Author Topic: Heavy Rocket Launcher Script  (Read 1040 times)

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

gun:
Code: [Select]
//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);
}

heavy RL:
Code: [Select]
//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;
note - too long to post in one reply :D

How did you get that.

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


WinRAR is your friend :P
And now mac is not my friend.
Ahh, I can open .cs in Textedit (Notepad)

And now mac is not my friend.
Ahh, I can open .cs in Textedit (Notepad)
Uhm, duh?


xP

Funny how the add-on Weapon_HeavyRL DOES have a weapon_weaponname.cs in there.
However, not every add-on uses an other cs file.
Some use the server.cs .

After all, the server.cs is where the game starts lookign when loading the add-on.
In the server.cs, you either put in the code or you link to an external .cs file.

Did i answer your question correctly?

nono, I used magics to make the add-on work without a script.


nono, I used magics to make the add-on work without a script.

Which means win.

I opened the Heavy Rocket Launcher and noticed there was no scripting. Why? And, how does the gun work without scripting?
I'm guessing that stupid RTB add-ons downloading DLed the shape and texture files when you joined a server with it.
It only gives you a .zip with downloadable things in it.

nono, I used magics to make the add-on work without a script.
Lies.
I'm guessing that stupid RTB add-ons downloading DLed the shape and texture files when you joined a server with it.
It only gives you a .zip with downloadable things in it.
Yes, because i know for very very sure it has a script and that this problem would only occur when RTB downloads add-ons.