Okay, so here's the deal. I am trying to make a sonic screwdriver (for now it uses the printer model until I get a good model) and I am trying to make it glow (using emitters) when it fires.
Here's the script:
//audio
datablock AudioProfile(sonicscrewdriverFireSound)
{
filename = "./sonicscrewdriver.wav";
description = AudioClose3d;
preload = true;
};
//emitters
datablock ParticleData(sonicscrewdriverFireParticle)
{
dragCoefficient = 5;
gravityCoefficient = -0.0;
inheritedVelFactor = 1.0;
constantAcceleration = 0.0;
lifetimeMS = 100;
lifetimeVarianceMS = 0;
textureName = "base/data/particles/dot";
spinSpeed = 0.0;
spinRandomMin = 0.0;
spinRandomMax = 0.0;
colors[0] = "0 0.141 0.333 0.7";
colors[1] = "0 0 1.000 0.6";
colors[2] = "0.106 0.459 0.769 0.5";
sizes[0] = 0.15;
sizes[1] = 0.15;
sizes[2] = 0.3;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(sonicscrewdriverFireEmitter)
{
ejectionPeriodMS = 10;
periodVarianceMS = 0;
ejectionVelocity = 1;
velocityVariance = 0.5;
ejectionOffset = 0;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "sonicscrewdriverFireEmitter";
useEmitterColors = false;
uiName = "Sonic Screwdriver Fire";
};
datablock ParticleData(sonicscrewdriverParticleA)
{
dragCoefficient = 5;
gravityCoefficient = -0.0;
inheritedVelFactor = 1.0;
constantAcceleration = 0.0;
lifetimeMS = 100;
lifetimeVarianceMS = 0;
textureName = "base/data/particles/dot";
spinSpeed = 0.0;
spinRandomMin = 0.0;
spinRandomMax = 0.0;
colors[0] = "0 0 0 0";
colors[1] = "0 0 0 0";
colors[2] = "0 0 0 0";
sizes[0] = 0.15;
sizes[1] = 0.15;
sizes[2] = 0.3;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(sonicscrewdriverEmitterA)
{
ejectionPeriodMS = 10;
periodVarianceMS = 0;
ejectionVelocity = 1;
velocityVariance = 0.5;
ejectionOffset = 0;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "sonicscrewdriverParticleA";
useEmitterColors = false;
uiName = "Sonic Screwdriver Hit";
};
datablock ParticleData(sonicscrewdriverParticleB)
{
dragCoefficient = 0;
gravityCoefficient = -0.0;
inheritedVelFactor = 1.0;
constantAcceleration = 0;
lifetimeMS = 30;
lifetimeVarianceMS = 0;
textureName = "base/data/particles/dot";
spinSpeed = 0.0;
spinRandomMin = 0.0;
spinRandomMax = 0.0;
colors[0] = "0 0 0 0";
colors[1] = "0 0 0 0";
colors[2] = "0 0 0 0";
sizes[0] = 0.1;
sizes[1] = 0.1;
sizes[2] = 0.1;
times[0] = 0.0;
times[1] = 0.3;
times[2] = 1.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(sonicscrewdriverEmitterB)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 50;
velocityVariance = 0.0;
ejectionOffset = 0;
thetaMin = 0;
thetaMax = 0;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "sonicscrewdriverParticleB";
useEmitterColors = false;
uiName = "Sonic Screwdriver Trace";
};
datablock ProjectileData(sonicscrewdriverProjectileA)
{
projectileShapeName = "base/data/shapes/empty.dts";
directDamage = 0;
directDamageType = $DamageType::Generic;
radiusDamageType = $DamageType::Generic;
particleEmitter = sonicscrewdriverEmitterA;
soundProfile = radioWaveTravelSound;
brickExplosionRadius = 0;
brickExplosionImpact = 0; //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 (should always be >= brickExplosionMaxVolume)
collideWithPlayers = true;
muzzleVelocity = 1;
velInheritFactor = 1.0;
armingDelay = 4000;
lifetime = 4000;
fadeDelay = 4000;
bounceElasticity = 0;
bounceFriction = 0.00;
isBallistic = true;
gravityMod = 0.0;
hasLight = false;
lightRadius = 1;
lightColor = "0 0 0";
uiName = "";
};
//////////
// item //
//////////
datablock ItemData(sonicscrewdriverItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "base/data/shapes/printGun.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Sonic Screwdriver";
iconName = "base/client/ui/itemIcons/printer";
doColorShift = true;
colorShiftColor = "0.5 0.5 0.5 1.000";
// Dynamic properties defined by the scripts
image = sonicscrewdriverImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(sonicscrewdriverImage)
{
// Basic Item properties
shapeFile = "base/data/shapes/printGun.dts";
emap = true;
mountPoint = 0;
offset = "0 0 0";
eyeOffset = 0;
rotation = "1 0 0 0";
correctMuzzleVector = true;
className = "WeaponImage";
// Projectile && Ammo.
