Author Topic: My Glitchy gun  (Read 579 times)

I made my first gun ever, I scripted it and all that stuff
but when I enable it in my Addon list and host the server it only shows 3 pieces of it in 3rd person

Please help meh  :cookieMonster:

You'll need to describe the problem more clearly.

Well... Ill show the script

The script...
Code: [Select]
//Audio
datablock AudioProfile(CrappyGunShot1Sound)
{
   filename    = "./Sounds/fire.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(CrappyGunbulletHitSound)
{
   filename    = "./Add-Ons/Weapon_Gun/bulletHit.wav";
   description = AudioClose3d;
   preload = true;
};


//Shell Debris
datablock DebrisData(CrappyGunShellDebris)
{
shapeFile = "./Add-Ons/Weapon_Gun/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 = 2;
};


//Muzzle Flash
datablock ParticleData(CrappyGunFlashParticle)
{
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(CrappyGunFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "CrappyGunFlashParticle";

   uiName = "CrappyGun Flash";
};

datablock ParticleData(CrappyGunSmokeParticle)
{
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(CrappyGunSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "CrappyGunSmokeParticle";

   uiName = "CrappyGun Smoke";
};


datablock ParticleData(CrappyGunExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = 1;
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]     = "0.9 0.9 0.9 0.3";
colors[1]     = "0.9 0.5 0.6 0.0";
sizes[0]      = 0.25;
sizes[1]      = 0.75;

useInvAlpha = true;
};
datablock ParticleEmitterData(CrappyGunExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "CrappyGunExplosionParticle";

   useEmitterColors = true;
   uiName = "CrappyGun Hit Dust";
};


datablock ParticleData(CrappyGunExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 50;
lifetimeVarianceMS   = 35;
textureName          = "base/data/particles/star1";
spinSpeed = 500.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "1 1 0.0 0.9";
colors[1]     = "0.9 0.0 0.0 0.0";
sizes[0]      = 1;
sizes[1]      = 0;

useInvAlpha = false;
};
datablock ParticleEmitterData(CrappyGunExplosionRingEmitter)
{
lifeTimeMS = 50;

   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "CrappyGunExplosionRingParticle";

   useEmitterColors = true;
   uiName = "CrappyGun Hit Flash";
};

datablock ExplosionData(CrappyGunExplosion)
{
   //explosionShape = ""; //Usually for explosives
soundProfile = CrappyGunbulletHitSound;

   lifeTimeMS = 150;

   particleEmitter = CrappyGunExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = CrappyGunExplosionRingEmitter;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = false;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};


AddDamageType("CrappyGun",   '<bitmap:add-ons/Weapon_CrappyGun/CI_CrappyGun> %1',    '%2 <bitmap:add-ons/Weapon_CrappyGun/CI_CrappyGun> %1',0.2,1);
datablock ProjectileData(CrappyGunProjectile)
{
   projectileShapeName = "./bullet.dts"; //If you have a custom model place the filename here
   directDamage        = 35; //When projectile hits a player
   directDamageType    = $DamageType::CrappyGun; //Don't mess with this
   radiusDamageType    = $DamageType::CrappyGun; //Don't mess with this

   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10; //Amount of force applied to fake-killed bricks
   brickExplosionMaxVolume = 1;          //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      = 400;
   verticalImpulse   = 400;
   explosion           = CrappyGunExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;

   muzzleVelocity      = 220; //How fast the bullet travels. I use 200 since anything less is odd.
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000; //Lifetime of projectile
   fadeDelay           = 3500; //Keep this reletively 1000ms or 500ms below "lifetime"
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.4; //Gravity effect applied to bullet. Do not make it too high

   hasLight    = false; //Self explanitory
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";

   uiName = "CrappyGun Bullet"; //Name of projectile in events for spawning
};

//////////
// item //
//////////
datablock ItemData(CrappyGunItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

// Basic Item Properties
shapeFile = "./Models/gun.dts"; //If you use two-handed weapons, this is what would NOT have two hands
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "CrappyGun"; //Name when you spawn on a brick
iconName = "./icon_CrappyGun";
doColorShift = true;
colorShiftColor = "0.25 0.25 0.25 1.000";

// Dynamic properties defined by the scripts
image = CrappyGunImage;
canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(CrappyGunImage)
{
   // Basic Item properties
   shapeFile = "./Models/gun.dts"; //If you use two-handed weapons, this is what would have two hands
   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 = CrappyGunProjectile;
   projectileType = Projectile;

casing = CrappyGunShellDebris; //Don't mess with these too much
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;

   doColorShift = true;
   colorShiftColor = CrappyGunItem.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";
stateSequence[1] = "Equip"; //Optional if you want an equip animation
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;
stateSequence[1] = "Ready";

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.09; //Delay between each shot, the smaller the number, the less of a delay. Fast machine guns would have a small number.
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire"; //When you make a custom fire animation, place the name here
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = CrappyGunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = CrappyGunShot1Sound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = CrappyGunSmokeEmitter;
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 CrappyGunImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway); //The default animation played when you fire the weapon. Change this if you know another default animation
Parent::onFire(%this,%obj,%slot);
}

//Thanks to Ephialtes for this part. It makes the bullets spread out.
function CrappyGunImage::onFire(%this,%obj,%slot)
{     
   %projectile = %this.projectile;
   %spread = 0.00075; //Change this if you wish, but keep it less than 0.1 for realism.
   %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 * 1.1415926 * %spread;
   %y = (getRandom() - 0.5) * 10 * 1.1415926 * %spread;
   %z = (getRandom() - 0.5) * 10 * 1.1415926 * %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);

Belongs in coding help.

I just noticed that long ago -_-
Yesterday....DAMNIT

post a picture of these "three pieces"


post a picture of these "three pieces"
Yes do this please, this is what I meant about describing the problem better.