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| My projectile keeps turning black. |
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| Lørd Tøny:
The sword spawn is grey, when I hold it the sword is grey but when I throw the sword the projectile is black. I have no idea how to fix it, yes I am editing off Tezuni's black knife script but it feels like it's missing something. --- Code: ---//BlackKnifeKnife.cs datablock AudioProfile(BlackKnifeBrickSound) { filename = "./KnifeBrick.wav"; description = AudioClosest3d; preload = true; }; datablock AudioProfile(BlackKnifePlayerSound) { filename = "./KnifePlayer.wav"; description = AudioClosest3d; preload = true; }; datablock AudioProfile(BlackKnifeSwingSound) { filename = "./KnifeSwing.wav"; description = AudioClosest3d; preload = true; }; datablock ParticleData(BlackKnifeExplosionParticle) { dragCoefficient = 2; gravityCoefficient = 1.0; inheritedVelFactor = 0.2; constantAcceleration = 0.0; spinRandomMin = -90; spinRandomMax = 90; lifetimeMS = 500; lifetimeVarianceMS = 300; textureName = "base/data/shapes/blank"; colors[0] = "0.7 0.7 0.9 0.9"; colors[1] = "0.9 0.9 0.9 0.0"; sizes[0] = 0.5; sizes[1] = 0.25; }; datablock ParticleEmitterData(BlackKnifeExplosionEmitter) { ejectionPeriodMS = 7; periodVarianceMS = 0; ejectionVelocity = 8; velocityVariance = 1.0; ejectionOffset = 0.0; thetaMin = 0; thetaMax = 60; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; particles = "BlackKnifeExplosionParticle"; uiName = "BlackKnife Hit"; }; datablock ExplosionData(BlackKnifeExplosion) { //explosionShape = ""; lifeTimeMS = 500; soundProfile = BlackKnifeBrickSound; particleEmitter = BlackKnifeExplosionEmitter; particleDensity = 10; particleRadius = 0.2; faceViewer = true; explosionScale = "1 1 1"; shakeCamera = true; camShakeFreq = "20.0 22.0 20.0"; camShakeAmp = "1.0 1.0 1.0"; camShakeDuration = 0.5; camShakeRadius = 10.0; // Dynamic light lightStartRadius = 3; lightEndRadius = 0; lightStartColor = "00.0 0.0 0.0"; lightEndColor = "0 0 0"; }; //Stab Projectile AddDamageType("BlackKnife", '<bitmap:add-ons/Weapon_Black_Knife/CI_BlackKnife> %1', '%2 <bitmap:add-ons/Weapon_Black_Knife/CI_BlackKnife> %1',0.75,1); datablock ProjectileData(BlackKnifeStabProjectile) { shapeFile = "base/data/shapes/empty.dts"; directDamage = 30; directDamageType = $DamageType::BlackKnife; radiusDamageType = $DamageType::BlackKnife; brickExplosionRadius = 0; brickExplosionImpact = true; brickExplosionForce = 0; brickExplosionMaxVolume = 1; brickExplosionMaxVolumeFloating = 2; explosion = BlackKnifeExplosion; muzzleVelocity = 50; velInheritFactor = 1; armingDelay = 0; lifetime = 100; fadeDelay = 70; bounceElasticity = 0; bounceFriction = 0; isBallistic = true; gravityMod = 0.50; hasLight = false; lightRadius = 3.0; lightColor = "0 0 0.5"; uiName = "Black Knife Stab"; }; //Thrown projectile datablock ProjectileData(BlackKnifeThrowProjectile) { projectileShapeName = "./BlackKnifeProjectile.dts"; directDamage = 100; directDamageType = $DamageType::BlackKnife; radiusDamageType = $DamageType::BlackKnife; particleEmitter = spearTrailEmitter; explodeOnPlayerImpact = true; explodeOnDeath = true; armingDelay = 30000; lifetime = 30000; fadeDelay = 30000; isBallistic = true; bounceAngle = 170; //stick almost all the time minStickVelocity = 10; bounceElasticity = 0.2; bounceFriction = 0.01; gravityMod = 0.25; doColorShift = true; colorShiftColor = "0.471 0.471 0.471 1.000"; hasLight = false; lightRadius = 3.0; lightColor = "0 0 0.5"; muzzleVelocity = 65; velInheritFactor = 1; lightColor = "0 0 0.5"; uiName = "Black Knife Throw"; }; datablock ParticleEmitterData(spearTrailEmitter) { ejectionPeriodMS = 5; periodVarianceMS = 0; ejectionVelocity = 0; //0.25; velocityVariance = 0; //0.10; ejectionOffset = 0; thetaMin = 0.0; thetaMax = 90.0; particles = spearTrailParticle; useEmitterColors = true; uiName = "Spear Trail"; }; ////////// // item // ////////// datablock ItemData(BlackKnifeItem) { category = "Weapon"; // Mission editor category className = "Weapon"; // For inventory system // Basic Item Properties shapeFile = "./BlackKnife.dts"; mass = 1; density = 0.2; elasticity = 0.2; friction = 0.6; emap = true; //gui stuff uiName = "Black Knife"; iconName = "./icon_BlackKnife"; doColorShift = true; colorShiftColor = "0.471 0.471 0.471 1.000"; // Dynamic properties defined by the scripts image = BlackKnifeImage; canDrop = true; }; //////////////// //weapon image// //////////////// datablock ShapeBaseImageData(BlackKnifeImage) { // Basic Item properties shapeFile = "./BlackKnife.