datablock AudioProfile(DubstepRifleShot1Sound)
{
filename = "./Shoot.wav";
description = AudioCloseLooping3D;
preload = true;
};
datablock AudioProfile(DubstepRifleCharge)
{
filename = "./Charge.wav";
description = AudioCloseLooping3D;
preload = true;
};
//muzzle flash effects
datablock ParticleData(DubstepRifleFlashParticle)
{
dragCoefficient = 2;
gravityCoefficient = 1;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 15;
textureName = "base/data/particles/thinring";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0 0.96 0.11 0.9";
colors[1] = "0 0.96 0.11 0.9";
sizes[0] = 1;
sizes[1] = 2;
useInvAlpha = true;
};
datablock ParticleEmitterData(DubstepRifleFlashEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "DubstepRifleFlashParticle";
uiName = "DubstepRifle Flash";
};
datablock ParticleData(DubstepRifleSmallFlashParticle)
{
dragCoefficient = 2;
gravityCoefficient = 1;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 25;
textureName = "base/data/particles/thinring";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0 0.96 0.11 0.9";
colors[1] = "0 0.96 0.11 0.9";
sizes[0] = 0.5;
sizes[1] = 1;
useInvAlpha = true;
};
datablock ParticleEmitterData(DubstepRifleSmallFlashEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "DubstepRifleSmallFlashParticle";
uiName = "DubstepRifle Small Flash";
};
datablock ParticleData(DubstepRifleExplosionParticle)
{
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 0.96 0.11 0.9";
colors[1] = "0 0.96 0.11 0.9";
sizes[0] = 0.5;
sizes[1] = 0.75;
useInvAlpha = true;
};
datablock ParticleEmitterData(DubstepRifleExplosionEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 2;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "DubstepRifleExplosionParticle";
useEmitterColors = true;
uiName = "DubstepRifle Hit Dust";
};
datablock ParticleData(DubstepRifleExplosionRingParticle)
{
dragCoefficient = 1;
gravityCoefficient = 0;
inheritedVelFactor = 0;
constantAcceleration = 1;
lifetimeMS = 750;
lifetimeVarianceMS = 50;
textureName = "base/data/particles/thinring";
spinSpeed = 100;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0 0.96 0.11 0.9";
colors[1] = "0 0.96 0.11 0.9";
sizes[0] = 0.2;
sizes[1] = 0.4;
useInvAlpha = true;
};
datablock ParticleEmitterData(DubstepRifleExplosionRingEmitter)
{
lifeTimeMS = 50;
ejectionPeriodMS = 0;
periodVarianceMS = 0;
ejectionVelocity = 0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 5;
thetaMax = 10;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "DubstepRifleExplosionRingParticle";
useEmitterColors = true;
uiName = "DubstepRifle Hit Flash";
};
datablock ExplosionData(DubstepRifleExplosion)
{
//explosionShape = "";
lifeTimeMS = 150;
particleEmitter = DubstepRifleExplosionEmitter;
particleDensity = 5;
particleRadius = 0.2;
emitter[0] = DubstepRifleExplosionEmitter;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = true;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "1.0 1.0 1.0";
camShakeDuration = 0.5;
camShakeRadius = 3.0;
// Dynamic light
lightStartRadius = 0;
lightEndRadius = 2;
lightStartColor = "0.3 0.6 0.7";
lightEndColor = "0 0 0";
};
AddDamageType("DubstepRifle", '<bitmap:add-ons/Weapon_DubstepRifle/CI_gun> %1', '%2 <bitmap:add-ons/Weapon_DubstepRifle/CI_gun> %1',0.2,1);
datablock ProjectileData(DubstepRifleProjectile)
{
projectileShapeName = "./bullet.dts";
directDamage = 15;
directDamageType = $DamageType::DubstepRifle;
radiusDamageType = $DamageType::DubstepRifle;
brickExplosionRadius = 1;
brickExplosionImpact = true; //destroy a brick if we hit it directly?
brickExplosionForce = 25;
brickExplosionMaxVolume = 7; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 7; //max volume of bricks that we can destroy if they aren't connected to the ground
impactImpulse = 750;
verticalImpulse = 750;
explosion = DubstepRifleExplosion;
particleEmitter = DubstepRifleExplosionRingEmitter;
muzzleVelocity = 100;
velInheritFactor = 1;
armingDelay = 00;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = false;
gravityMod = 0.0;
hasLight = true;
lightRadius = 3.0;
lightColor = "0 0 0.5";
uiName = "";
};
//////////
// item //
//////////
datablock ItemData(DubstepRifleItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./DubstepRifle.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Dubstep Rifle MK-1";
iconName = "./Icon";
doColorShift = true;
colorShiftColor = "0.25 0.25 0.25 1.000";
// Dynamic properties defined by the scripts
image = DubstepRifleImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(DubstepRifleImage)
{
// Basic Item properties
shapeFile = "./DubstepRifle.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 = DubstepRifleProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
doColorShift = true;
colorShiftColor = DubstepRifleItem.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] = "Charge";
stateAllowImageChange[1] = true;
stateSequence[1] = "Ready";
stateName[2] ="Charge";
stateTransitionOnTimeout[2] = "Fire";
stateTimeoutValue[2] = 1.86;
stateWaitForTimeout[2] = true;
stateSound[2] = DubstepRifleCharge;
stateEmitter[2] = DubstepRifleSmallFlashEmitter;
stateEmitterTime[2] = 1.5;
stateTransitionOnTriggerUp[2] = "Ready";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Fire";
stateTransitionOnTriggerUp[3] = "Ready";
stateTimeoutValue[3] = 0.07;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateWaitForTimeout[3] = true;
stateEmitter[3] = DubstepRifleFlashEmitter;
stateEmitterTime[3] = 0.1;
stateEmitterNode[3] = "muzzleNode";
stateSound[3] = DubstepRifleShot1Sound;
stateName[4] = "Reload";
stateTransitionOnTriggerDown[4] = "Fire";
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "Ready";
};
The weapon works fine and all, but the sound isn't 3d. It plays at the same volume even if are far away from the weapon, then simply cuts off at a certain distance. I really need it to be 3d.