Author Topic: Pokeball  (Read 2547 times)

I made a pokeball weapon thats a flash gernade, and i tried to put on a skin for it. It didnt work. Could any1 send me a fixed copy of this(Its the Pokeball weapon script):

//Pokeball Flash.cs

//PokeballFlash trail
datablock ParticleData(PokeballFlashTrailParticle)
{
   dragCoefficient      = 3.0;
   windCoefficient      = 0.0;
   gravityCoefficient   = 0.0;
   inheritedVelFactor   = 0.0;
   constantAcceleration   = 0.0;
   lifetimeMS      = 600;
   lifetimeVarianceMS   = 0;
   spinSpeed      = 10.0;
   spinRandomMin      = -50.0;
   spinRandomMax      = 50.0;
   useInvAlpha      = true;
   animateTexture      = false;
   //framesPerSec      = 1;

   textureName      = "~/data/particles/ring";
   //animTexName      = " ";

   // Interpolation variables
   colors[0]   = "0.75 0.75 0.75 0.3";
   colors[1]   = "0.75 0.75 0.75 0.2";
   colors[2]   = "1 1 1 0.0";
   sizes[0]   = 0.15;
   sizes[1]   = 0.35;
   sizes[2]   = 0.05;
   times[0]   = 0.0;
   times[1]   = 0.1;
   times[2]   = 1.0;
};

datablock ParticleEmitterData(PokeballFlashTrailEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 0;

   ejectionVelocity = 0; //0.25;
   velocityVariance = 0; //0.10;

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = flashGrenadeTrailParticle;
};


//effects
datablock ParticleData(flashGrenadeExplosionParticle)
{
   dragCoefficient      = 3.0;
   windCoefficient      = 0.0;
   gravityCoefficient   = 0.5;
   inheritedVelFactor   = 0.0;
   constantAcceleration   = 0.0;
   lifetimeMS      = 900;
   lifetimeVarianceMS   = 300;
   spinSpeed      = 10.0;
   spinRandomMin      = -50.0;
   spinRandomMax      = 50.0;
   useInvAlpha      = true;
   animateTexture      = false;
   //framesPerSec      = 1;

   textureName      = "~/data/particles/cloud";
   //animTexName      = "~/data/particles/cloud";

   // Interpolation variables
   colors[0]   = "0.3 0.3 0.2 0.9";
   colors[1]   = "0.2 0.2 0.2 0.0";
   sizes[0]   = 4.0;
   sizes[1]   = 7.0;
   times[0]   = 0.0;
   times[1]   = 1.0;
};

datablock ParticleEmitterData(flashGrenadeExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   lifeTimeMS      = 21;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "flashGrenadeExplosionParticle";
};

datablock ParticleData(flashGrenadeExplosionParticle 2)
{
   dragCoefficient      = 0.1;
   windCoefficient      = 0.0;
   gravityCoefficient   = 2.0;
   inheritedVelFactor   = 0.0;
   constantAcceleration   = 0.0;
   lifetimeMS      = 1000;
   lifetimeVarianceMS   = 500;
   spinSpeed      = 10.0;
   spinRandomMin      = -50.0;
   spinRandomMax      = 50.0;
   useInvAlpha      = true;
   animateTexture      = false;
   //framesPerSec      = 1;

   textureName      = "~/data/particles/chunk";
   //animTexName      = "~/data/particles/cloud";

   // Interpolation variables
   colors[0]   = "0.0 0.0 0.0 1.0";
   colors[1]   = "0.0 0.0 0.0 0.0";
   sizes[0]   = 0.5;
   sizes[1]   = 0.5;
   times[0]   = 0.0;
   times[1]   = 1.0;
};

datablock ParticleEmitterData(flashGrenadeExplosionEmitter2)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   lifetimeMS       = 7;
   ejectionVelocity = 15;
   velocityVariance = 5.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "flashGrenadeExplosionParticle 2";
};

datablock ExplosionData(flashGrenadeExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 700;

   soundProfile = spearExplosionSound;

   emitter[0] = flashGrenadeExplosionEmitter;
   emitter[1] = flashGrenadeExplosionEmitter2;
   particleDensity = 30;
   particleRadius = 1.0;

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

   shakeCamera = true;
   camShakeFreq = "7.0 8.0 7.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 15.0;

   // Dynamic light
   lightStartRadius = 20;
   lightEndRadius = 0;
   lightStartColor = "1 1 1 1";
   lightEndColor = "1 0 0 1";
};


//projectile
datablock ProjectileData(PokeballFlashProjectile)
{
   projectileShapeName = "~/data/shapes/vehicles/Pokeball/Pokeball.dts";
   directDamage        = 0;
   radiusDamage        = 0;
   damageRadius        = 5;
   explosion           = flashGrenadeExplosion;
   particleEmitter     = flashGrenadeTrailEmitter;

   muzzleVelocity      = 25;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 20000;
   fadeDelay           = 19500;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 1;

   hasLight    = false;
   lightRadius = 20.0;
   lightColor  = "1 1 1 1";
};


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

    // Basic Item Properties
        shapeFile = "~/data/shapes/vehicles/pokeball/pokeball.dts";
   mass = 1;
   density = 0.2;
   elasticity = 0.2;
   friction = 0.6;
   emap = true;
   cost = "250";
   skinname = "green";
    // Dynamic properties defined by the scripts
   pickUpName = 'Pokeball';
   invName = 'PokeballFlash';
   image = PokeballFlashImage;
};

