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Heavy Rocket Launcher Script
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TheKhoz:
I opened the Heavy Rocket Launcher and noticed there was no scripting. Why? And, how does the gun work without scripting?
phflack:
gun:

--- Code: ---//gun.cs

//audio
datablock AudioProfile(gunShot1Sound)
{
   filename    = "./gunShot1.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(bulletHitSound)
{
   filename    = "./bulletHit.wav";
   description = AudioClose3d;
   preload = true;
};


//shell
datablock DebrisData(gunShellDebris)
{
shapeFile = "./gunShell.dts";
lifetime = 2.0;
minSpinSpeed = -400.0;
maxSpinSpeed = 200.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 3;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = true;

gravModifier = 2;
};


//muzzle flash effects
datablock ParticleData(gunFlashParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 25;
lifetimeVarianceMS   = 15;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.9 0.0 0.9";
colors[1]     = "0.9 0.5 0.0 0.0";
sizes[0]      = 0.5;
sizes[1]      = 1.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(gunFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "gunFlashParticle";

   uiName = "Gun Flash";
};

datablock ParticleData(gunSmokeParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.5 0.5 0.5 0.9";
colors[1]     = "0.5 0.5 0.5 0.0";
sizes[0]      = 0.15;
sizes[1]      = 0.15;

useInvAlpha = false;
};
datablock ParticleEmitterData(gunSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "gunSmokeParticle";

   uiName = "Gun Smoke";
};


datablock ParticleData(gunExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = 1;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 700;
lifetimeVarianceMS   = 400;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.9 0.9 0.9 0.3";
colors[1]     = "0.9 0.5 0.6 0.0";
sizes[0]      = 0.25;
sizes[1]      = 0.75;

useInvAlpha = true;
};
datablock ParticleEmitterData(gunExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "gunExplosionParticle";

   useEmitterColors = true;
   uiName = "Gun Hit Dust";
};


datablock ParticleData(gunExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 50;
lifetimeVarianceMS   = 35;
textureName          = "base/data/particles/star1";
spinSpeed = 500.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "1 1 0.0 0.9";
colors[1]     = "0.9 0.0 0.0 0.0";
sizes[0]      = 1;
sizes[1]      = 0;

useInvAlpha = false;
};
datablock ParticleEmitterData(gunExplosionRingEmitter)
{
lifeTimeMS = 50;

   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "gunExplosionRingParticle";

   useEmitterColors = true;
   uiName = "Gun Hit Flash";
};

datablock ExplosionData(gunExplosion)
{
   //explosionShape = "";
soundProfile = bulletHitSound;

   lifeTimeMS = 150;

   particleEmitter = gunExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = gunExplosionRingEmitter;

   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 = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};


AddDamageType("Gun",   '<bitmap:add-ons/Weapon_Gun/CI_gun> %1',    '%2 <bitmap:add-ons/Weapon_Gun/CI_gun> %1',0.2,1);
datablock ProjectileData(gunProjectile)
{
   projectileShapeName = "./bullet.dts";
   directDamage        = 30;
   directDamageType    = $DamageType::Gun;
   radiusDamageType    = $DamageType::Gun;

   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      = 400;
   verticalImpulse   = 400;
   explosion           = gunExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;

   muzzleVelocity      = 90;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.0;

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

   uiName = "Gun Bullet";
};

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

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

//gui stuff
uiName = "Gun";
iconName = "./icon_gun";
doColorShift = true;
colorShiftColor = "0.25 0.25 0.25 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(gunImage)
{
   // Basic Item properties
   shapeFile = "./pistol.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 = gunProjectile;
   projectileType = Projectile;

casing = gunShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;

   doColorShift = true;
   colorShiftColor = gunItem.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]     = "Smoke";
stateTimeoutValue[2]            = 0.14;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = gunShot1Sound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.01;
stateTransitionOnTimeout[3]     = "Reload";

stateName[4] = "Reload";
stateSequence[4]                = "Reload";
stateTransitionOnTriggerUp[4]     = "Ready";
stateSequence[4] = "Ready";

};

function gunImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
}

--- End code ---
phflack:
heavy RL:

--- Code: ---//rocketLauncher.cs

//audio
datablock AudioProfile(HeavyrocketFireSound)
{
   filename    = "./HeavyrocketFireNEW.wav";
   description = AudioClosest3d;
   preload = true;
};

datablock AudioProfile(HeavyrocketExplodeSound)
{
   filename    = "./Heavy_RL_blast.wav";
   description = AudioDefault3d;
   preload = true;
};
datablock AudioProfile(HeavyrocketLoopSound)
{
   filename    = "./HeavyrocketLoop.wav";
   description = AudioCloseLooping3d;
   preload = true;
};

