Author Topic: My weapon fires from the mountPoint instead of the muzzlePoint?  (Read 1943 times)

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. Fixed
  • Although the weapon has its own sound that plays when the projectile hits something, it plays the default gun's hit sound instead. Fixed
  • The weaponSwitch sound is played every time the weapon is fired. Fixed
  • The weapon rapid-fires when the button is held down, which I don't want it to do. Fixed
Code: [Select]
//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.
« Last Edit: December 14, 2012, 10:35:06 AM by Isaac Fox »

Code: [Select]

datablock ExplosionData(BZLPExplosion)
{
   //explosionShape = "";
soundProfile = bulletHitSound;
make that
Code: [Select]

datablock ExplosionData(BZLPExplosion)
{
   //explosionShape = "";
soundProfile = BZLPHitSound;
I cannot help you with the other problems I'm sorry.

Code: [Select]
stateEmitterNode[2] = "muzzleNode";Wrong name.

Code: [Select]
   projectileShapeName = "base/data/shapes/empty.dts";Empty model = no model

Code: [Select]
stateTransitionOnTimeout[2]     = "Smoke";You have not defined a state with the name "Smoke".

Code: [Select]

datablock ExplosionData(BZLPExplosion)
{
   //explosionShape = "";
soundProfile = bulletHitSound;
make that
Code: [Select]

datablock ExplosionData(BZLPExplosion)
{
   //explosionShape = "";
soundProfile = BZLPHitSound;
I cannot help you with the other problems I'm sorry.

Thanks. Fixed.

Code: [Select]
stateEmitterNode[2] = "muzzleNode";Wrong name.

What exactly is the "wrong name"? I changed the "muzzleNode" to "mountNode", but that didn't fix anything.

Code: [Select]
  projectileShapeName = "base/data/shapes/empty.dts";Empty model = no model

The projectile isn't supposed to have a visible model. It's just meant to be an effect, like most other laser weapon add-ons.

Code: [Select]
stateTransitionOnTimeout[2]     = "Smoke";You have not defined a state with the name "Smoke".

What exactly do I do with this and what does it fix? Or, is this line just a waste of space?

What exactly is the "wrong name"? I changed the "muzzleNode" to "mountNode", but that didn't fix anything.
Your bone in Blender is called "muzzlePoint" not "muzzleNode".

The projectile isn't supposed to have a visible model. It's just meant to be an effect, like most other laser weapon add-ons.
Code: [Select]
   particleEmitter     = ""; //BZLPTrailEmitter;The projectile doesn't have an emitter.

What exactly do I do with this and what does it fix? Or, is this line just a waste of space?
I'd change it to "Ready" and see what happens. That state is called after the timeout.

Your bone in Blender is called "muzzlePoint" not "muzzleNode".

Changed, but nothing's fixed.

Code: [Select]
   particleEmitter     = ""; //BZLPTrailEmitter;The projectile doesn't have an emitter.

How do I correct this?

I'd change it to "Ready" and see what happens. That state is called after the timeout.

This made me realize another issue. The weapon keeps firing when the button is held down, which I don't want it to do. This fixed the weaponSwitch sound playing when the weapon fires issue, but it made the firing on button hold more rapid.

Code: [Select]
   particleEmitter     = BZLPTrailEmitter;The projectile now has an emitter


This made me realize another issue. The weapon keeps firing when the button is held down, which I don't want it to do. This fixed the weaponSwitch sound playing when the weapon fires issue, but it made the firing on button hold more rapid.
Code: [Select]
stateTransitionOnTimeout[2]     = "ready";Replace that OnTimeout with OnTriggerUp

Code: [Select]
  particleEmitter     = BZLPTrailEmitter;The projectile now has an emitter
Code: [Select]
stateTransitionOnTimeout[2]     = "ready";Replace that OnTimeout with OnTriggerUp

Thanks! Projectile visibility, the weaponSwitch sound and the non-rapid-firing are all fixed!

Just one more error remains...
« Last Edit: December 12, 2012, 05:05:35 PM by Isaac Fox »

correctMuzzleVector = true;


I'm fairly sure that's your problem.

correctMuzzleVector = true;


I'm fairly sure that's your problem.

Changed to "false", but it didn't fix anything.

Post/PM the DTS so I can look at the object names.

You exported the armatures, not the bones. As far as I know armatures are things that Blender uses to manipulate bones. Bones are separate things that games use. When exporting objects deselect the armatures and make sure you have selected the mountPoint and muzzlePoint.
« Last Edit: December 13, 2012, 09:46:32 AM by Demian »

You exported the armatures, not the bones. As far as I know armatures are things that Blender uses to manipulate bones. Bones are separate things that everything else uses. When exporting objects deselect the armatures and make sure you have selected the mountPoint and muzzlePoint.

I did select the mountPoint and muzzlePoint, and deselected the armatures.

I did select the mountPoint and muzzlePoint, and deselected the armatures.
They aren't in the DTS file you sent me.