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| DragonFang:
Guys im makeing a kukri but it shows as a default sword //Kukri.cs datablock AudioProfile(KukriDrawSound) { filename = "./swordDraw.wav"; description = AudioClosest3d; preload = true; }; datablock AudioProfile(KukriHitSound) { filename = "./swordHit.wav"; description = AudioClosest3d; preload = true; }; datablock AudioProfile(KukriSwingSound) { filename = "./swordSwing.wav"; description = AudioClosest3d; preload = true; }; //effects datablock ParticleData(KukriExplosionParticle) { dragCoefficient = 2; gravityCoefficient = 1.0; inheritedVelFactor = 0.2; constantAcceleration = 0.0; spinRandomMin = -180; spinRandomMax = 180; lifetimeMS = 500; lifetimeVarianceMS = 300; textureName = "base/data/particles/chunk"; colors[0] = "0.9 0.9 0.0 0.9"; colors[1] = "0.9 0.9 0.0 0.0"; sizes[0] = 0.17; sizes[1] = 0.01; }; datablock ParticleEmitterData(KukriExplosionEmitter) { ejectionPeriodMS = 7; periodVarianceMS = 0; ejectionVelocity = 8; velocityVariance = 1.0; ejectionOffset = 0.0; thetaMin = 0; thetaMax = 100; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; particles = "KukriExplosionParticle"; uiName = "Kukri Hit"; }; datablock ExplosionData(KukriExplosion) { //explosionShape = "base/data/particles/star1"; lifeTimeMS = 500; soundProfile = KukriHitSound; particleEmitter = KukriExplosionEmitter; particleDensity = 10; particleRadius = 0.2; faceViewer = true; explosionScale = "1 1 1"; shakeCamera = true; camShakeFreq = "5.0 5.0 5.0"; camShakeAmp = "1.0 1.0 1.0"; camShakeDuration = 0.5; camShakeRadius = 10.0; // Dynamic light lightStartRadius = 3; lightEndRadius = 0; lightStartColor = "00.9 0.9 0.0"; lightEndColor = "9 9 0"; }; //projectile AddDamageType("Kukri", '<bitmap:add-ons/Weapon_Kukri/CI_Kukri> %1', '%2 <bitmap:add-ons/Weapon_Kukri/CI_Kukri> %1',0.75,1); datablock ProjectileData(KukriProjectile) { directDamage = 50; directDamageType = $DamageType::Kukri; radiusDamageType = $DamageType::Kukri; explosion = KukriExplosion; //particleEmitter = as; muzzleVelocity = 50; velInheritFactor = 1; armingDelay = 0; lifetime = 100; fadeDelay = 70; bounceElasticity = 0; bounceFriction = 0; isBallistic = true; gravityMod = 1.0; hasLight = false; lightRadius = 3.0; lightColor = "0 0 0.5"; uiName = "Kukri Slice"; }; ////////// // item // ////////// datablock ItemData(KukriItem) { category = "Weapon"; // Mission editor category className = "Weapon"; // For inventory system // Basic Item Properties shapeFile = "./Kukri.dts"; mass = 1; density = 0.2; elasticity = 0.2; friction = 0.6; emap = true; //gui stuff uiName = "Kukri"; iconName = "./icon_Kukri"; doColorShift = true; colorShiftColor = "0.471 0.471 0.471 1.000"; // Dynamic properties defined by the scripts image = KukriImage; canDrop = true; }; //////////////// //weapon image// //////////////// datablock ShapeBaseImageData(KukriImage) { // Basic Item properties shapeFile = "./Kukri.dts"; emap = true; // Specify mount point & offset for 3rd person, and eye offset // for first person rendering. mountPoint = 0; offset = "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 = false; eyeOffset = "0"; // Add the WeaponImage namespace as a parent, WeaponImage namespace // provides some hooks into the inventory system. className = "WeaponImage"; // Projectile && Ammo. item = KukriItem; ammo = " "; projectile = KukriProjectile; projectileType = Projectile; //melee particles shoot from eye node for consistancy melee = true; doRetraction = false; //raise your arm up or not armReady = true; //casing = " "; doColorShift = true; colorShiftColor = "1.000 1.000 1.000 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] = 0.5; stateTransitionOnTimeout[0] = "Ready"; stateSound[0] = KukriDrawSound; stateName[1] = "Ready"; stateTransitionOnTriggerDown[1] = "PreFire"; stateAllowImageChange[1] = true; stateName[2] = "PreFire"; stateScript[2] = "onPreFire"; stateAllowImageChange[2] = false; stateTimeoutValue[2] = 0.1; stateTransitionOnTimeout[2] = "Fire"; stateName[3] = "Fire"; stateTransitionOnTimeout[3] = "CheckFire"; stateTimeoutValue[3] = 0.15; stateFire[3] = true; stateAllowImageChange[3] = false; stateSequence[3] = "Fire"; stateScript[3] = "onFire"; stateWaitForTimeout[3] = true; stateSound[3] = KukriSwingSound; 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 KukriImage::onPreFire(%this, %obj, %slot) { %obj.playthread(2, armattack); } function KukriImage::onStopFire(%this, %obj, %slot) { %obj.playthread(2, root); } Is this right? also its a ms3d file (milkshape) |
| Chrono:
It needs to be a .dts file. |
| Swollow:
Go to ms3d then click file then export then click Torgue DTS plus (This is only available to use if you have bought milk shape) Other wise you'll have to use something else like blender |
| DragonFang:
--- Quote from: swollow on September 18, 2011, 03:51:15 PM ---Go to ms3d then click file then export then click Torgue DTS plus (This is only available to use if you have bought milk shape) Other wise you'll have to use something else like blender --- End quote --- thanks |
| DragonFang:
OMG i did it but its white and HUGE |
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