I have this code for a ranged laser gun called the "BZLP". (BotZone Laser Pistol) However, there are some errors in-game I have encountered while testing it. The following errors are as follows:
- The projectile fires from the model's mountPoint instead of the muzzlePoint.
The projectile's effect is invisible when it is fired. FixedAlthough the weapon has its own sound that plays when the projectile hits something, it plays the default gun's hit sound instead. FixedThe weaponSwitch sound is played every time the weapon is fired. FixedThe weapon rapid-fires when the button is held down, which I don't want it to do. Fixed
//BZLP.cs
//audio
datablock AudioProfile(BZLPFireSound)
{
filename = "./BZLPFire.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(BZLPHitSound)
{
filename = "./BZLPHit.wav";
description = AudioClose3d;
preload = true;
};
//trail
datablock ParticleData(BZLPTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 50;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;
textureName = "base/data/particles/dot";
//animTexName = " ";
// Interpolation variables
colors[0] = "1 0.0 0.0 0.0";
colors[1] = "1 0.0 0.0 0.5";
sizes[0] = 0.15;
sizes[1] = 0.25;
//times[0] = 0.5;
//times[1] = 0.5;
};
datablock ParticleEmitterData(BZLPTrailEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 0; //0.25;
velocityVariance = 0; //0.10;
ejectionOffset = 0;
thetaMin = 0.0;
thetaMax = 90.0;
particles = BZLPTrailParticle;
useEmitterColors = true;
uiName = "BZ Laser Pistol Trail";
};
//muzzle flash effects
datablock ParticleData(BZLPFlashParticle)
{
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] = "1 0.0 0.0 0.0";
colors[1] = "1 0.0 0.0 0.5";
sizes[0] = 0.5;
sizes[1] = 1.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(BZLPFlashEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "BZLPFlashParticle";
uiName = "BZ Laser Pistol Flash";
};
datablock ParticleData(BZLPExplosionParticle)
{
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(BZLPExplosionEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 2;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "BZLPExplosionParticle";
useEmitterColors = true;
uiName = "BZ Laser Pistol Hit Dust";
};
datablock ParticleData(BZLPExplosionRingParticle)
{
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 0.0 0.0 0.0";
colors[1] = "1 0.0 0.0 0.5";
sizes[0] = 1;
sizes[1] = 0;
useInvAlpha = false;
};
datablock ParticleEmitterData(BZLPExplosionRingEmitter)
{
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 = "BZLPExplosionRingParticle";
useEmitterColors = true;
uiName = "BZ Laser Pistol Hit Flash";
};
datablock ExplosionData(BZLPExplosion)
{
//explosionShape = "";
soundProfile = BZLPHitSound;
lifeTimeMS = 150;
particleEmitter = BZLPExplosionEmitter;
particleDensity = 5;
particleRadius = 0.2;
emitter[0] = BZLPExplosionRingEmitter;
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("BZLP", '<bitmap:add-ons/Weapon_BZWeaponPack/CI_BZLP> %1', '%2 <bitmap:add-ons/Weapon_BZWeaponPack/CI_BZLP> %1',0.2,1);
datablock ProjectileData(BZLPProjectile)
{
projectileShapeName = "base/data/shapes/empty.dts";
directDamage = 30;
directDamageType = $DamageType::BZLP;
radiusDamageType = $DamageType::BZLP;
brickExplosionRadius = 0;
brickExplosionImpact = true; //destroy a brick if we hit it directly?
brickExplosionForce = 10;
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 = BZLPExplosion;
particleEmitter = BZLPTrailEmitter;
muzzleVelocity = 90;
velInheritFactor = 1;
armingDelay = 00;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = false;
gravityMod = 0.0;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
uiName = "BZ Laser Pistol Laser";
};
//////////
// item //
//////////
datablock ItemData(BZLPItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./BZLP.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "BZ Laser Pistol";
iconName = "./Icon_BZLP";
doColorShift = true;
colorShiftColor = "0.25 0.25 0.25 1.000";
// Dynamic properties defined by the scripts
image = BZLPImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(BZLPImage)
{
// Basic Item properties
shapeFile = "./BZLP.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 = BZLPProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
doColorShift = true;
colorShiftColor = BZLPItem.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";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
stateSequence[1] = "Ready";
stateName[2] = "Fire";
stateTransitionOnTriggerUp[2] = "Ready";
stateTimeoutValue[2] = 0.14;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = BZLPFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = BZLPFireSound;
stateName[4] = "Reload";
stateSequence[4] = "Reload";
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "Ready";
};
function BZLPImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
}
Although I know what some of this script means, I am not an advanced scripter. I basically took the default gun's script and edited, renamed and deleted everything necessary.
I do not want this script copied and corrected. I just want someone to point out the errors and tell me what to do to correct them myself.