Author Topic: Stopping Power  (Read 559 times)

I am making a weapon, and I'm trying to make it Slow down the player when he's shot.

Well isn't working, and when I set it to %obj, it's applied to me.

If anyone can help me it would be very cool.

Code:

Code: [Select]
//audio
datablock AudioProfile(BigKillFireSound)
{
   filename    = "./BigKill_Fire.wav";
   description = AudioClose3d;
   preload = true;
};

datablock PlayerData(BigKillArmor : PlayerStandardArmor)
{
   runForce = 3 * 180;
   runEnergyDrain = 0;
   minRunEnergy = 0;
   runForce = 100 * 60;
   runEnergyDrain = 0;
   minRunEnergy = 0;
   maxForwardSpeed = 0;
   maxBackwardSpeed = 0;
   maxSideSpeed = 0;

   maxForwardCrouchSpeed = 3;
   maxBackwardCrouchSpeed = 2;
   maxSideCrouchSpeed = 2;

   jumpForce = 10 * 90; //8.3 * 90;
   jumpEnergyDrain = 0;
   minJumpEnergy = 0;
   jumpDelay = 0;
   //firstpersononly = 1;

minJetEnergy = 0;
jetEnergyDrain = 0;
canJet = 0;

canRide = true;
showEnergyBar = false;

   runSurfaceAngle  = 55;
   jumpSurfaceAngle = 55;

   isSurvivor = 1;
};

datablock ParticleData(BigKillTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 120;
lifetimeVarianceMS = 0;
spinSpeed = 3999.0;
spinRandomMin = -3999.0;
spinRandomMax = 3999.0;
useInvAlpha = false;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/dot";
//animTexName = "~/data/particles/dot";

// Interpolation variables
colors[0] = "0.1 0.4 0.7 1";
colors[1] = "0 0.1 0.3 1";
colors[2] = "0 0.1 0.2 1";
sizes[0] = 0.6;
sizes[1] = 0.3;
sizes[2] = 0.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};

datablock ParticleEmitterData(BigKillTrailEmitter)
{
   ejectionPeriodMS = 2;
   periodVarianceMS = 0;

   ejectionVelocity = 0; //0.25;
   velocityVariance = 0; //0.10;

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = BigKillTrailParticle;

   useEmitterColors = true;
};

datablock ParticleData(BigKillExplosionParticle)
{
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]      = 2.25;
sizes[1]      = 2.75;

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

   useEmitterColors = true;
};


datablock ParticleData(BigKillExplosionRingParticle)
{
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] = "0.1 0.4 0.7 1";
colors[1] = "0 0.1 0.3 1";
sizes[0]      = 5;
sizes[1]      = 5;

useInvAlpha = false;
};
datablock ParticleEmitterData(BigKillExplosionRingEmitter)
{
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 = "BigKillExplosionRingParticle";

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

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

   lifeTimeMS = 150;

   particleEmitter = BigKillExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = BigKillExplosionRingEmitter;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   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";

   impulseRadius = 2;
   impulseForce = 2500;
};

datablock ProjectileData(BigKillTracerProjectile)
{
   directDamage        = 35;
   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      = 1000;
   verticalImpulse   = 500;
   explosion           = BigKillExplosion;
   particleEmitter     = "BigKillTrailEmitter";

   muzzleVelocity      = 200;
   velInheritFactor    = 0;

   armingDelay         = 0;
   lifetime            = 1000;
   fadeDelay           = 700;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.10;
   isBallistic         = true;
   gravityMod = 0.0;

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

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

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

//gui stuff
uiName = "Big Kill";
iconName = "./icon_revolver";
doColorShift = true;
colorShiftColor = "0.73 0.73 0.73 1.000";

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

//Ammo Guns Parameters
maxAmmo = 6;
canReload = 1;
};

AddDamageType("BigKill",   '<bitmap:add-ons/Weapon_BigKill/CI_revolver> %1',    '%2 <bitmap:add-ons/Weapon_BigKill/CI_revolver> %1',0.75,1);

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(BigKillImage)
{

   // Basic Item properties
   shapeFile = "./Big_Kill.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 = BigKillItem;
   ammo = " ";
   projectile = BigKillProjectile;
   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 = true;
   colorShiftColor = BigKillItem.colorShiftColor;

   // 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.
   raycastWeaponRange = 200; //varies
   raycastWeaponTargets =
                   $TypeMasks::PlayerObjectType |    //AI/Players
                   $TypeMasks::StaticObjectType |    //Static Shapes
                   $TypeMasks::TerrainObjectType |    //Terrain
                   $TypeMasks::VehicleObjectType |    //Terrain
                   $TypeMasks::FXBrickObjectType;    //Bricks
   raycastExplosionProjectile = BigKillTracerProjectile;
   raycastExplosionBrickSound = bulletHitSound;
   raycastExplosionPlayerSound = bulletHitSound;
   raycastDirectDamage = 1;
   raycastDirectDamageType = $DamageType::BigKill;
   raycastSpreadAmt = 0.0006; //varies
   raycastSpreadCount = 1;
   raycastTracerProjectile = BigKillTracerProjectile;
   raycastFromMuzzle = true;

   // Initial start up state
stateName[0]                    = "Activate";
stateTimeoutValue[0]            = 0.15;
stateSequence[0] = "Activate";
stateTransitionOnTimeout[0]     = "LoadCheckA";
stateSound[0] = weaponSwitchSound;