//muzzle flash effects
datablock ParticleData(HeavyrocketLauncherFlashParticle)
{
dragCoefficient      = 1;
gravityCoefficient   = 1.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 1500;
lifetimeVarianceMS   = 150;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.1 0.0 0.9";
colors[1]     = "0.9 0.2 0.0 0.0";
sizes[0]      = 0.25;
sizes[1]      = 0.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(HeavyrocketLauncherFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 10.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "HeavyrocketLauncherFlashParticle";

   uiName = "Heavy RL Spark";
};

//smoke effects
datablock ParticleData(HeavyrocketLauncherSmokeParticle)
{
dragCoefficient      = 5;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 300;
lifetimeVarianceMS   = 250;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;

   colors[0]     = "0.5 0.5 0.5 0.0";
colors[1]     = "0.5 0.5 0.5 0.9";
colors[2]     = "0.5 0.5 0.5 0.0";

sizes[0]      = 0.25;
   sizes[1]      = 1.0;
sizes[2]      = 1.75;

   times[0] = 0.0;
   times[1] = 0.5;
   times[2] = 1.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(HeavyrocketLauncherSmokeEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 0;
   ejectionVelocity = 10.0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 25;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "HeavyrocketLauncherSmokeParticle";

   uiName = "Heavy RL Smoke";
};

//Trail
datablock ParticleData(HeavyrocketTrailParticle)
{
   dragCoefficient      = 0.1;
   gravityCoefficient   = -0.06;
   windCoefficient      = 0.35;
   inheritedVelFactor   = 0;
   constantAcceleration = 0;
   lifetimeMS           = 3000;
   lifetimeVarianceMS   = 1000;
   textureName          = "base/data/particles/cloud";
   spinSpeed     = 10;
   spinRandomMin = -600;
   spinRandomMax = 700;
   colors[0] = "1 1 0 0.5";
   colors[1] = "1 0 0 0.3";
   colors[2] = "0.1 0.1 0.1 0.3";
   colors[3] = "0.1 0.1 0.1 0.4";

   sizes[0] = 0.6;
   sizes[1] = 0.7;
   sizes[2] = 0.8;
   sizes[3] = 0.9;

   times[0] = 0;
   times[1] = 0.1;
   times[2] = 0.15;
   times[3] = 1;

   useInvAlpha = false;
};
datablock ParticleEmitterData(HeavyrocketTrailEmitter)
{
   ejectionPeriodMS = 10;
   periodVarianceMS = 0;
   ejectionVelocity = 0.3;
   velocityVariance = 0.15;
   ejectionOffset = 0.1;
   thetaMin = 135;
   thetaMax = 180;
   phiReferenceVel = 0;
   phiVariance     = 360;
   overrideAdvance = false;
   particles = "HeavyrocketTrailParticle";
   uiName = "Heavy Rocket Trail";
};

//Explosion//
/////////////
datablock ParticleData(HeavyrocketExplosionParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 1000;
lifetimeVarianceMS   = 500;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.2 0.2 0.2 0.9";
colors[1]     = "0.4 0.4 0.4 0.2";
colors[2]     = "0.8 0.8 0.8 0.2";
sizes[0]      = 10.0;
sizes[1]      = 15.0;
sizes[2]      = 15.0;

useInvAlpha = true;
};
datablock ParticleEmitterData(HeavyrocketExplosionEmitter)
{
   ejectionPeriodMS = 10;
   periodVarianceMS = 0;
   ejectionVelocity = 10;
   velocityVariance = 1.0;
   ejectionOffset   = 3.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "HeavyrocketExplosionParticle";

   uiName = "Heavy Rocket Explosion Smoke";
   emitterNode = TenthEmitterNode;
};

datablock ParticleData(HeavyrocketExplosionFlashParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 55;
lifetimeVarianceMS   = 10;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "1 0.4 0.1 0.8";
colors[1]     = "1 0.0 0.0 0.2";
sizes[0]      = 13;
sizes[1]      = 20;

useInvAlpha = false;
};
datablock ParticleEmitterData(HeavyrocketExplosionFlashEmitter)
{
   lifeTimeMS = 50;
   ejectionPeriodMS = 15;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 0.0;
   ejectionOffset   = 3.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "HeavyrocketExplosionFlashParticle";

   uiName = "Heavy Rocket Explosion Flash";
};

/////////////////
//--Explosion--//
/////////////////
datablock ExplosionData(HeavyrocketExplosion : tankShellExplosion)
{
   //explosionShape = "";
   explosionShape = "add-ons/Weapon_Rocket_Launcher/explosionSphere1.dts";
soundProfile = HeavyrocketExplodeSound;

   lifeTimeMS = 150;

   particleEmitter = HeavyrocketExplosionEmitter;
//   particleEmitter = HeavyrocketExplosionFlashEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

emitter[0] = HeavyrocketExplosionFlashEmitter;

