Author Topic: Did i get this right?  (Read 592 times)

Can some one tell me if it will shoot my projecile i named ThrowingKnifeBullet Please help thanks

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//Throwingknife.cs


datablock AudioProfile(ThrowingknifeExplosionSound)
{
   filename    = "./spearHit.wav";
   description = AudioClose3d;
   preload = false;
};

datablock AudioProfile(ThrowingknifeFireSound)
{
   filename    = "./spearFire.wav";
   description = AudioClose3d;
   preload = true;
};


//Throwingknife trail
datablock ParticleData(ThrowingknifeTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/ring";
//animTexName = " ";

// Interpolation variables
colors[0] = "0.75 0.75 0.75 0.3";
colors[1] = "0.75 0.75 0.75 0.2";
colors[2] = "1 1 1 0.0";
sizes[0] = 0.15;
sizes[1] = 0.35;
sizes[2] = 0.05;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 1.0;
};

datablock ParticleEmitterData(ThrowingknifeTrailEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 0;

   ejectionVelocity = 0; //0.25;
   velocityVariance = 0; //0.10;

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0;  

   particles = ThrowingknifeTrailParticle;

   useEmitterColors = true;
   uiName = "Throwingknife Trail";
};


//effects
datablock ParticleData(ThrowingknifeExplosionParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 900;
lifetimeVarianceMS = 300;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/cloud";
//animTexName = "~/data/particles/cloud";

// Interpolation variables
colors[0] = "0.3 0.3 0.2 0.9";
colors[1] = "0.2 0.2 0.2 0.0";
sizes[0] = 4.0;
sizes[1] = 7.0;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(ThrowingknifeExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   lifeTimeMS   = 21;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ThrowingknifeExplosionParticle";

   uiName = "Throwingknife Smoke";
   emitterNode = TenthEmitterNode;
};

datablock ParticleData(ThrowingknifeExplosionParticle2)
{
dragCoefficient = 0.1;
windCoefficient = 0.0;
gravityCoefficient = 2.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 500;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/chunk";
//animTexName = "~/data/particles/cloud";

// Interpolation variables
colors[0] = "0.0 0.0 0.0 1.0";
colors[1] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(ThrowingknifeExplosionEmitter2)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   lifetimeMS       = 7;
   ejectionVelocity = 15;
   velocityVariance = 5.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ThrowingknifeExplosionParticle2";

   useEmitterColors = true;
   uiName = "Throwingknife Chunk";
   emitterNode = HalfEmitterNode;
};

datablock ExplosionData(ThrowingknifeExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 150;

   soundProfile = ThrowingknifeExplosionSound;

   emitter[0] = ThrowingknifeExplosionEmitter;
   emitter[1] = ThrowingknifeExplosionEmitter2;
   //particleDensity = 30;
   //particleRadius = 1.0;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "7.0 8.0 7.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 15.0;

   // Dynamic light
   lightStartRadius = 4;
   lightEndRadius = 3;
   lightStartColor = "0.45 0.3 0.1";
   lightEndColor = "0 0 0";

   //impulse
   impulseRadius = 3.5;
   impulseForce = 2000;

   //radius damage
   radiusDamage        = 40;
   damageRadius        = 3.5;
};

//projectile
AddDamageType("ThrowingknifeDirect",   '<bitmap:add-ons/Weapon_Throwingknife/CI_Throwingknife> %1',       '%2 <bitmap:add-ons/Weapon_Throwingknife/CI_Throwingknife> %1',1,1);
AddDamageType("ThrowingknifeRadius",   '<bitmap:add-ons/Weapon_Throwingknife/CI_ThrowingknifeRadius> %1', '%2 <bitmap:add-ons/Weapon_Throwingknife/CI_ThrowingknifeRadius> %1',1,0);
datablock ProjectileData(ThrowingknifeProjectile)
{
   projectileShapeName = "./ThrowingknifeBullet.dts";
   directDamage        = 50;
   directDamageType  = $DamageType::ThrowingknifeDirect;
   radiusDamageType  = $DamageType::ThrowingknifeRadius;
   impactImpulse   = 1000;
   verticalImpulse   = 1000;
   explosion           = ThrowingknifeExplosion;
   particleEmitter     = ThrowingknifeTrailEmitter;

   brickExplosionRadius = 0;
   brickExplosionImpact = true; //destroy a brick if we hit it directly?
   brickExplosionForce  = 20;
   brickExplosionMaxVolume = 200;
   brickExplosionMaxVolumeFloating = 200;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 20000;
   fadeDelay           = 19500;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0.50;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";

   uiName = "Throwingknife";
};