//function PokeballFlash::onUse(%this,%user)
//{
//   //mount the image in the right hand slot
//   %user.mountimage(%this.image, $RightHandSlot);
//}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(PokeballFlashImage)
{
   // Basic Item properties
   shapeFile = "~/data/shapes/vehicles/Pokeball/Pokeball.dts";
   PreviewFileName = "rtb/data/shapes/vehicles/Pokeball/pokeballtex.GIF";
   emap = true;
   skinname="green";
   cloakable = false;
   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   //eyeOffset = "0.1 0.2 -0.55";

   // 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 = flashGrenade;
   ammo = " ";
   projectile = PokeballFlashProjectile;
   projectileType = Projectile;

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

   //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]      = 0.5;
   stateTransitionOnTimeout[0]   = "Ready";
   stateSequence[0]      = "ready";
   stateSound[0]         = weaponSwitchSound;

   stateName[1]         = "Ready";
   stateTransitionOnTriggerDown[1]   = "Charge";
   stateAllowImageChange[1]   = true;
   
   stateName[2]                    = "Charge";
   stateTransitionOnTimeout[2]   = "Armed";
   stateTimeoutValue[2]            = 0.7;
   stateWaitForTimeout[2]      = false;
   stateTransitionOnTriggerUp[2]   = "AbortCharge";
   stateScript[2]                  = "onCharge";
   stateAllowImageChange[2]        = false;
   
   stateName[3]         = "AbortCharge";
   stateTransitionOnTimeout[3]   = "Ready";
   stateTimeoutValue[3]      = 0.3;
   stateWaitForTimeout[3]      = true;
   stateScript[3]         = "onAbortCharge";
   stateAllowImageChange[3]   = false;

   stateName[4]         = "Armed";
   stateTransitionOnTriggerUp[4]   = "Fire";
   stateAllowImageChange[4]   = false;

   stateName[5]         = "Fire";
   stateTransitionOnTimeout[5]   = "Ready";
   stateTimeoutValue[5]      = 30;
   stateFire[5]         = true;
   stateSequence[5]      = "fire";
   stateScript[5]         = "onFire";
   stateWaitForTimeout[5]      = true;
   stateAllowImageChange[5]   = true;
   stateSound[5]              = spearFireSound;
};

function PokeballFlashImage::onCharge(%this, %obj, %slot)
{
   %obj.playthread(2, spearReady);
}

function PokeballFlashImage::onAbortCharge(%this, %obj, %slot)
{
   %obj.playthread(2, root);
}

function PokeballFlashImage::onFire(%this, %obj, %slot)
{
   %obj.playthread(2, spearThrow);
   Parent::onFire(%this, %obj, %slot);
}
function PokeballFlashProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
   echo(%this);
   echo(%obj);
   echo(%col);
   echo(%pos);
   %position = %pos;
   %radius = 20;
   InitContainerRadiusSearch(%position, %radius, $TypeMasks::ShapeBaseObjectType);

   %halfRadius = %radius / 2;

   while ((%targetObject = containerSearchNext()) != 0) {
      %coverage = calcExplosionCoverage(%position, %targetObject,
            $TypeMasks::InteriorObjectType |  $TypeMasks::TerrainObjectType |
            $TypeMasks::ForceFieldObjectType | $TypeMasks::VehicleObjectType);
            if (%coverage == 0)
              continue;

      %dist = containerSearchCurrRadiusDist();
        %distScale = (%dist < %halfRadius)? 1.0:
               1.0 - ((%dist - %halfRadius) / %halfRadius);

      if(%targetObject.getClassname() $= "Player" && %targetObject.client.team !$= "Cops" && %targetObject.client.isImprisoned !$= "1")
      {
         $Times = 0;
         whiteout(%targetObject);
      }
   }
}
function whiteout(%targetObject)
{
   %targetObject.setWhiteout(100000000000000);
   if($Times <= 2)
   {
   $Times++;
   Schedule(2000,0,"whiteOut",%targetObject);
   }
}

So you could throw it at people and shout GOTTA CATCH EM ALL!!

And then they get trapped in the curcle place thing

and then i can throw the ball again and shout


I CHOOSE YOU [player name]

and then i can get him to attack the host and make me admin.

So you could throw it at people and shout GOTTA CATCH EM ALL!!

And then they get trapped in the curcle place thing

and then i can throw the ball again and shout


I CHOOSE YOU [player name]

and then i can get him to attack the host and make me admin.
[size=99pt ]LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL!!!!!!!!!![/size ][/s]

User was banned for this post
« Last Edit: August 17, 2007, 01:51:21 PM by Badspot »


=D
You are one of the funniest people I know, first the 6 year old singing, now this!!!

Lulwin!



Yes. my life is now complete!
but the six year old singing was true.

[size=64pt ]OLOLLOOOOOLLOOOOOOOOO OLOOOOOOLLLL[/size ]

User was banned for this post
« Last Edit: August 17, 2007, 01:56:24 PM by Badspot »

lets try to stay on topic.
now spamer its not your scirpt, its your model.

Yes, since i suck at scripting, i would like it for when i throw the pokeball, it blinds people. the only thing wronge is that
the decal doesnt work.