Sure
cAddDamageType("G18", '<bitmap:./CI_G18> %1', '%2 <bitmap:./CI_G18> %1',0.75,1);
datablock ProjectileData(G18Projectile1 : G18Projectile1)
{
directDamageType = $DamageType::G18;
};
//////////
// item //
//////////
datablock ItemData(G18Item : G18image)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./G18.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "G18";
iconName = "./icon_G18";
doColorShift = true;
colorShiftColor = "0.3 0.3 0.3 1.000";
// Dynamic properties defined by the scripts
image = G18Image;
canDrop = true;
maxAmmo = 33;
canReload = 1;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(G18Image : G18image)
{
// Basic Item properties
shapeFile = "./G18.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; //"0.7 1.2 -0.5";
rotation = eulerToMatrix( "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 = true;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
className = "WeaponImage";
// Projectile && Ammo.
item = G18Item;
ammo = " ";
projectile = G18Projectile1;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
doColorShift = true;
colorShiftColor = G18Item.colorShiftColor;
};
function G18Image::onFire(%this,%obj,%slot)
{
%projectile = %this.projectile;
%spread = 0.0015;
%shellcount = 1;
%obj.playThread(2, plant);
%shellcount = 1;
%obj.toolAmmo[%obj.currTool]--;
%obj.AmmoSpent[%obj.currTool]++;
%obj.spawnExplosion(TTLittleRecoilProjectile,"1 1 1");
commandToClient(%obj.client,'bottomPrint',"<just:right><font:impact:24><color:fff000>10x18mm <font:impact:34>\c6" @ %obj.toolAmmo[%obj.currTool] @ " / " @ %obj.client.quantity["9MMrounds"] @ "", 1, 2, 3, 4);
for(%shell=0; %shell<%shellcount; %shell++)
{
%vector = %obj.getMuzzleVector(%slot);
%objectVelocity = %obj.getVelocity();
%vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
%velocity = VectorAdd(%vector1,%vector2);
%x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%velocity = MatrixMulVector(%mat, %velocity);
%p = new (%this.projectileType)()
{
dataBlock = %projectile;
initialVelocity = %velocity;
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
MissionCleanup.add(%p);
}
return %p;
}
function G18Image::onReloadStart(%this,%obj,%slot)
{
commandToClient(%obj.client,'bottomPrint',"<just:right><font:impact:24><color:fff000>10x18mm <font:impact:34>\c6" @ %obj.toolAmmo[%obj.currTool] @ " / " @ %obj.client.quantity["9MMrounds"] @ "", 1, 2, 3, 4);
if(%obj.client.quantity["9MMrounds"] >= 1)
{
%obj.playThread(2, wrench);
serverPlay3D(block_MoveBrick_Sound,%obj.getPosition());
}
}
function G18Image::onReloadWait(%this,%obj,%slot)
{
commandToClient(%obj.client,'bottomPrint',"<just:right><font:impact:24><color:fff000>10x18mm <font:impact:34>\c6" @ %obj.toolAmmo[%obj.currTool] @ " / " @ %obj.client.quantity["9MMrounds"] @ "", 1, 2, 3, 4);
if(%obj.client.quantity["9MMrounds"] >= 1)
{
serverPlay3D(magazineOutSound,%obj.getPosition());
//serverPlay3D(block_MoveBrick_Sound,%obj.getPosition());
//serverPlay3D(Block_PlantBrick_Sound,%obj.getPosition());
//serverPlay3D(Block_changeBrick_Sound,%obj.getPosition());
%obj.playThread(2, activate);
}
}
function G18Image::onReloaded(%this,%obj,%slot)
{
if(%obj.client.quantity["9MMrounds"] >= 1)
{
if(%obj.client.quantity["9MMrounds"] > 35)
{
%obj.client.quantity["9MMrounds"] -= %obj.AmmoSpent[%obj.currTool];
%obj.toolAmmo[%obj.currTool] = %this.item.maxAmmo;
%obj.AmmoSpent[%obj.currTool] = 0;
%obj.setImageAmmo(%slot,1);
commandToClient(%obj.client,'bottomPrint',"<just:right><font:impact:24><color:fff000>10x18mm <font:impact:34>\c6" @ %obj.toolAmmo[%obj.currTool] @ " / " @ %obj.client.quantity["9MMrounds"] @ "", 1, 2, 3, 4);
return;
}
if(%obj.client.quantity["9MMrounds"] <= 35)
{
%obj.client.exchangebullets = %obj.client.quantity["9MMrounds"];
%obj.toolAmmo[%obj.currTool] = %obj.client.exchangebullets;
%obj.setImageAmmo(%slot,1);
%obj.client.quantity["9MMrounds"] = 0;
commandToClient(%obj.client,'bottomPrint',"<just:right><font:impact:24><color:fff000>10x18mm <font:impact:34>\c6" @ %obj.toolAmmo[%obj.currTool] @ " / " @ %obj.client.quantity["9MMrounds"] @ "", 1, 2, 3, 4);
return;
}
}
}
function G18Projectile1::damage(%this,%obj,%col,%fade,%pos,%normal)
{
if(%col.getType() & $TypeMasks::PlayerObjectType)
{
%col.setVelocity(getWord(%col.getVelocity(),0)/1.1 SPC getWord(%col.getVelocity(),1)/1.1 SPC getWord(%col.getVelocity(),1.1));
}
parent::damage(%this,%obj,%col,%fade,%pos,%normal);
}
function G18Image::onMount(%this,%obj,%slot)
{
Parent::onMount(%this,%obj,%slot);
commandToClient(%obj.client,'bottomPrint',"<just:right><font:impact:24><color:fff000>10x18mm <font:impact:34>\c6" @ %obj.toolAmmo[%obj.currTool] @ " / " @ %obj.client.quantity["9MMrounds"] @ "", 1, 2, 3, 4);
}
function G18Image::onUnMount(%this,%obj,%slot)
{
%obj.playThread(2, root);
}
And then I have all the T + T Ammo support scripts and junk :/