item = sonicscrewdriverItem;
ammo = " ";
projectile = sonicscrewdriverProjectileA;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = true;
//raise your arm up or not
armReady = true;
doRetraction = false;
raycastWeaponRange = 3000;
raycastWeaponTargets =
$TypeMasks::PlayerObjectType | //AI/Players
$TypeMasks::StaticObjectType | //Static Shapes
$TypeMasks::TerrainObjectType | //Terrain
$TypeMasks::VehicleObjectType | //Terrain
$TypeMasks::FXBrickObjectType; //Bricks
raycastExplosionProjectile = LaserPointProjectileA;
raycastExplosionBrickSound = "";
raycastExplosionPlayerSound = "";
raycastDirectDamage = 0;
raycastDirectDamageType = $DamageType::MilitaryRifle;
doColorShift = true;
colorShiftColor = sonicscrewdriverItem.colorShiftColor;//"0.500 0.500 0.500 1.000";
//casing = " ";
// Images have a state system which controls how the animations
// are run, which sounds are played, script callbacks, etc. This
// state system is downloaded to the client so that clients can
// predict state changes and animate accordingly. The following
// system supports basic ready->fire->reload transitions as
// well as a no-ammo->dryfire idle state.
// Initial start up state
stateName[0] = "Activate";
stateTransitionOnTriggerDown[0] = "Fire";
stateAllowImageChange[0] = true;
stateSound[0] = sprayActivateSound;
stateTransitionOnTimeout[0] = "Ready";
stateTimeoutValue[0] = 0.3;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
//stateName[2] = "PreFire";
//stateSound[2] = "";
//stateTimeoutValue[2] = 0.01;
//stateTransitionOnTimeout[2] = "Fire";
stateName[2] = "Fire";
stateTransitionOnTriggerUp[2] = "StopFire";
stateTransitionOnTimeout[2] = "Fire";
stateTimeoutValue[2] = 0.01;
stateWaitForTimeout[2] = true;
stateFire[2] = true;
stateAllowImageChange[2] = true;
stateSound[2] = sonicscrewdriverFireSound;
stateScript[2] = "onFire";
stateEmitter[2] = sonicscrewdriverFireEmitter;
stateEmitterTime[2] = 0.07;
stateSequence[2] = "fire";
stateName[3] = "StopFire";
stateTransitionOnTimeout[3] = "Ready";
stateWaitForTimeout[3] = true;
stateAllowImageChange[3] = true;
stateSequence[3] = "stopfire";
};
function sonicscrewdriverImage::onHitObject(%this,%obj,%slot,%col,%pos,%normal,%shotVec,%crit)
{
if(!isObject(%col))
return;
%colType = %col.getType(); //%col changes to CorpseObjectType if you kill a player
if(!isObject(CritProjectile))
%crit = 0;
if(%this.raycastDirectDamage > 0 && %colType & ($TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType))
{
if(isObject(%col.spawnBrick) && %col.spawnBrick.getGroup().client == %obj.client)
%dmg = 1;
if(miniGameCanDamage(%obj,%col) == 1 || %dmg)
%this.onRaycastDamage(%obj,%slot,%col,%pos,%normal,%shotVec,%crit);
}
if(%colType & $TypeMasks::fxBrickObjectType && getSimTime() - %col.lastLaserActivateTime > 200)
{
%col.lastLaserActivateTime = getSimTime();
$InputTarget_["Self"] = %col;
$InputTarget_["Player"] = %obj;
$InputTarget_["Client"] = %obj.client;
if($Server::LAN)
{
$InputTarget_["MiniGame"] = getMiniGameFromObject(%obj.client);
}
else
{
$InputTarget_["MiniGame"] = getMiniGameFromObject(%col);
}
%col.processInputEvent("onActivate", %obj.client);
}
if(isObject(%this.raycastExplosionProjectile))
{
%scaleFactor = getWord(%obj.getScale(), 2);
%p = new Projectile()
{
dataBlock = %this.raycastExplosionProjectile;
initialPosition = vectorAdd(%pos,vectorScale(%normal,0.05));
initialVelocity = "0 0 0";
sourceObject = %obj;
client = %obj.client;
sourceSlot = 0;
originPoint = %pos;
};
MissionCleanup.add(%p);
%p.setScale(%scaleFactor SPC %scaleFactor SPC %scaleFactor);
//%p.explode();
}
if(isObject(%this.raycastExplosionSound))
serverplay3d(%this.raycastExplosionSound,%pos);
if(isObject(%this.raycastExplosionCritSound) && %crit)
serverplay3d(%this.raycastExplosionCritSound,%pos);
%colPlayer = (%colType & $TypeMasks::PlayerObjectType);
if(%colPlayer && isObject(%this.raycastExplosionPlayerSound))
serverplay3d(%this.raycastExplosionPlayerSound,%pos);
else if(!%colPlayer && isObject(%this.raycastExplosionBrickSound))
serverplay3d(%this.raycastExplosionBrickSound,%pos);
}
Help would be greatly appreciated.