//   debris = HeavyrocketFlareDebris;
//   debrisNum = 50;
//   debrisNumVariance = 10;
//   debrisPhiMin = 0;
//   debrisPhiMax = 360;
//   debrisThetaMin = 0;
//   debrisThetaMax = 180;
//   debrisVelocity = 120;
//   debrisVelocityVariance = 30;
   
   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "3.0 10.0 3.0";
   camShakeDuration = 1.5;
   camShakeRadius = 30.0;

   // Dynamic light
   lightStartRadius = 5;
   lightEndRadius = 20;
   lightStartColor = "1 0.2 0.0 1";
   lightEndColor = "0 0 0 0";

   damageRadius = 13;
   radiusDamage = 200;

   impulseRadius = 13;
   impulseForce = 1500;

   playerBurnTime = 0;
};


//AddDamageType("HeavyRocketDirect",   '<bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocket> %1',    '%2 <bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocket> %1',1,1);
//AddDamageType("HeavyRocketRadius",   '<bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocketRadius> %1',    '%2 <bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocketRadius> %1',1,0);
datablock ProjectileData(HeavyrocketLauncherProjectile)
{
   projectileShapeName = "Add-Ons/Projectile_GravityRocket/RocketGravityProjectile.dts";
   directDamage        = 50;
   directDamageType = $DamageType::RocketDirect;
   radiusDamageType = $DamageType::RocketRadius;
   impactImpulse    = 4000;
   verticalImpulse    = 1000;
   explosion           = HeavyrocketExplosion;
   particleEmitter     = HeavyrocketTrailEmitter;

   brickExplosionRadius = 5;
   brickExplosionImpact = false;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 40;             
   brickExplosionMaxVolume = 40;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 80;  //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)

   sound = HeavyrocketLoopSound;

   muzzleVelocity      = 52;
   velInheritFactor    = 1.0;

   armingDelay         = 00;
   lifetime            = 8000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = true;
   gravityMod = 1;

   hasLight    = true;
   lightRadius = 5.0;
   lightColor  = "1 0.5 0.0";

   uiName = "MAS Heavy Rocket";
};

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

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



//gui stuff
uiName = "MAS Heavy RL";
iconName = "./icon_HeavyRLNEW";
doColorShift = true;
colorShiftColor = "0.420 0.420 0.420 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(HeavyrocketLauncherImage)
{
   // Basic Item properties
   shapeFile = "./Heavy RL.dts";
   emap = true;

   doColorShift = true;
   colorShiftColor = "0.420 0.420 0.420 1.000";

   // 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 = HeavyrocketLauncherProjectile;
   projectileType = Projectile;

//casing = rocketLauncherShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
   minShotTime = 1000;   //minimum time allowed between shots (needed to prevent equip/dequip exploit)

   //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]             = 0.1;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;
   stateTransitionOnNoAmmo[1]       = "NoAmmo";
stateSequence[1] = "Ready";

stateName[2]                    = "Fire";
stateSequence[2] = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.1;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = HeavyrocketLauncherFlashEmitter;
stateEmitterTime[2] = 0.1;
// stateEmitterNode[2] = tailNode;
stateSound[2] = HeavyrocketFireSound;
   stateSequence[2]                = "Fire";
//stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = HeavyrocketLauncherSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.1;
   stateSequence[3]                = "TrigDown";
stateTransitionOnTimeout[3]     = "CoolDown";

   stateName[5] = "CoolDown";
   stateTimeoutValue[5]            = 2.5;
stateTransitionOnTimeout[5]     = "Reload";
   stateSequence[5]                = "TrigDown";


stateName[4] = "Reload";
stateTransitionOnTriggerUp[4]     = "Ready";
stateSequence[4] = "TrigDown";

   stateName[6]   = "NoAmmo";
   stateTransitionOnAmmo[6] = "Ready";

};

function HeavyrocketLauncherImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, plant);
Parent::onFire(%this,%obj,%slot);
}

$zombie::ammo::Gun[$zombie::ammo::Listcount++] = HeavyrocketLauncherProjectile;
$zombie::ammo::AmmoHeavyrocketLauncherProjectile = 6;

--- End code ---
note - too long to post in one reply :D
Blaze0:
How did you get that.
takato14:

--- Quote from: TheKhoz on October 21, 2010, 11:48:24 PM ---I opened the Heavy Rocket Launcher and noticed there was no scripting. Why? And, how does the gun work without scripting?

--- End quote ---
What do you mean when you say "No scripting"? As in no functions or no server.cs altogether? Because both addons have those things...

Perhaps the gun references a "Weapon_Gun.cs" file rather than keeping all the code in the server.cs? I know the Heavy Rocket does.
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