There is this problem I have with these two weapons that are completely similiar but color and naming. From TRON Legacy. The orange and blue Light discs. So, I copied the Spear script and edited it with quite some effort, but not alot. They have an issue I can't seem to fix.
They both do not play the animations to fire. They do fire after holding, but doesn't show the animations.
I will show the "LightdiscBlue" script just that because it is almost completely similiar to "LightdiscOrange". The orange one just has different colors and naming.
//LightdiscBlue.cs
datablock AudioProfile(LightdiscBlueExplosionSound)
{
filename = "./LightdiscHit.wav";
description = AudioClose3d;
preload = false;
};
datablock AudioProfile(LightdiscBlueFireSound)
{
filename = "./LightdiscFire.wav";
description = AudioClose3d;
preload = true;
};
//LightdiscBlue trail
datablock ParticleData(LightdiscBlueTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;
textureName = "base/data/particles/dot";
//animTexName = " ";
// Interpolation variables
colors[0] = "0.0 0.7 0.9 0.9";
colors[1] = "0.0 0.9 1.0 0.8";
colors[2] = "1 1 1 0.0";
sizes[0] = 0.15;
sizes[1] = 0.35;
sizes[2] = 0.05;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 1.0;
};
datablock ParticleEmitterData(LightdiscBlueTrailEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 0; //0.25;
velocityVariance = 0; //0.10;
ejectionOffset = 0;
thetaMin = 0.0;
thetaMax = 90.0;
particles = LightdiscBlueTrailParticle;
useEmitterColors = true;
uiName = "LightdiscBlue Trail";
};
//effects
datablock ParticleData(LightdiscBlueExplosionParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 900;
lifetimeVarianceMS = 300;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;
textureName = "base/data/particles/cloud";
//animTexName = "~/data/particles/cloud";
// Interpolation variables
colors[0] = "0.3 0.3 0.2 0.9";
colors[1] = "0.2 0.2 0.2 0.0";
sizes[0] = 4.0;
sizes[1] = 7.0;
times[0] = 0.0;
times[1] = 1.0;
};
datablock ParticleEmitterData(LightdiscBlueExplosionEmitter)
{
ejectionPeriodMS = 7;
periodVarianceMS = 0;
lifeTimeMS = 21;
ejectionVelocity = 8;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "LightdiscBlueExplosionParticle";
uiName = "LightdiscBlue Smoke";
emitterNode = TenthEmitterNode;
};
datablock ParticleData(LightdiscBlueExplosionParticle2)
{
dragCoefficient = 0.1;
windCoefficient = 0.0;
gravityCoefficient = 2.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 500;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;
textureName = "base/data/particles/chunk";
//animTexName = "~/data/particles/cloud";
// Interpolation variables
colors[0] = "0.0 0.0 0.0 1.0";
colors[1] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
times[0] = 0.0;
times[1] = 1.0;
};
datablock ParticleEmitterData(LightdiscBlueExplosionEmitter2)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
lifetimeMS = 7;
ejectionVelocity = 15;
velocityVariance = 5.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "LightdiscBlueExplosionParticle2";
useEmitterColors = true;
uiName = "LightdiscBlue Chunk";
emitterNode = HalfEmitterNode;
};
datablock ExplosionData(LightdiscBlueExplosion)
{
//explosionShape = "";
lifeTimeMS = 150;
soundProfile = LightdiscBlueExplosionSound;
emitter[0] = LightdiscBlueExplosionEmitter;
emitter[1] = LightdiscBlueExplosionEmitter2;
//particleDensity = 30;
//particleRadius = 1.0;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = true;
camShakeFreq = "7.0 8.0 7.0";
camShakeAmp = "1.0 1.0 1.0";
camShakeDuration = 0.5;
camShakeRadius = 15.0;
// Dynamic light
lightStartRadius = 4;
lightEndRadius = 3;
lightStartColor = "0.45 0.3 0.1";
lightEndColor = "0 0 0";
//impulse
impulseRadius = 3.5;
impulseForce = 2000;
//radius damage
radiusDamage = 40;
damageRadius = 3.5;
};
//projectile
AddDamageType("LightdiscBlueDirect", '<bitmap:add-ons/Weapon_Lightdisc/CI_Lightdisc> %1', '%2 <bitmap:add-ons/Weapon_Lightdisc/CI_Lightdisc> %1',1,1);
datablock ProjectileData(LightdiscBlueProjectile)
{
projectileShapeName = "./LightdiscBlue.dts";
directDamage = 50;
directDamageType = $DamageType::LightdiscBlueDirect;
radiusDamageType = $DamageType::LightdiscBlueDirect;
impactImpulse = 1000;
verticalImpulse = 1000;
explosion = LightdiscBlueExplosion;
particleEmitter = LightdiscBlueTrailEmitter;
brickExplosionRadius = 0;
brickExplosionImpact = true; //destroy a brick if we hit it directly?
brickExplosionForce = 20;
brickExplosionMaxVolume = 200;
brickExplosionMaxVolumeFloating = 200;
muzzleVelocity = 50;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 20000;
fadeDelay = 19500;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = true;
gravityMod = 0.50;
hasLight = True;
lightRadius = 3.0;
lightColor = "0 0 1";
uiName = "Lightdisc Blue";
};
//////////
// item //
//////////
datablock ItemData(LightdiscBlueItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./LightdiscBlue.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "LightdiscBlue";
iconName = "./icon_LightdiscBlue";
doColorShift = true;
colorShiftColor = "0.400 0.196 0 1.000";
// Dynamic properties defined by the scripts
image = LightdiscBlueImage;
canDrop = true;
};
//function LightdiscBlue::onUse(%this,%user)
//{
// //mount the image in the right hand slot
// %user.mountimage(%this.image, $RightHandSlot);
//}
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(LightdiscBlueImage)
{
// Basic Item properties
shapeFile = "./LightdiscBlue.dts";
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
offset = "0 0 0";
//eyeOffset = "0.1 0.2 -0.55";
// 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 = LightdiscBlueItem;
ammo = " ";
projectile = LightdiscBlueProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
//casing = " ";
doColorShift = true;
colorShiftColor = "0.400 0.196 0 1.000";
// 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";
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateAllowImageChange[1] = true;
stateName[2] = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2] = 0.7;
stateWaitForTimeout[2] = false;
stateTransitionOnTriggerUp[2] = "AbortCharge";
stateScript[2] = "onCharge";
stateAllowImageChange[2] = false;
stateName[3] = "AbortCharge";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 0.3;
stateWaitForTimeout[3] = true;
stateScript[3] = "onAbortCharge";
stateAllowImageChange[3] = false;
stateName[4] = "Armed";
stateTransitionOnTriggerUp[4] = "Fire";
stateAllowImageChange[4] = false;
stateName[5] = "Fire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.5;
stateFire[5] = true;
stateSequence[5] = "fire";
stateScript[5] = "onFire";
stateWaitForTimeout[5] = true;
stateAllowImageChange[5] = false;
stateSound[5] = LightdiscBlueFireSound;
};
function LightdiscBlueImage::onCharge(%this, %obj, %slot)
{
%obj.playthread(2, LightdiscBlueReady);
}
function LightdiscBlueImage::onAbortCharge(%this, %obj, %slot)
{
%obj.playthread(2, root);
}
function LightdiscBlueImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, LightdiscBlueThrow);
Parent::onFire(%this, %obj, %slot);
}
The states might have something to do with this I think.