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 0 0"; // Add the WeaponImage namespace as a parent, WeaponImage namespace // provides some hooks into the inventory system. className = "WeaponImage"; // Projectile && Ammo. item = BlackKnifeItem; ammo = " "; projectile = BlackKnifeStabProjectile; 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 = "0.471 0.471 0.471 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] = false; 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] = 0.2; stateFire[3] = true; stateAllowImageChange[3] = false; stateSequence[3] = "Fire"; stateScript[3] = "onFire"; stateWaitForTimeout[3] = true; stateSound[3] = BlackKnifeSwingSound; 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 BlackKnifeImage::onPreFire(%this, %obj, %slot) { %obj.playthread(2, armattack); } function BlackKnifeImage::onStopFire(%this, %obj, %slot) { %obj.playthread(2, root); } $BlackKnifeStabLimit = 2; if(isFile("Add-Ons/System_ReturnToBlockland/server.cs")) { if(!$RTB::RTBR_ServerControl_Hook) exec("Add-Ons/System_ReturnToBlockland/RTBR_ServerControl_Hook.cs"); RTB_registerPref("Stab Limit", "Black Knife", "$BlackKnifeStabLimit","list Once 1 Unlimited 2","Weapon_Black_Knife", 0, 0, 1); } package BlackKnifePackage { function BlackKnifeStabProjectile::onCollision(%this, %obj, %col, %fade, %pos, %normal, %client) { %currSlot = %obj.currTool; %client = %obj.sourceObject.client; if(isObject(%col.client.minigame)) { if(%obj.client.minigame $= %col.client.minigame) { if(%col.getClassName() $= "Player") { if($BlackKnifeStabLimit==1) { %obj.sourceObject.tool[%currSlot] = 0; %obj.sourceObject.weaponCount--; messageClient(%obj.client,'MsgItemPickup',"",%currSlot,0); serverCmdUnUseTool(%obj.client); } serverPlay3D(BlackKnifePlayerSound, %pos); return Parent::onCollision(%this, %obj, %col, %fade, %pos, %normal, %client); } } } if((%col.getType() && $TypeMasks::FxBrickObjectType)) { serverPlay3D(BlackKnifeBrickSound, %pos); return Parent::onCollision(%this, %obj, %col, %fade, %pos, %normal, %client); } else { return Parent::onCollision(%this, %obj, %col, %fade, %pos, %normal, %client); } } function BlackKnifeThrowProjectile::onCollision(%this, %obj, %col, %fade, %pos, %normal, %client) { if((%col.getType() & $TypeMasks::PlayerObjectType) && isObject(%col.client)) { serverPlay3D(BlackKnifePlayerSound, %pos); return Parent::onCollision(%this, %obj, %col, %fade, %pos, %normal, %client); } if((%col.getType() && $TypeMasks::FxBrickObjectType)) { serverPlay3D(BlackKnifeBrickSound, %pos); return Parent::onCollision(%this, %obj, %col, %fade, %pos, %normal, %client); } else { return Parent::onCollision(%this, %obj, %col, %fade, %pos, %normal, %client); } } function Armor::onTrigger(%this, %player, %slot, %val) { if(%player.getMountedImage(0) $= BlackKnifeImage.getID() && %slot $= 4 && %val) { %currSlot = %player.currTool; %player.tool[%currSlot] = 0; %player.weaponCount--; messageClient(%player.client,'MsgItemPickup','',%currSlot,0); serverCmdUnUseTool(%player.client); %projectile = BlackKnifeThrowProjectile; %vector = %player.getMuzzleVector(0); %objectVelocity = %player.getVelocity(); %vector1 = VectorScale(%vector, %projectile.muzzleVelocity); %vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor); %velocity = VectorAdd(%vector1,%vector2); %p = new Projectile() { dataBlock = %projectile; initialVelocity = %velocity; initialPosition = %player.getMuzzlePoint(0); sourceObject = %player; sourceSlot = 0; client = %player.client; }; serverPlay3D(BlackKnifeSwingSound,%player.getPosition()); %player.playthread("3","Activate"); MissionCleanup.add(%p); return %p; } Parent::onTrigger(%this, %player, %slot, %val); } }; activatePackage(BlackKnifePackage); --- End code --- |
| Amade:
The sword model uses textures that are designed to work with colorshifting, which only applies to images and items and a few other things. Using the sword model as a projectile will cause weird things to happen, just as with almost any other default model. |
| Lørd Tøny:
--- Quote from: Amade on October 10, 2011, 11:40:04 PM ---Using the sword model as a projectile will cause weird things to happen, just as with almost any other default model. --- End quote --- But I'm not using a sword model as a projectile, I'm using a special projectile model for it. If you noticed that isn't the default sword. |
| Lørd Tøny:
Well I changed the model from knife to spear and the spear is black so I know it's the script now. |
| RedGajin:
Is the script color shifting the item. Also, sticking items suck because they float in the air if the brick or person moves. |
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