Its not even working anymore... Its just killed itself, On second it was working, then it stopped and consol just says: Syntax Error It dosent even say where.
//DarkWand.cs By MrPickle, Model by GMP
datablock AudioProfile(DarkWandExplosionSound)
{
filename ="./sounds/jeepExplosion.wav";
description = AudioClose3d;
preload =true;
};
datablock AudioProfile(DarkWandFireSound)
{
filename ="./sounds/rocketFire.wav";
description = AudioClosest3d;
preload = true;
};
datablock ParticleData(DarkWandTrailParticle)
{
dragCoefficient = 1;
gravityCoefficient = 0.5;
inheritedVelFactor = 0;
constantAcceleration = 2;
lifetimeMS = 150;
lifetimeVarianceMS = 100;
textureName ="base/data/particles/SparkSpin.png";
colors[0] ="1 1 5 1";
colors[1] ="1 1 5 1";
sizes[0] = 0.7;
sizes[1] = 0.7;
};
datablock ParticleEmitterData(DarkWandTrailEmitter)
{
ejectionPeriodMS = 2;
periodVarianceMS = 0;
ejectionVelocity = 0;
velocityVariance = 0;
ejectionOffset = 0;
thetaMin = 0.0;
thetaMax = 90.0;
particles = DarkWandTrailParticle;
};
datablock ParticleData(DarkWandExplosionParticle)
{
dragCoefficient = 0;
gravityCoefficient = 2.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 400;
textureName ="base/data/particles/SparkSpin.png";
colors[0] ="1 1 5 1";
colors[1] ="1 1 5 1";
sizes[0] = 1.5;
sizes[1] = 1.5;
};
datablock ParticleEmitterData(DarkWandExplosionEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 10;
velocityVariance = 1.0;
ejectionOffset = 3.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "DarkWandExplosionParticle";
};
datablock ExplosionData(DarkWandExplosion)
{
//explosionShape = "";
soundProfile = DarkWandExplosionSound;
lifeTimeMS = 150;
particleEmitter = DarkWandExplosionEmitter;
particleDensity = 10;
particleRadius = 0.2;
faceViewer = true;
explosionScale = "10 10 10";
shakeCamera = false;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "1.0 1.0 1.0";
camShakeDuration = 0.5;
camShakeRadius = 10.0;
// Dynamic light
lightStartRadius = 0;
lightEndRadius = 0;
lightStartColor = "";
lightEndColor = "";
};
AddDamageType();
datablock ProjectileData(DarkWandProjectile)
{
//projectileShapeName = "";
directDamage = 30;
directDamageType = $DamageType::DarkWandDirect;
radiusDamageType = $DamageType::DarkWandRadius;
impactImpulse = 1000;
verticalImpulse = 1000;
explosion = DarkWandExplosion;
particleEmitter = DarkWandTrailEmitter;
brickExplosionRadius = 3;
brickExplosionImpact = false; //destroy a brick if we hit it directly?
brickExplosionForce = 30;
brickExplosionMaxVolume = 0; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 0; //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)
muzzleVelocity = 65;
velInheritFactor = 1.0;
armingDelay = 00;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = false;
gravityMod = 0.0;
};
datablock ItemData(DarkWandItem)
{
category ="weapon";
className= "Weapon";
shapeFile ="./shapes/wand.dts";
mass = 1;
density = 0.2;
elasticity = 0;
friction = 0.6;
emap = true;
uiName = "Dark Wand";
iconName = "./ItemIcons/Wand";
image = DarkWandImage;
canDrop = true;
};
datablock ShapeBaseImageData(DarkWandImage)
{
// Basic Item properties
shapeFile = "./shapes/wand.dts";
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
offset = " 0.0 0.0 0.0";
//eyeOffset = 0; //"0.7 1.2 -0.5";
// 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 = DarkWand;
ammo = " ";
projectile = DarkWandProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
doColorShift = false;
colorShiftColor = DarkWandItem.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] = 0.5;
stateTransitionOnTimeout[0] = "Ready";
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "PreFire";
stateAllowImageChange[1] = true;
stateName[2] = "PreFire";
stateScript[2] = "onPreFire";
stateAllowImageChange[2] = false;
stateTimeoutValue[2] = 0.5;
stateTransitionOnTimeout[2] = "Fire";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "CheckFire";
stateTimeoutValue[3] = 0.7;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateWaitForTimeout[3] = true;
//stateTransitionOnTriggerUp[3] = "StopFire";
stateName[4] = "CheckFire";
stateTransitionOnTriggerUp[4] = "StopFire";
stateTransitionOnTriggerDown[4] = "Fire";
stateName[5] = "StopFire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.2;
stateAllowImageChange[5] = false;
stateWaitForTimeout[5] = true;
stateSequence[5] = "StopFire";
stateScript[5] = "onStopFire";
};
function darkwandImage::onFire(%this, %obj, %slot)
{
//messageAll( 'MsgClient', 'sword prefired!!!');
//Parent::onFire(%this, %obj, %slot);
%obj.playthread(2, armattack);
}
function darkwandImage::onStopFire(%this, %obj, %slot)
{
%obj.playthread(2, root);
//messageAll( 'MsgClient', 'stopfire');
}
function darkwandProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
if(%obj.client.minigame == %col.client.minigame)
{
%random = GetRandom(0,12);
switch(%random)
{
case 1:
%col.hidenode(Larm);
case 2:
%col.hidenode(Rarm);
case 3:
%col.hidenode(LLeg);
case 4:
%col.hidenode(RLeg);
case 5:
%col.hidenode(chest);
case 6:
%col.hidenode(hat);
case 7:
%col.hidenode(pants);
case 8:
%col.hidenode(torso);
case 9:
%col.hidenode(Lhand);
case 10:
%col.hidenode(RHand);
case 11:
%col.hidenode(Pack);
case 12:
%col.hidenode(SecondPack);
}
}
}