Yuki's Weapon pack

Author Topic: Yuki's Weapon pack  (Read 9135 times)

YAY. I finally finished my weapons! Anyway, i used the firing [Line of code] from:
Nige's burst pistol
Kaje's Auto-Rocket-launcher
Because i could not figure it out for myself.

Anyway, it includes:
-Sten: My own flavour of it.
-Battle rifle: Just a simple gun.

I will update it here and there.

PICTURES:
Battle rifle in it's early stage:

Sten:

Download:
http://files.filefront.com//;6969296;;/

NOTE: THESE ARE MY FIRST MODELS EVER
*only known minor bug: The battle rifle spawns LOW.*

Wow! That's great for your fist model! I had not had anything like that in my first model!

Why was this moved to modification discussion if it's a release?

No offense by they look laggy as hell.

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Why was this moved to modification discussion if it's a release?

Smooth shaded cubes + recycled weapon scripts.  I didn't download it but I'd bet there are more problems. 

Not all hope is lost, heres a fix to make the weapons like this:

Sten:
*Click*
-bang
-bang
-bang
-bang

Battle Rifle:
*Click*
-booom -boooom -booom
-booom -boooom -booom
-booom -boooom -booom

Battle Rifle's state system code:
Code: [Select]
   // 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]     = "Fire2";
stateTimeoutValue[2]            = 0.07;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = BattleRifleFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = gunShot1Sound;
stateEjectShell[2]       = true;

stateName[3]                    = "Fire2";
stateTransitionOnTimeout[3]     = "Fire3";
stateTimeoutValue[3]            = 0.07;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSequence[3]                = "Fire";
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;
stateEmitter[3] = BattleRifleFlashEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateSound[3] = gunShot1Sound;
stateEjectShell[3]       = true;

stateName[4]                    = "Fire3";
stateTransitionOnTimeout[4]     = "Smoke";
stateTimeoutValue[4]            = 0.07;
stateFire[4]                    = true;
stateAllowImageChange[4]        = false;
stateSequence[4]                = "Fire";
stateScript[4]                  = "onFire";
stateWaitForTimeout[4] = true;
stateEmitter[4] = BattleRifleFlashEmitter;
stateEmitterTime[4] = 0.05;
stateEmitterNode[4] = "muzzleNode";
stateSound[4] = gunShot1Sound;
stateEjectShell[4]       = true;

stateName[5]                    = "Fire4";
// stateTransitionOnTimeout[5]     = "Smoke";
// stateTimeoutValue[5]            = 0.07;
stateFire[5]                    = true;
stateAllowImageChange[5]        = false;
stateSequence[5]                = "Fire";
stateScript[5]                  = "onFire";
// stateWaitForTimeout[5] = true;
stateEmitter[5] = BattleRifleFlashEmitter;
stateTransitionOnTriggerUp[5]     = "Smoke";
stateEmitterTime[5] = 0.05;
stateEmitterNode[5] = "muzzleNode";
stateSound[5] = gunShot1Sound;
stateEjectShell[5]       = true;

stateName[6] = "Smoke";
stateEmitter[6] = BattleRifleSmokeEmitter;
stateEmitterTime[6] = 0.05;
stateEmitterNode[6] = "muzzleNode";
// stateTimeoutValue[6]            = 0.20;
//Lets fix this:
// stateTransitionOnTimeout[6]     = "Reload";
stateTransitionOnTriggerDown[6]  = "Fire";

// stateName[7] = "Reload";
// stateSequence[7]                = "Reload";
// stateTransitionOnTriggerUp[7]     = "Ready";
// stateSequence[7] = "Ready";

};

Sten's state system code:
Code: [Select]
   // 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;
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] = aStenFlashEmitter;
stateEmitterTime[2] = 0.01;
stateEmitterNode[2] = "tailNode";
stateSound[2] = gunShot1Sound;
   stateSequence[2]                = "Fire";
stateTransitionOnTriggerUp[2]     = "Smoke";
//stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = StenSmokeEmitter;
stateEmitterTime[3] = 0.01;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.1;
   stateSequence[3]                = "TrigDown";

stateTransitionOnTimeout[3]     = "Reload";

   //stateName[5] = "CoolDown";
   //stateTimeoutValue[5]            = 0.1;
//stateTransitionOnTimeout[5]     = "Reload";
   //stateSequence[5]                = "TrigDown";


// stateName[4] = "Reload";
// stateAllowImageChange[4]        = false;
// stateTimeoutValue[4]            = 0.1;
// stateWaitForTimeout[4] = true;
// stateTransitionOnTimeout[4]     = "Check";
//stateTransitionOnTriggerUp[4]     = "Ready";
// stateSequence[4] = "TrigDown";

// stateName[5] = "Check";
// stateTransitionOnTriggerUp[5] = "StopFire";
// stateTransitionOnTriggerDown[5] = "Ready";

stateName[6]                    = "StopFire";
stateTransitionOnTimeout[6]     = "Ready";
stateTimeoutValue[6]            = 0.1;
stateAllowImageChange[6]        = false;
stateWaitForTimeout[6]     = true;
//stateSequence[6]                = "Reload";
stateScript[6]                  = "onStopFire";

   stateName[7]   = "NoAmmo";
   stateTransitionOnAmmo[7] = "Ready";

};

Why was this moved to modification discussion if it's a release?

Smooth shaded cubes + recycled weapon scripts.  I didn't download it but I'd bet there are more problems. 
I suppose you are right, but this is my first release (besides my maps) ever, and i personally thought they were good...
*huge crappy quote that is right pandaing above you* -/ please don't quote huge posts like this for barely any reason. Especially when said quote is right above your post. This has been a badspot modification, thank you, and good night.

What exactly did you just say?
« Last Edit: March 19, 2007, 06:33:29 PM by yuki »

That code makes it automatic I think.

Sorry about the recycled codes, i just don't understand the code that well. Is there a torquescript wiki?

What exactly did you just say?

Basically, he gave you working scripts for both weapons, go in your Add-ons folder and edit your Sten and Battle Rifle's script. Go down the script until you hit //Initial start up state. Copy the script posted by Pineapple and replace the current weapon script with it, your guns now shoot differently then the pistol.

Also, how can you modify it so there is no recoil when you fire? Because the battle rifle has such a ridiculous fire rate that the rounds actualy shoot from the rifle in mid recoil, resulting in bullets flying from the nuzzle as it's pushed back up, which in turn resulst in hilariously high placed bullets.
Edit: How do you remove animation like for the Glock18? That would fix it

Appart from that though, awesome,  :cookie: s for everyone!
« Last Edit: March 23, 2007, 10:27:09 PM by Muffinmix »

meak a gun dat fiers toasters

Yuki says: Sure, also heres a minor update: I Made a fully auto (I made it myself, finally) M85 And tommygun!

Stop posting for a member who's temp banned, it'll just get you banned also.

Really? Why is that? I will stop posting for him now though.

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  • Administrator
Really? Why is that? I will stop posting for him now though.
too late.