Blockland Forums > Modification Help
Anti-QQ glitch.
Chrono:
--- Quote from: Lord Tony² on March 07, 2012, 06:45:01 PM ---I added this and it doesn't work.
--- End quote ---
Are you using a custom OnFire function?
phflack:
doesn't all of the default stuff have this built in?
i remember looking through the code once and seeing something about sim time which made it work
Chrono:
--- Quote from: phflack on March 08, 2012, 11:57:03 PM ---doesn't all of the default stuff have this built in?
i remember looking through the code once and seeing something about sim time which made it work
--- End quote ---
You can only do it the way the default stuff does it if you use the default onFire function.
@Tony, try looking at this:
http://forum.returntoblockland.com/dlm/viewFile.php?id=13
phflack:
this?
i think this is what i saw before, i was looking at the spread for something
--- Code: ---function shotgunImage::onFire(%this,%obj,%slot)
{
if((%obj.lastFireTime+%this.minShotTime) > getSimTime())
return;
%obj.lastFireTime = getSimTime();
--- End code ---
just the top of the function
Lord Tony²:
--- Code: ---// Weapon Image
datablock ShapeBaseImageData(sfRevolverImage)
{
// Basic Item properties
shapeFile = "./revolver.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 = BowItem;
ammo = " ";
projectile = sfRevolverProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
minShotTime = 1000; //minimum time allowed between shots (needed to prevent equip/dequip exploit)
doColorShift = false;
//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] = sfRevolverFlashEmitter;
stateEmitterTime[2] = 0.06;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = sfRevolverShotSound;
stateEjectShell[2] = true;
stateName[3] = "Smoke";
stateEmitter[3] = sfRevolverSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.5;
stateTransitionOnTimeout[3] = "Reload";
stateName[4] = "Reload";
stateSequence[4] = "Reload";
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "Ready";
};
//-----------------------------------------------------------------------------
// Script
function SFRevolverImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
%projectile = %this.projectile;
%spread = 0.00185;
%shellcount = 1;
for(%shell=0; %shell<%shellcount; %shell++)
{
%vector = %obj.getMuzzleVector(%slot);
%objectVelocity = %obj.getVelocity();
%vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
%velocity = VectorAdd(%vector1,%vector2);
%x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%velocity = MatrixMulVector(%mat, %velocity);
%p = new (%this.projectileType)()
{
dataBlock = %projectile;
initialVelocity = %velocity;
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
MissionCleanup.add(%p);
}
return %p;
}
--- End code ---
Can anyone see what's wrong with it?