Where is the timeout for firing in the rocket L code?
//rocketLauncher.cs
//audio
datablock AudioProfile(rocketFireSound)
{
filename = "./rocketFire.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(rocketExplodeSound)
{
filename = "./tntExplode.wav";
description = AudioDefault3d;
preload = true;
};
datablock AudioProfile(rocketLoopSound)
{
filename = "./rocketLoop.wav";
description = AudioCloseLooping3d;
preload = true;
};
//muzzle flash effects
datablock ParticleData(rocketLauncherFlashParticle)
{
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 0.4 0.0 0.9";
colors[1] = "0.9 0.5 0.0 0.0";
sizes[0] = 0.25;
sizes[1] = 0.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(rocketLauncherFlashEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 10.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "rocketLauncherFlashParticle";
uiName = "Rocket Launcher Spark";
};
datablock ParticleData(rocketLauncherSmokeParticle)
{
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(rocketLauncherSmokeEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 10.0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 25;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "rocketLauncherSmokeParticle";
uiName = "Rocket Launcher Smoke";
};
//bullet trail effects
datablock ParticleData(rocketTrailParticle)
{
dragCoefficient = 3;
gravityCoefficient = -0.0;
inheritedVelFactor = 0.15;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 805;
textureName = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -150.0;
spinRandomMax = 150.0;
colors[0] = "1.0 1.0 0.0 0.4";
colors[1] = "1.0 0.2 0.0 0.5";
colors[2] = "0.20 0.20 0.20 0.3";
colors[3] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.25;
sizes[1] = 0.85;
sizes[2] = 0.35;
sizes[3] = 0.05;
times[0] = 0.0;
times[1] = 0.05;
times[2] = 0.3;
times[3] = 1.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(rocketTrailEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 1;
ejectionVelocity = 0.25;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "rocketTrailParticle";
uiName = "Rocket Trail";
};
datablock ParticleData(rocketExplosionParticle)
{
dragCoefficient = 3;
gravityCoefficient = -0.5;
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 0.6 0.9";
colors[1] = "0.9 0.5 0.6 0.0";
sizes[0] = 10.0;
sizes[1] = 15.0;
useInvAlpha = true;
};
datablock ParticleEmitterData(rocketExplosionEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 10;
velocityVariance = 1.0;
ejectionOffset = 3.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "rocketExplosionParticle";
uiName = "Rocket Explosion Smoke";
emitterNode = TenthEmitterNode;
};
datablock ParticleData(rocketExplosionRingParticle)
{
dragCoefficient = 8;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 40;
lifetimeVarianceMS = 10;
textureName = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "1 0.5 0.2 0.5";
colors[1] = "0.9 0.0 0.0 0.0";
sizes[0] = 8;
sizes[1] = 13;
useInvAlpha = false;
};
datablock ParticleEmitterData(rocketExplosionRingEmitter)
{
lifeTimeMS = 50;
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 5;
velocityVariance = 0.0;
ejectionOffset = 3.0;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "rocketExplosionRingParticle";
uiName = "Rocket Explosion Flash";
};
datablock ExplosionData(rocketExplosion)
{
//explosionShape = "";
explosionShape = "./explosionSphere1.dts";
soundProfile = rocketExplodeSound;
lifeTimeMS = 350;
particleEmitter = rocketExplosionEmitter;
particleDensity = 10;
particleRadius = 0.2;
emitter[0] = rocketExplosionRingEmitter;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = true;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "3.0 10.0 3.0";
camShakeDuration = 0.5;
camShakeRadius = 20.0;
// Dynamic light
lightStartRadius = 10;
lightEndRadius = 25;
lightStartColor = "1 1 1 1";
lightEndColor = "0 0 0 1";
damageRadius = 3;
radiusDamage = 100;
impulseRadius = 6;
impulseForce = 4000;
};
AddDamageType("RocketDirect", '<bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocket> %1', '%2 <bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocket> %1',1,1);
AddDamageType("RocketRadius", '<bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocketRadius> %1', '%2 <bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocketRadius> %1',1,0);
datablock ProjectileData(rocketLauncherProjectile)
{
projectileShapeName = "./RocketProjectile.dts";
directDamage = 30;
directDamageType = $DamageType::RocketDirect;
radiusDamageType = $DamageType::RocketRadius;
impactImpulse = 1000;
verticalImpulse = 1000;
explosion = rocketExplosion;
particleEmitter = rocketTrailEmitter;
brickExplosionRadius = 3;
brickExplosionImpact = false; //destroy a brick if we hit it directly?
brickExplosionForce = 30;
brickExplosionMaxVolume = 30; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 60; //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)
sound = rocketLoopSound;
muzzleVelocity = 65;
velInheritFactor = 1.0;
armingDelay = 00;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = false;
gravityMod = 0.0;
hasLight = true;
lightRadius = 5.0;
lightColor = "1 0.5 0.0";
uiName = "Rocket";
};
//////////
// item //
//////////
datablock ItemData(rocketLauncherItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./rocketLauncher.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Rocket L.";
iconName = "./icon_rocketLauncher";
doColorShift = true;
colorShiftColor = "0.100 0.500 0.250 1.000";
// Dynamic properties defined by the scripts
image = rocketLauncherImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(rocketLauncherImage)
{
// Basic Item properties
shapeFile = "./rocketLauncher.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 = rocketLauncherProjectile;
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;
[b]minShotTime = 700; //minimum time allowed between shots (needed to prevent equip/dequip exploit)[/b]
doColorShift = true;
colorShiftColor = rocketLauncherItem.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] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateSequence[1] = "Ready";
stateName[2] = "Fire";
stateTransitionOnTimeout[2] = "Smoke";
stateTimeoutValue[2] = 0.1;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = rocketLauncherFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = tailNode;
stateSound[2] = rocketFireSound;
stateSequence[2] = "Fire";
//stateEjectShell[2] = true;
stateName[3] = "Smoke";
stateEmitter[3] = rocketLauncherSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.1;
stateSequence[3] = "TrigDown";
stateTransitionOnTimeout[3] = "CoolDown";
stateName[5] = "CoolDown";
stateTimeoutValue[5] = 0.5;
stateTransitionOnTimeout[5] = "Reload";
stateSequence[5] = "TrigDown";
stateName[4] = "Reload";
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "TrigDown";
stateName[6] = "NoAmmo";
stateTransitionOnAmmo[6] = "Ready";
};
FOUND IT, extreamly sorry for the waste of a thread...