Author Topic: My gun is reloading every time I shoot  (Read 1268 times)

Im not the best scripter,but I never had this problem any help guys?
Code: [Select]
//audio
datablock AudioProfile(Sten2FireSound)
{
   filename    = "./Sounds/Sten2_fire.wav";
   description = AudioClose3d;
   preload = false;
};

datablock AudioProfile(Sten2EquipSound)
{
   filename    = "./Sounds/Sten2_Use.wav";
   description = AudioClose3d;
   preload = false;
};

datablock AudioProfile(Sten2ClipInSound)
{
   filename    = "./Sounds/Sten2_ClipInFULL.wav";
   description = AudioClose3d;
   preload = true;
};

datablock AudioProfile(Sten2ClipOutSound)
{
   filename    = "./Sounds/Sten2_ClipOut.wav";
   description = AudioClose3d;
   preload = true;
};

//OtherData
AddDamageType("Sten2",   '<bitmap:add-ons/Weapon_Sten2/Icons/ci_Sten2> %1',    '%2 <bitmap:add-ons/Weapon_Sten2/Icons/ci_Sten2> %1',0.75,1);
datablock ProjectileData(Sten2Projectile)
{
   projectileShapeName = "add-ons/Weapon_Gun/bullet.dts";
   directDamage        = 10;
   directDamageType    = $DamageType::Sten2;
   radiusDamageType    = $DamageType::Sten2;

   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 = 0.4;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";
};

//////////
// item //
//////////
datablock ItemData(Sten2Item)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

// Basic Item Properties
shapeFile = "./Models/Sten2NH.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Sten Mark 2";
iconName = "./Icons/UI_Sten2";
doColorShift = true;
colorShiftColor = "0.4 0.4 0.41 1.000";

// Dynamic properties defined by the scripts
image = Sten2Image;
canDrop = true;

maxAmmo = 35;
canReload = 1;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(Sten2Image)
{
   // Basic Item properties
   shapeFile = "./Models/Sten2.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 = Sten2Item;
   ammo = " ";
   projectile = Sten2Projectile;
   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] = "Sten2EquipSound";

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] = Sten2FireSound;

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] = 0.90;
stateScript[7] = "onReloadStart";
stateTransitionOnTimeout[7] = "ReloadB";
stateWaitForTimeout[7] = true;
StateSequence[7] = "reload1";
stateSound[7] = Sten2ClipOutSound;

stateName[8] = "ReloadB";
stateTimeoutValue[8] = 1.53;
stateTransitionOnTimeout[8] = "Reloaded";
stateWaitForTimeout[8] = true;
StateSequence[8] = "reload2";
stateSound[8] = Sten2ClipInSound;

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 Sten2Image::onFire(%this,%obj,%slot)
{
if(vectorLen(%obj.getVelocity()) < 0.1 && (getSimTime() - %obj.lastShotTime) > 50)
{
%projectile = Sten2Projectile;
%spread = 0.003;
}
else
{
%projectile = Sten2Projectile;
%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 Sten2Image::onMount(%this, %obj, %slot)
{
%obj.hidenode("RHand");
        %obj.hidenode("LHand");
}


function Sten2Image::onUnMount(%this, %obj, %slot)
{
%obj.unhidenode("RHand");
        %obj.unhidenode("LHand");
}

function Sten2Image::onLoadCheck(%this,%obj,%slot)
{
if(%obj.toolAmmo[%obj.currTool] <= 0)
%obj.setImageAmmo(%slot,0);
else
%obj.setImageAmmo(%slot,1);
}

function Sten2Image::onReloaded(%this,%obj,%slot)
{
%obj.toolAmmo[%obj.currTool] = 50;
%obj.setImageAmmo(%slot,1);
}

You are overriding the "onMount" function which means it never has an ammo amount set. Call Parent::onMount or set the player's ammo amount to the default at the same time as hiding the nodes.

It has 35 ammo default but reloads to 50?

You are overriding the "onMount" function which means it never has an ammo amount set. Call Parent::onMount or set the player's ammo amount to the default at the same time as hiding the nodes.

It has 35 ammo default but reloads to 50?
Code of it on my script?

That would be spoon-feeding you the answers. Look at the ammo system source instead of just copy-pasting it in.

That would be spoon-feeding you the answers. Look at the ammo system source instead of just copy-pasting it in.
Can you show me what to do?

I have told you exactly what you need to do.

You are overriding the "onMount" function which means it never has an ammo amount set. Call Parent::onMount or set the player's ammo amount to the default at the same time as hiding the nodes.

I have told you exactly what you need to do.

Nvm it was the reload animation and fire animation together fixed
EDIT:Locking