo = " "; projectile = btommyprojectile; projectileType = Projectile; casing = gunShellDebris; shellExitDir = "1.0 -1.3 1.0"; shellExitOffset = "0 0 0"; shellExitVariance = 15.0; shellVelocity = 7.0; melee = false; armReady = true; doColorShift = false; colorShiftColor = btommyItem.colorShiftColor; stateName[0] = "Activate"; stateTimeoutValue[0] = 0.1; stateTransitionOnTimeout[0] = "LoadCheckA"; stateName[1] = "Ready"; stateTransitionOnNoAmmo[1] = "reloadSequence"; stateTransitionOnTriggerDown[1] = "Fire"; stateAllowImageChange[1] = true; stateSequence[1] = "ready"; stateName[2] = "Fire"; stateTimeoutValue[2] = 0.0504; stateTransitionOnTimeout[2] = "Smoke"; stateFire[2] = true; stateAllowImageChange[2] = false; stateScript[2] = "onFire"; stateSequence[2] = "fire"; stateWaitForTimeout[2] = true; stateEmitter[2] = btommyflashEmitter; stateEmitterTime[2] = 0.05; stateEmitterNode[2] = "muzzleNode"; stateSound[2] = btommyshot1Sound; stateName[3] = "Smoke"; stateEmitter[3] = gunSmokeEmitter; stateEmitterTime[3] = 0.1; stateTimeoutValue[3] = 0.03; stateEmitterNode[3] = "muzzleNode"; stateTransitionOnTimeout[3] = "FireLoadCheckA"; stateName[4] = "Wait"; stateEjectShell[2] = true; stateTimeoutValue[4] = 0.033; stateScript[4] = ""; stateTransitionOnTimeout[4] = "Fire"; stateTransitionOnTriggerUp[4] = "Delay"; stateName[5] = "LoadCheckA"; stateScript[5] = "onLoadCheck"; stateTimeoutValue[5] = 0.01; stateTransitionOnTimeout[5] = "LoadCheckB"; stateName[6] = "LoadCheckB"; stateTransitionOnAmmo[6] = "Ready"; stateTransitionOnNoAmmo[6] = "ReloadWait"; stateName[7] = "ReloadWait"; stateTimeoutValue[7] = 0.3; stateScript[7] = ""; stateTransitionOnTimeout[7] = "reloadSequence"; stateWaitForTimeout[7] = true; stateName[8] = "reloadSequence"; stateScript[8] = "setHKReN"; stateName[9] = "FireLoadCheckA"; stateScript[9] = "onLoadCheck"; stateTimeoutValue[9] = 0.01; stateTransitionOnTimeout[9] = "FireLoadCheckB"; stateName[10] = "FireLoadCheckB"; stateTransitionOnAmmo[10] = "Wait"; stateTransitionOnNoAmmo[10] = "ReloadWait"; stateName[11] = "Delay"; stateTransitionOnTimeout[11] = "Ready"; stateTimeoutValue[11] = 0.106; }; function btommySpawnProj(%this,%obj,%slot) { if(vectorLen(%obj.getVelocity()) < 1 && (getSimTime() - %obj.lastShotTime) > 1000) %spread = 0.0003; else %spread = 0.0009; if(vectorLen(%obj.getVelocity()) < 1 && (getSimTime() - %obj.lastShotTime) > 1500 && %obj.getMountedImage(0) == nameToID(btommySightsImage)) %spread = 0.0001; else if((getSimTime() - %obj.lastShotTime) < 1500 && %obj.getMountedImage(0) == nameToID(btommySightsImage)) %spread = 0.0006; %projectile = btommyprojectile; %obj.lastShotTime = getSimTime(); %vector = %obj.getMuzzleVector(%slot); %objectVelocity = %obj.getVelocity(); %vector1 = VectorScale(%vector, %projectile.muzzleVelocity); %vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor); %velocity = VectorAdd(%vector1,%vector2); %x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread; %y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread; %z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread; %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z); %velocity = MatrixMulVector(%mat, %velocity); %p = new (%this.projectileType)() { dataBlock = %projectile; initialVelocity = %velocity; initialPosition = %obj.getMuzzlePoint(%slot); sourceObject = %obj; sourceSlot = %slot; client = %obj.client; }; MissionCleanup.add(%p); return %p; } function btommySightsImage::setHKReN(%this,%obj,%slot) { %obj.mountImage(btommyImage, 0, 0, 0); %obj.toolAmmo[%obj.currTool] = 0; } function btommySightsImage::onFire(%this,%obj,%slot) { if(%obj.toolAmmo[%obj.currTool] > 0) { btommySpawnProj(%this,%obj,%slot); %obj.toolAmmo[%obj.currTool]--; } else if(%this.item.maxAmmo == 0) btommySpawnProj(%this,%obj,%slot); } function btommyImage::onFire(%this,%obj,%slot) { if(%obj.toolAmmo[%obj.currTool] > 0) { btommySpawnProj(%this,%obj,%slot); %obj.toolAmmo[%obj.currTool]--; } else if(%this.item.maxAmmo == 0) btommySpawnProj(%this,%obj,%slot); } function btommyImage::onReloadStart(%this,%obj,%slot,%projectile) { %obj.toolAmmo[%obj.currTool] = 0; } function btommyImage::onReloaded(%this,%obj,%slot) { %obj.toolAmmo[%obj.currTool] = %this.item.maxAmmo; %obj.setImageAmmo(%slot,1); } package btommySightsSwitch { function armor::onTrigger(%this, %obj, %triggerNum, %val) { %client = %obj.client; if(%triggerNum == 4 && %obj.isImageMounted(btommyImage) && %val && %obj.toolAmmo[%obj.currTool] != 0) { %newAmmo = %obj.toolAmmo[%obj.currTool]; %obj.mountImage(btommySightsImage, 0); %obj.toolAmmo[%obj.currTool] = %newAmmo; } else if(%triggerNum == 4 && %obj.isImageMounted(btommySightsImage) && %val) { %newAmmo = %obj.toolAmmo[%obj.currTool]; %obj.mountImage(btommyImage, 0); %obj.toolAmmo[%obj.currTool] = %newAmmo; } Parent::onTrigger(%this, %obj, %triggerNum, %val); } }; activatePackage(btommySightsSwitch); function btommyImage::onMount(%this,%obj,%slot) { Parent::onMount(%this,%obj,%slot); %obj.hideNode("RHand"); %obj.hideNode("RHook"); %obj.hideNode("LHand"); %obj.hideNode("LHook"); } function btommyImage::onUnMount(%this,%obj,%slot) { Parent::onMount(%this,%obj,%slot); %obj.unHideNode("ALL"); if(isObject(%obj.client)) { %obj.client.applyBodyParts(); %obj.client.applyBodyColors(); } else applyDefaultCharacterPrefs(%obj); } function btommySightsImage::onMount(%this,%obj,%slot) { Parent::onMount(%this,%obj,%slot); %obj.hideNode("RHand"); %obj.hideNode("RHook"); %obj.hideNode("LHand"); %obj.hideNode("LHook"); } function btommySightsImage::onUnMount(%this,%obj,%slot) { Parent::onMount(%this,%obj,%slot); %obj.unHideNode("ALL"); if(isObject(%obj.client)) { %obj.client.applyBodyParts(); %obj.client.applyBodyColors(); } else applyDefaultCharacterPrefs(%obj); } --- End code --- |
| FOX TAIL:
What do I edit? |
| .Aeris.:
If its the gun being sideways you have to fix that in a modeler. |
| Reinforcements:
what am I looking at here? |
| takato14:
--- Quote from: Reinforcements on September 11, 2010, 01:05:39 PM ---what am I looking at here? --- End quote --- |
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