| Blockland Forums > Modification Help |
| cannot change namespace.... -Solved By Myself :P - |
| (1/1) |
| Uxie:
Title says console error. --- Code: ---//Clap.cs //audio datablock AudioProfile(ClapSound) { filename = "./Clap.wav"; description = AudioClose3d; preload = true; }; ////////// // item // ////////// datablock ItemData(ClapItem) { category = "Item"; // Mission editor category className = "Item"; // For inventory system // Basic Item Properties shapeFile = "./Player_Clap_Hands.dts"; rotate = false; mass = 1; density = 0.2; elasticity = 0.2; friction = 0.6; emap = true; //gui stuff uiName = "Hand Clap"; iconName = "./icon_Clap"; doColorShift = true; colorShiftColor = "0.25 0.25 0.25 1.000"; // Dynamic properties defined by the scripts image = ClapImage; canDrop = true; }; //////////////// //weapon image// //////////////// datablock ShapeBaseImageData(ClapImage) { // Basic Item properties shapeFile = "./Player_Clap_Hands.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 = "ItemImage"; //melee particles shoot from eye node for consistancy melee = false; //raise your arm up or not armReady = true; doColorShift = true; colorShiftColor = ClapItem.colorShiftColor;//"0.400 0.196 0 1.000"; //casing = " "; // 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] = 0.15; stateTransitionOnTimeout[0] = "Ready"; stateSound[0] = weaponSwitchSound; stateName[1] = "Ready"; stateTransitionOnTriggerDown[1] = "Fire"; stateAllowImageChange[1] = true; stateSequence[1] = "Ready"; stateName[2] = "Fire"; stateTimeoutValue[2] = 0.14; stateFire[2] = true; stateAllowImageChange[2] = false; stateSequence[2] = "Fire"; stateScript[2] = "onFire"; stateWaitForTimeout[2] = true; stateSound[2] = ClapSound; stateEjectShell[2] = true; stateName[3] = "Smoke"; stateEmitterTime[3] = 0.05; stateEmitterNode[3] = "muzzleNode"; stateTimeoutValue[3] = 0.01; stateTransitionOnTimeout[3] = "Reload"; stateName[4] = "Reload"; stateSequence[4] = "Reload"; stateTransitionOnTriggerUp[4] = "Ready"; stateSequence[4] = "Ready"; }; function ClapImage::onFire(%this,%obj,%slot) { if(%obj.getDamagePercent() < 1.0) %obj.playThread(2, Player_Clap); Parent::onFire(%this,%obj,%slot); } function ClapImage::onMount(%this,%obj,%slot) { Parent::onMount(%this,%obj,%slot); %obj.hideNode("RHand"); %obj.hideNode("RHook"); %obj.hideNode("LHand"); %obj.hideNode("LHook"); } function ClapImage::onUnMount(%this,%obj,%slot) { Parent::onMount(%this,%obj,%slot); %obj.unHideNode("ALL"); if(isObject(%obj.client)) { %obj.client.applyBodyParts(); %obj.client.applyBodyColors(); } else applyDefaultCharacterPrefs(%obj); } --- End code --- |
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