//////////
// item //
//////////
datablock ItemData(ThrowingknifeItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

// Basic Item Properties
shapeFile = "./Throwingknife.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Throwingknife";
iconName = "./icon_Throwingknife";
doColorShift = true;
colorShiftColor = "0.400 0.196 0 1.000";

// Dynamic properties defined by the scripts
image = ThrowingknifeImage;
canDrop = true;
};

//function Throwingknife::onUse(%this,%user)
//{
// //mount the image in the right hand slot
// %user.mountimage(%this.image, $RightHandSlot);
//}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(ThrowingknifeImage)
{
   // Basic Item properties
   shapeFile = "./Throwingknife.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   //eyeOffset = "0.1 0.2 -0.55";

   // 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 = ThrowingknifeItem;
   ammo = " ";
   projectile = ThrowingknifeProjectile;
   projectileType = Projectile;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "0.400 0.196 0 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] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;

stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateAllowImageChange[1] = true;

stateName[2]                    = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2]            = 0.7;
stateWaitForTimeout[2] = false;
stateTransitionOnTriggerUp[2] = "AbortCharge";
stateScript[2]                  = "onCharge";
stateAllowImageChange[2]        = false;

stateName[3] = "AbortCharge";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 0.3;
stateWaitForTimeout[3] = true;
stateScript[3] = "onAbortCharge";
stateAllowImageChange[3] = false;

stateName[4] = "Armed";
stateTransitionOnTriggerUp[4] = "Fire";
stateAllowImageChange[4] = false;

stateName[5] = "Fire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.5;
stateFire[5] = true;
stateSequence[5] = "fire";
stateScript[5] = "onFire";
stateWaitForTimeout[5] = true;
stateAllowImageChange[5] = false;
stateSound[5] = ThrowingknifeFireSound;
};

function ThrowingknifeImage::onCharge(%this, %obj, %slot)
{
%obj.playthread(2, SpearReady);
}

function ThrowingknifeImage::onAbortCharge(%this, %obj, %slot)
{
%obj.playthread(2, root);
}

function ThrowingknifeImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, SpearThrow);
Parent::onFire(%this, %obj, %slot);
}
« Last Edit: October 07, 2011, 09:34:21 AM by super flamimninja »

I doubt you're gonna get much help if you have all that obfuscation

I doubt you're gonna get much help if you have all that obfuscation
whats hard? i can mabey slim it down

whats hard? i can mabey slim it down

onImage::onFire(%this, %obj, %slot)
{
   %obj.playthread(2, SpearThrow);
   Parent::onFire(%this, %obj, %slot);
}

(the code above functions when you let go of the spear after charging it)

(the code below functions when you click and hold the spear)

onImage::onCharge(%this, %obj, %slot)
{
   %obj.playthread(2, SpearReady);
}



I doubt you're gonna get much help if you have all that obfuscation

He didn't know where it was in the code, so he pasted the whole thing
« Last Edit: October 07, 2011, 02:14:03 AM by soba »

onImage::onFire(%this, %obj, %slot)
{
   %obj.playthread(2, SpearThrow);
   Parent::onFire(%this, %obj, %slot);
}

(the code above functions when you let go of the spear after charging it)

(the code below functions when you click and hold the spear)

onImage::onCharge(%this, %obj, %slot)
{
   %obj.playthread(2, SpearReady);
}



He didn't know where it was in the code, so he pasted the whole thing
So the name is SpearReady

He didn't know where it was in the code, so he pasted the whole thing
You misunderstood what obfuscation means

You misunderstood what obfuscation means
I assumed you ment it because he just pasted the whole thing