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

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.05;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateScript[2]                  = "onFire";
stateSequence[2] = "Fire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = BigKillfireSound;

stateName[3] = "Smoke";
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.1;
stateEmitterNode[3] = "muzzleNode";
stateTransitionOnTriggerUp[3] = "Wait";

stateName[4] = "Wait";
stateEjectShell[2]              = false;
stateTimeoutValue[4] = 1.5;
stateTransitionOnTimeout[4] = "LoadCheckA";

//Torque switches states instantly if there is an ammo/noammo state, regardless of stateWaitForTimeout
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] = 0.5;
stateScript[7] = "";
stateTransitionOnTimeout[7] = "ReloadStart";
stateWaitForTimeout[7] = true;

stateName[8] = "ReloadStart";
stateTimeoutValue[8] = 0.05;
stateScript[8] = "onReloadStart";
stateTransitionOnTimeout[8] = "Shell1";
stateWaitForTimeout[8] = true;
stateSound[8] = Block_MoveBrick_Sound;

stateName[9] = "Shell1";
stateEjectShell[9]              = true;
stateTimeoutValue[9] = 0.0001;
stateTransitionOnTimeout[9] = "Shell2";
stateWaitForTimeout[9] = true;

stateName[10] = "Shell2";
stateEjectShell[10]              = true;
stateTimeoutValue[10] = 0.0001;
stateTransitionOnTimeout[10] = "Shell3";
stateWaitForTimeout[10] = true;

stateName[11] = "Shell3";
stateEjectShell[11]              = true;
stateTimeoutValue[11] = 0.0001;
stateTransitionOnTimeout[11] = "Shell4";
stateWaitForTimeout[11] = true;

stateName[12] = "Shell4";
stateEjectShell[12]              = true;
stateTimeoutValue[12] = 0.0001;
stateTransitionOnTimeout[12] = "Shell5";
stateWaitForTimeout[12] = true;

stateName[13] = "Shell5";
stateEjectShell[13]              = true;
stateTimeoutValue[13] = 0.0001;
stateTransitionOnTimeout[13] = "Shell6";
stateWaitForTimeout[13] = true;

stateName[14] = "Shell6";
stateEjectShell[12]              = true;
stateTimeoutValue[14] = 0.0001;
stateTransitionOnTimeout[14] = "Reloaded";
stateWaitForTimeout[14] = true;

stateName[15] = "Reloaded";
stateTimeoutValue[15] = 0.5;
stateScript[15] = "onReloaded";
stateTransitionOnTimeout[15] = "Ready";
stateSound[15] = Block_PlantBrick_Sound;
};

function BigKillImage::OnHitObject(%this, %obj, %col, %fade, %pos, %normal)
{
if(%col.getType() & $TypeMasks::PlayerObjectType)
   {
%col.pushDataBlock("BigKillArmor");
%col.BigKillReset(5000,BigKillReset);
      }
}

function BigKillImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() >= 1.0)
return;

if(vectorLen(%obj.getVelocity()) > 0.1)
{
%this.raycastSpreadAmt = 0.0050;
%this.raycastWeaponRange = 85;
}
else
{
%this.raycastSpreadAmt = 0.0012;
%this.raycastWeaponRange = 200;
}

if(%obj.toolAmmo[%obj.currTool] > 0)
{
Parent::onFire(%this,%obj,%slot);
%obj.toolAmmo[%obj.currTool]--;
}
else if(%this.item.maxAmmo == 0)
{
Parent::onFire(%this,%obj,%slot);
}


%obj.playThread(2, activate);
%obj.playThread(3, plant);
}

function BigKillImage::onReloadStart(%this,%obj,%slot)
{
%obj.toolAmmo[%obj.currTool] = 0;
%obj.playThread(2, activate);
%obj.playThread(3, plant);
}

function BigKillImage::onReloaded(%this,%obj,%slot)
{
%obj.playThread(2, shiftleft);

%obj.toolAmmo[%obj.currTool] = %this.item.maxAmmo;
%obj.setImageAmmo(%slot,1);
}

function player::BigKillReset(%this, %obj, %col, %fade, %pos, %normal)
{
%col.popDatablock(BigKillArmor.getID());
}

function BigKillImage::OnHitObject(%this, %obj, %col, %fade, %pos, %normal)
{
if(%col.getType() & $TypeMasks::PlayerObjectType)
   {
   %col.pushDataBlock("BigKillArmor");
   %col.BigKillReset(5000,BigKillReset);   
      }
}

Is WeaponImage::onHitObject even a function? I've always used Projectile::onCollision
Change the condition to if(%col.getClassName() $= "Player")
pushDatablock should be setDatablock

Remember when something doesn't work, always check the console. It may show errors on exec, and in this case, when you shot someone, it would at least show that pushDatablock doesn't exist

Is WeaponImage::onHitObject even a function? I've always used Projectile::onCollision
Looks like one of those crazy raycast weapons that have become so popular.

(Headcrab Zombie:)

push/popDatablock is a custom function I made for adding/removing player types on a stack to avoid errors like the Old-School Rifle making everybody a Standard Player from the minigame rather than e.g. team settings, custom class settings.

WeaponImage::onHitObject is part of my raycast weapons system, it's not a standard function. (The Hammer and Wrench do use a similarly named one, though)

(Khain:)

With the push/popDatablock, are you actually executing the AltDatablocks file?

The problem you're getting is missing the %slot argument to onHitObject, it's trying to check if "weapon slot 0" is a player/apply datablocks to it. Use BigKillImage::onHitObject(%this,%obj,%slot,%col,%pos,%normal,%shotVec,%crit).

onHitObject is what happens when the shot connects with anything, but it'd be better to use BigKillImage::onRaycastDamage (same arguments as onHitObject) as that's when it actually should hurt something. It's the equivalent of editing Projectile::damage versus Projectile::onCollision.