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Akimbo weapons pack (new method)
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NEkram:
thats not the way to do it gfds
here is an example on the akimbo gun code

--- Quote ---datablock ItemData(AkimboGunItem)
{
   category = "Weapon";  // Mission editor category
   className = "Weapon"; // For inventory system

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

   //gui stuff
   uiName = "Guns Akimbo";
   iconName = "./Icon_2guns";
   doColorShift = true;
   colorShiftColor = "0.1 0.1 0.2 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(AkimboGunImage)
{
   // Basic Item properties
   shapeFile = "Add-Ons/Weapon_Gun/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 = akimboGunProjectile;
   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 = AkimboGunItem.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";
   stateTransitionOnTimeout[0] = "Ready";
   stateTimeoutValue[0] = 0.2;
   stateSequence[0] = "ready";

   stateName[1] = "Ready";
   stateSequence[1] = "ready";
   stateTransitionOnTriggerDown[1] = "Fire";

   stateName[2] = "Fire";
   stateEjectShell[2]       = true;
   stateSequence[2] = "Fire";
   stateTransitionOnTimeout[2] = "Smoke";
   stateWaitForTimeout[2] = true;
   stateTimeoutValue[2] = 0.09;
   stateFire[2] = true;
   stateAllowImageChange[2] = false;
   stateScript[2] = "onFire";
   stateSound[2] = gunShot1Sound;
   stateEmitter[2]               = gunFlashEmitter;
   stateEmitterTime[2]            = 0.05;
   stateEmitterNode[2]            = "muzzleNode";

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

   stateName[4] = "Reload";
   stateAllowImageChange[4] = false;
   stateTransitionOnTriggerUp[4] = "FireAkimbo";
   stateSequence[4] = "ready";

   stateName[5] = "FireAkimbo";
   stateTimeoutValue[5] = 0.09;
   stateScript[5] = "onFireAkimbo";
   stateTransitionOnTimeOut[5] = "ready";
};


function AkimboGunImage::onFireAkimbo(%this,%obj,%slot)
{
   %obj.setImageTrigger(1,1);
}


datablock ShapeBaseImageData(LeftHandedGunImage)
{
   // Basic Item properties
   shapeFile = "Add-Ons/Weapon_Gun/pistol.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 1;
   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 = akimboGunProjectile;
   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 = false;

   doColorShift = true;
   colorShiftColor = AkimboGunItem.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";
   stateTransitionOnTimeout[0] = "Ready";
   stateTimeoutValue[0] = 0.2;
   stateSequence[0] = "ready";
   stateSound[0]      = weaponSwitchSound;

   stateName[1] = "Ready";
   stateSequence[1] = "ready";
   stateTransitionOnTriggerDown[1] = "Fire";

   stateName[2] = "Fire";
   stateEjectShell[2]       = true;
   stateSequence[2] = "Fire";
   stateTransitionOnTimeout[2] = "Smoke";
   stateWaitForTimeout[2] = true;
   stateTimeoutValue[2] = 0.09;
   stateFire[2] = true;
   stateAllowImageChange[2] = false;
   stateScript[2] = "onFire";
   stateSound[2] = gunShot1Sound;
   stateEmitter[2]               = gunFlashEmitter;
   stateEmitterTime[2]            = 0.05;
   stateEmitterNode[2]            = "muzzleNode";

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

   stateName[4] = "Reload";
   stateAllowImageChange[4] = false;
   stateTransitionOnTriggerUp[4] = "Ready";
   stateSequence[4] = "ready";


};

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

function AkimboGunImage::onMount(%this, %obj, %slot)
{
   Parent::onMount(%this, %obj, %slot);
   //mount lefthanded gun
   %obj.mountImage(LeftHandedGunImage, 1);
   //%obj.playThread(0, armreadyboth);
}
function AkimboGunImage::onUnMount(%this, %obj, %slot)
{
   Parent::onUnMount(%this, %obj, %slot);
   //unmount lefthanded gun
   %obj.unMountImage(1);
   //%obj.playThread(0, root);
}


function LeftHandedGunImage::onMount(%this, %obj, %slot)
{
   Parent::onMount(%this, %obj, %slot);
   %obj.playThread(1, armreadyboth);
}
function LeftHandedGunImage::onUnMount(%this, %obj, %slot)
{
   Parent::onUnMount(%this, %obj, %slot);
}

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

   //%obj.setImageTrigger(1,1);
}
--- End quote ---
BlockStar:

--- Quote from: NEkram on December 09, 2010, 07:42:47 PM ---thats not the way to do it gfds
here is an example on the akimbo gun code

--- End quote ---
Yea and?
NEkram:
you dont have to duplicate the model in milkshape

--- Quote ---datablock ItemData(AkimboGunItem)
{
   category = "Weapon";  // Mission editor category
   className = "Weapon"; // For inventory system

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

   //gui stuff
   uiName = "Guns Akimbo";
   iconName = "./Icon_2guns";
   doColorShift = true;
   colorShiftColor = "0.1 0.1 0.2 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(AkimboGunImage)
{
   // Basic Item properties
   shapeFile = "Add-Ons/Weapon_Gun/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 = akimboGunProjectile;
   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 = AkimboGunItem.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";
   stateTransitionOnTimeout[0] = "Ready";
   stateTimeoutValue[0] = 0.2;
   stateSequence[0] = "ready";

   stateName[1] = "Ready";
   stateSequence[1] = "ready";
   stateTransitionOnTriggerDown[1] = "Fire";

   stateName[2] = "Fire";
   stateEjectShell[2]       = true;
   stateSequence[2] = "Fire";
   stateTransitionOnTimeout[2] = "Smoke";
   stateWaitForTimeout[2] = true;
   stateTimeoutValue[2] = 0.09;
   stateFire[2] = true;
   stateAllowImageChange[2] = false;
   stateScript[2] = "onFire";
   stateSound[2] = gunShot1Sound;
   stateEmitter[2]               = gunFlashEmitter;
   stateEmitterTime[2]            = 0.05;
   stateEmitterNode[2]            = "muzzleNode";

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

   stateName[4] = "Reload";
   stateAllowImageChange[4] = false;
   stateTransitionOnTriggerUp[4] = "FireAkimbo";
   stateSequence[4] = "ready";

   stateName[5] = "FireAkimbo";
   stateTimeoutValue[5] = 0.09;
   stateScript[5] = "onFireAkimbo";
   stateTransitionOnTimeOut[5] = "ready";
};


function AkimboGunImage::onFireAkimbo(%this,%obj,%slot)
{
   %obj.setImageTrigger(1,1);
}


datablock ShapeBaseImageData(LeftHandedGunImage)
{
   // Basic Item properties
   shapeFile = "Add-Ons/Weapon_Gun/pistol.dts";
   emap = true;
--- End quote ---
BlockStar:

--- Quote from: NEkram on December 09, 2010, 07:45:10 PM ---you dont have to duplicate the model in milkshape

--- End quote ---
awesome
NEkram:
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