okay, first of all, im trying to make a gun that when fired, it kills the user firing it.
Im also trying to make commands for users to get the gun and for admins to give it out.
the gun does not kill the user when used, and none of the commands to give it out work either.
can anyone point out my faults here? I have been trying to master getting a player from a name and im not sure if that has been causing problems. any help is appreciated( and its not possible to make onFire do that is welcome too( i kinda gotta know))
the commands
function ServerCmdgetawesomegun(%client)
{
%client
%client.player.tool[4] = nametoID(awesomegunItem);
messageClient(%client, 'MsgItemPickup', '', 4, nametoID(awesomegunItem));
}
function ServerCmdgivecoolgun(%client,%giver)
{
if(!%client.isAdmin)
return;
for(%i=0;%i<ClientGroup.getCount();%i++){
%cl = ClientGroup.getObject(%i);
if(%cl.name $= %giver)
%cl.player.tool[4] = nametoID(awesomegunItem);
messageClient(%cl, 'MsgItemPickup', '', 4, nametoID(awesomegunItem));
}
}
and ... the gun...
//gun.cs
//audio
datablock AudioProfile(awesomegunShot1Sound)
{
filename = "./sound/gunShot1.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(awesomegunHitSound)
{
filename = "./sound/arrowHit.wav";
description = AudioClose3d;
preload = true;
};
//shell
datablock DebrisData(awesomegunShellDebris)
{
shapeFile = "./shapes/gunShell.dts";
lifetime = 2.0;
minSpinSpeed = -400.0;
maxSpinSpeed = 200.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 3;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = true;
gravModifier = 0;
};
//muzzle flash effects
datablock ParticleData(awesomegunFlashParticle)
{
dragCoefficient = 3;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 25;
lifetimeVarianceMS = 15;
textureName = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0.9 0.9 0.0 0.9";
colors[1] = "0.9 0.5 0.0 0.0";
sizes[0] = 0.5;
sizes[1] = 1.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(awesomegunFlashEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "awesomegunFlashParticle";
};
datablock ParticleData(awesomegunSmokeParticle)
{
dragCoefficient = 3;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 525;
lifetimeVarianceMS = 55;
textureName = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0.5 0.5 0.5 0.9";
colors[1] = "0.5 0.5 0.5 0.0";
sizes[0] = 0.15;
sizes[1] = 0.15;
useInvAlpha = false;
};
datablock ParticleEmitterData(awesomegunSmokeEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "awesomegunSmokeParticle";
};
//bullet trail effects
datablock ParticleData(awesomegunbulletTrailParticle)
{
dragCoefficient = 3;
gravityCoefficient = -0.0;
inheritedVelFactor = 1.0;
constantAcceleration = 0.0;
lifetimeMS = 525;
lifetimeVarianceMS = 55;
textureName = "base/data/particles/thinRing";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "1 0 0 1";
colors[1] = "1 0.1 0 0.5";
sizes[0] = 0.15;
sizes[1] = 0.25;
useInvAlpha = false;
};
datablock ParticleEmitterData(awesomegunbulletTrailEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 0.0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "sawesomegunbulletTrailParticle";
};
datablock ParticleData(awesomegunExplosionParticle)
{
dragCoefficient = 8;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 700;
lifetimeVarianceMS = 400;
textureName = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0] = "1 0 0 1";
colors[1] = "1 0.1 0 0.5";
sizes[0] = 0.25;
sizes[1] = 1.0;
useInvAlpha = true;
};
datablock ParticleEmitterData(awesomegunExplosionEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 5;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "awesomegunExplosionParticle";
};
datablock ParticleData(awesomegunExplosionRingParticle)
{
dragCoefficient = 8;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 900;
lifetimeVarianceMS = 100;
textureName = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0] = "1 0 0.0 1";
colors[1] = "1 0.1 0.0 0.5";
sizes[0] = 0.2;
sizes[1] = 0.2;
useInvAlpha = false;
};
datablock ParticleEmitterData(awesomegunExplosionRingEmitter)
{
lifeTimeMS = 90;
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 5;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "awesomegunExplosionRingParticle";
};
datablock ExplosionData(awesomegunExplosion)
{
//explosionShape = "";
soundProfile = awesomegunHitSound;
lifeTimeMS = 9950;
particleEmitter = awesomegunExplosionEmitter;
particleDensity = 1;
particleRadius = 99;
emitter[0] = awesomegunExplosionRingEmitter;
faceViewer = true;
explosionScale = "4 4 4";
shakeCamera = true;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "1.0 1.0 1.0";
camShakeDuration = 0.5;
camShakeRadius = 10.0;
// Dynamic light
lightStartRadius = 1;
lightEndRadius = 2;
lightStartColor = "1 1.0 1.1";
lightEndColor = "0 0 0";
};
AddDamageType("awesomegun", '<bitmap:add-ons/ci/gun> %1', '%2 <bitmap:add-ons/ci/gun> %1',0.5,1);
datablock ProjectileData(awesomegunProjectile)
{
projectileShapeName = "./shapes/bullet.dts";
directDamage = 30;
directDamageType = $DamageType::awesomegun;
radiusDamageType = $DamageType::awesomegun;
brickExplosionRadius = 1;
brickExplosionImpact = true; //destroy a brick if we hit it directly?
