Author Topic: Ammo Help?  (Read 872 times)

Okay, so i'm using T + T's ammo system in my new weapon and I have the weapon, am holdign it in hand, but when I click, it...does...Nothing :/ Help?
« Last Edit: October 08, 2011, 07:50:10 PM by austin615 »

I know I'm pathetic but please help...
« Last Edit: October 08, 2011, 07:50:17 PM by austin615 »

In the itemData datablock, you need to change the uiName to something else.

« Last Edit: October 08, 2011, 07:50:26 PM by austin615 »



Can you post the code of all your .cs files?

Sure
Code: [Select]
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 :/