Blockland Forums > Modification Help
Coding Question
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