Author Topic: Close  (Read 14133 times)

(BTW, when i dl'ed it i changed the model to the standard yellow rectangle
Cuboid.
And it's a square-based pyramid isn't it?

You copied the Shield code from the Dual Guns and sword pack and then Find Replaced "shield" with "shi". Then you say you made it all!

Also, from the Add-On Guidelines:
Quote
Do not overwrite existing add ons, especially the ones included with the game

Your mod overwrites mine, with the filename, and changes the sword mount code to mount your shield instead of mine. At least make a unique mod...

Weapon_Shield.cs - Your pack

Code: [Select]
datablock ShapeBaseImageData(shiFrontImage)
{
   // Basic Item properties
   shapeFile = "add-ons/inva/shi.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 1;
   offset = "0 0 0";
   eyeOffset = 0; //"0.7 1.2 -0.5";
   rotation = eulerToMatrix( "0 0 90" );
   scale = "3 3 3";
   offset = "0.5 0.1 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 = " ";
   ammo = " ";
   projectile = "gunProjectile";
   projectileType = "Projectile";

casing = "";
//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 = "0.196 0.196 0.196 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";
stateAllowImageChange[1]         = true;
stateSequence[1] = "Ready";

};

function SwordImage::onMount(%this,%obj,%slot)
{
 %obj.mountImage(shiFrontImage,1);
 %obj.playthread(0,"armreadyboth");
}

function CombatAXEImage::onMount(%this,%obj,%slot)
{
 %obj.mountImage(shiFrontImage,1);
 %obj.playthread(0,"armreadyboth");
}

function ZeroPointRifle1Image::onMount(%this,%obj,%slot)
{
 %obj.mountImage(shiFrontImage,1);
 %obj.playthread(0,"armreadyboth");
}

function ZeroPointRifle1Image::onUnMount(%this,%obj,%slot)
{
 if(%obj.getMountedImage(1) $= nametoID(shiFrontImage)){%obj.unmountimage(1);%obj.playthread(0,root);}
}

function CombatAXEImage::onUnMount(%this,%obj,%slot)
{
 if(%obj.getMountedImage(1) $= nametoID(shiFrontImage)){%obj.unmountimage(1);%obj.playthread(0,root);}
}


function SwordImage::onUnMount(%this,%obj,%slot)
{
 if(%obj.getMountedImage(1) $= nametoID(shiFrontImage)){%obj.unmountimage(1);%obj.playthread(0,root);}
}

package shiOverride
{
 function ProjectileData::damage(%this,%obj,%col,%fade,%pos,%normal)
 {
  if(%col.getMountedImage(1) !$= nametoID(shifrontimage) || (%col.getClassname() !$= "Player" && %col.getClassname() !$= "AIPlayer")){
  Parent::damage(%this,%obj,%col,%fade,%pos,%normal);return;
  }
  else
  {
   %damLoc = %col.getDamageLocation(%pos);
   if(getword(%pos, 2) > getword(%col.getWorldBoxCenter(), 2) - 3.3 || getword(%pos, 2) < getword(%col.getWorldBoxCenter(),2) - 4.4 || strstr(%damLoc, "left") $= "-1")
   {
    Parent::damage(%this,%obj,%col,%fade,%pos,%normal);return;
   }
   else
   {
    return;
   }
  }
 }
};
activatepackage(shiOverride);


Weapon_Shield.cs - Dual Guns and Shield pack

Code: [Select]
datablock ShapeBaseImageData(ShieldFrontImage)
{
   // Basic Item properties
   shapeFile = "base/data/shapes/brickweapon.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 1;
   offset = "0 0 0";
   eyeOffset = 0; //"0.7 1.2 -0.5";
   rotation = eulerToMatrix( "0 0 90" );
   scale = "3 3 3";
   offset = "0.5 0.1 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 = " ";
   ammo = " ";
   projectile = "gunProjectile";
   projectileType = "Projectile";

casing = "";
//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 = "0.196 0.196 0.196 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";
stateAllowImageChange[1]         = true;
stateSequence[1] = "Ready";

};

function SwordImage::onMount(%this,%obj,%slot)
{
 %obj.mountImage(ShieldFrontImage,1);
 %obj.playthread(0,"armreadyboth");
}

function SwordImage::onUnMount(%this,%obj,%slot)
{
 if(%obj.getMountedImage(1) $= nametoID(ShieldFrontImage)){%obj.unmountimage(1);%obj.playthread(0,root);}
}

package ShieldOverride
{
 function ProjectileData::damage(%this,%obj,%col,%fade,%pos,%normal)
 {
  if(%col.getMountedImage(1) !$= nametoID(shieldfrontimage) || (%col.getClassname() !$= "Player" && %col.getClassname() !$= "AIPlayer")){
  Parent::damage(%this,%obj,%col,%fade,%pos,%normal);return;
  }
  else
  {
   %damLoc = %col.getDamageLocation(%pos);
   if(getword(%pos, 2) > getword(%col.getWorldBoxCenter(), 2) - 3.3 || getword(%pos, 2) < getword(%col.getWorldBoxCenter(),2) - 4.4 || strstr(%damLoc, "left") $= "-1")
   {
    Parent::damage(%this,%obj,%col,%fade,%pos,%normal);return;
   }
   else
   {
    return;
   }
  }
 }
« Last Edit: September 22, 2007, 12:11:06 PM by Space Guy »

i am very impressed the weapons are very smooth and they have all there very own little symbols and stuff i donno if your taking ratings but 10/10 man this is a great mod

CHOAS!
[/color]
Weapons In Chaos:
Rail Gun
Healing Gun
Pistol
Dual machine guns
Zero Point Rifle with shield
Teleporting Gun
ShotGun
The Darkness
Flamer
INVA Rifle

PlayerModes:
Infection - Darkness Zombies
Chaos - God times 500
Super Sonic - 500 MPH

Sounds awesome!
btw on the title Chaos is spelled Choas