brickExplosionForce = 10;
brickExplosionMaxVolume = 10; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 2; //max volume of bricks that we can destroy if they aren't connected to the ground
impactImpulse = 700;
verticalImpulse = 1000;
explosion = awesomegunExplosion;
particleEmitter = awesomegunbulletTrailEmitter;
muzzleVelocity = 25;
velInheritFactor = 0.1;
armingDelay = 00;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = true;
gravityMod = 7.0;
hasLight = true;
lightRadius = 2.0;
lightColor = "1 0 0.5";
};
//////////
// item //
//////////
datablock ItemData(awesomegunItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./shapes/pistol.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "awesomegun";
iconName = "./ItemIcons/gun";
doColorShift = true;
colorShiftColor = "1 1.1 1 1";
// Dynamic properties defined by the scripts
image = stupidgunImage;
canDrop = true;
};
//function BowItem::onUse(%this, %player, %InvPosition)
//{
// //check for quiver
// //if you dont have it, regular bow
// //if you do, super bow
//
// %client = %player.client;
//
// %mountPoint = %this.image.mountPoint;
// %mountedImage = %player.getMountedImage(%mountPoint);
//
//
// if(%mountedImage)
// {
// if(%mountedImage == bowImage.getId() || %mountedImage == superbowImage.getId())
// {
// //some kind of bow mounted so, unmount it
// %player.unMountImage(%mountPoint);
// messageClient(%client, 'MsgHilightInv', '', -1);
// %player.currWeaponSlot = -1;
// }
// else
// {
// //something other than bow mounted, so do bow selection and mount
// if(%player.getMountedImage($BackSlot))
// {
// if(%player.getMountedImage($BackSlot) == quiverImage.getId())
// {
// %player.mountimage(superBowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// else
// {
// %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// }
// else
// {
// %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// }
//
// }
// else
// {
// //nothing mounted so do bow selection and mount
// //something other than bow mounted, so do bow selection and mount
// if(%player.getMountedImage($BackSlot))
// {
// if(%player.getMountedImage($BackSlot) == quiverImage.getId())
// {
// %player.mountimage(superBowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// else
// {
// %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// }
// else
// {
// %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// }
//}
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(awesomegunImage)
{
// Basic Item properties
shapeFile = "./shapes/pistol.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 = awesomegunItem;
ammo = " ";
projectile = awesomegunProjectile;
projectileType = Projectile;
casing = awesomegunShellDebris;
shellExitDir = "1.0 -1.3 1.0";
shellExitOffset = "0 0 0";
shellExitVariance = 15.0;
shellVelocity = 999.0;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
doColorShift = true;
colorShiftColor = awesomegunItem.colorShiftColor;//"1 0.1 0 1";
//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";
stateTransitionOnTimeout[2] = "Smoke";
stateTimeoutValue[2] = 0.14;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = awesomegunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = awesomegunShot1Sound;
stateEjectShell[2] = true;
stateName[3] = "Smoke";
stateEmitter[3] = awesomegunSmokeEmitter;
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 awesomegunImage::onFire(%this,%obj,%slot)
{
%obj.kill();
}
sorry if some of this stuff is obvious, im a newbie.