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Should i make this?

Yes way
No way

Author Topic: Akimbo weapons pack (new method)  (Read 3282 times)

I'm making a weapon pack using basically any weapon in blockland. If you want to give me suggestions just post one. Mini nuke and Ion cannon are off limits. Not cause i have don't have them (which  i do) because they are to over powered.

Akimbo shotguns - 100%
[IMG]http://i52.tinypic.com/10fatmw.jpg[/img

Akimbo

Akimbo  

Remember to post your suggestions!
« Last Edit: December 23, 2010, 09:37:35 PM by BlockStar »

Nice, but why are the swords over lapping?

Nice, but why are the swords over lapping?
I duplicated them to be like that lol

BlockStar, you think you could do default stuff edits? And not just akimbo.

I have idea. Edit the minigun with the model of the death ion cannon. Then it shoots death ion cannon bullets with minigun and deathioncannon model together.
Then make it akimbo >:D


BlockStar, you think you could do default stuff edits? And not just akimbo.
Sure

I have idea. Edit the minigun with the model of the death ion cannon. Then it shoots death ion cannon bullets with minigun and deathioncannon model together.
Then make it akimbo >:D
No


Warning - while you were typing a new reply has been posted. You may wish to review your post. forget this
« Last Edit: December 09, 2010, 07:39:15 PM by BlockStar »

  No
ok ok ok, how about we model some massive giant robot with like 20 minigun ion cannons and it goes the speed of light and has super jump and jets and is invinicble and drops ion bombs

ok ok ok, how about we model some massive giant robot with like 20 minigun ion cannons and it goes the speed of light and has super jump and jets and is invinicble and drops ion bombs
If you help me i guess and that would be private mod......

If you help me i guess and that would be private mod......
Ok heres what ill do, Ill yell at you what to do while you make it? Ok? ok, sounds good

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);
}

thats not the way to do it gfds
here is an example on the akimbo gun code
Yea and?

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;
« Last Edit: December 09, 2010, 07:48:26 PM by NEkram »