gunthatkillsuser

Author Topic: gunthatkillsuser  (Read 3145 times)

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
Code: [Select]
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...
Code: [Select]
//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.

Don't worry about it. I don't even understand anything. Maybe a "damage" here and there, but thats it.

I think i under stand some of it, buuut i could be wrong. I have experimented and made a few weapons of my own, laser gun, which is so fast its shots are instant, firebow, which is just a bow with a bit of radius damage and some light, and stupid gun, its a gun thats.. stupid. its bullets are heavily effected by gravity and it has a long explosion with a long lasting light.
the "awesome gun" is based off the stupid gun, so if i find anything stupid about it ill make changes to its counterpart too. it isnt meant to actually be used, its just for killing the user for practicle jokes and maybe other uses.
im not as worried about making the gun as i am about figuring out the "name to player" process so i can make some stuff ive wanted to try.

im thinking
like function kill user on fire (stuff that goes in ehre)
i probably could do it with some editing ctrl c and ving

Try making the gravity mod 1000 and putting in a radius damage that of 2 or so players, that might work.

Code: [Select]
function awsomegun::OnFire(%this, %obj, %slot){
%obj.client.kill
}

Also your only making it check if the persons admin so supers wont be able to hand out.
« Last Edit: June 19, 2007, 02:36:21 AM by MrPickel »

MrPickel, his original onFire function was correct.

Code: [Select]
function ServerCmdgetawesomegun(%client)
{
%client

The %client in your getawesomegun server command is out of place and will cause syntax errors.

Oh, I should of read the whole topic then xD.

Why not just make a Self Delete bomb vest?

because this si supposed ot be an admin only gun or whatever and if a non admin uses it, he wants it to kill the user (my guess)

Team Deathmatch Mod --> Tool_TeamGun.cs

Look for the ::onFire function of the weapon. That has "if not S-Admin --> Kill player"

I've got the simplest answer. Not sure it works though...
Change:
MuzzleVelocity = 25;
To:
MuzzleVelocity = -25;
Thus the projectile moves backwards when shot hitting the shooter not the shootee(as ill call it)
Also change:
VelInheritFactor = 0.1:
To:
VelInheritFactor = 0;
This causes the bullet to go were it was shot to, and not change direction due to player movement.

Thanks for all your suggestions. Space guy i tried doing what you did with your teamdm mod but then the awesomegun stopped updating(when i would make changes and restart it would be the old model) wtf is going on?(btw i want the gun to kill the user no matter what.)
@flea that wont work for my needs cuz i want it to kill a player outside of a minigame as well.
new gun code
Code: [Select]
//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        = 999;
   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      = 15;
   velInheritFactor    = 0.1;

   armingDelay         = 00;
   lifetime            = 124000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = true;
   gravityMod = 1.0;

   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 1 1 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($DamageType::awesomegun);
}

I also suggest deleting all the crap that's commented out about the bow image. It's not needed.

Weapon datablock updating is very glitchy, anyway - it updates some things on lifetimes but not the states system or some stuff in projectiles.