Author Topic: I need help fixing this QQ glitch.  (Read 1789 times)

I tried preventing the QQ glitch in this revolver before but it just doesn't seem to work. Can anyone help?

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// Sound

datablock AudioProfile(sfRevolverShotSound)
{
   filename    = "./revolverShot.wav";
   description = AudioClose3d;
   preload = true;
};

if(!isObject(bulletHitSound))
{
   datablock AudioProfile(bulletHitSound)
   {
      filename    = "add-ons/Weapon_Gun/bulletHit.wav";
      description = AudioClose3d;
      preload = true;
   };
}

//-----------------------------------------------------------------------------
// Muzzle Flash

datablock ParticleData(sfRevolverFlashParticle)
{
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]     = "0.9 0.9 0.0 0.9";
colors[1]     = "0.9 0.5 0.0 0.0";
sizes[0]      = 0.5;
sizes[1]      = 1.0;

useInvAlpha = false;
};

datablock ParticleEmitterData(sfRevolverFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "sfRevolverFlashParticle";
};

datablock ParticleData(sfRevolverSmokeParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.5 0.5 0.5 0.9";
colors[1]     = "0.5 0.5 0.5 0.0";
sizes[0]      = 0.15;
sizes[1]      = 0.15;

useInvAlpha = false;
};
datablock ParticleEmitterData(sfRevolverSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "sfRevolverSmokeParticle";
};

//-----------------------------------------------------------------------------
// Explosion  Particles

datablock ParticleData(sfRevolverExplosionParticle)
{
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(sfRevolverExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "sfRevolverExplosionParticle";
};

datablock ParticleData(sfRevolverExplosionRingParticle)
{
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 1 0.0 0.9";
colors[1]     = "0.9 0.0 0.0 0.0";
sizes[0]      = 1;
sizes[1]      = 0;

useInvAlpha = false;
};

datablock ParticleEmitterData(sfRevolverExplosionRingEmitter)
{
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 = "sfRevolverExplosionRingParticle";
};

//-----------------------------------------------------------------------------
// Explosion

datablock ExplosionData(sfRevolverExplosion)
{
   //explosionShape = "";
soundProfile = bulletHitSound;

   lifeTimeMS = 150;

   particleEmitter = sfRevolverExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = sfRevolverExplosionRingEmitter;

   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";
};

//-----------------------------------------------------------------------------
// Projectile

AddDamageType("sfRevolver", '<bitmap:add-ons/Weapon_SFRevolver/CI_sfRevolver> %1', '%2 <bitmap:add-ons/Weapon_SFRevolver/CI_sfRevolver> %1', 0.2, 1);

datablock ProjectileData(sfRevolverProjectile)
{
   projectileShapeName = "add-ons/Weapon_Gun/bullet.dts";
   directDamage        = 50;
   directDamageType    = $DamageType::SFRevolver;
   radiusDamageType    = $DamageType::SFRevolver;

   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           = sfrevolverExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;

   muzzleVelocity      = 200;
   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";

};

//-----------------------------------------------------------------------------
// Item

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

// Basic Item Properties
shapeFile = "./revolver.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Revolver";
iconName = "./icon_sfRevolver";
doColorShift = false;

// Dynamic properties defined by the scripts
image = sfRevolverImage;
canDrop = true;
};

//-----------------------------------------------------------------------------
// Weapon Image

datablock ShapeBaseImageData(sfRevolverImage)
{
   // Basic Item properties
   shapeFile = "./revolver.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 = sfRevolverProjectile;
   projectileType = Projectile;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
minShotTime = 1000;   //minimum time allowed between shots (needed to prevent equip/dequip exploit)


   doColorShift = false;

   //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";
stateTransitionOnTimeout[2]      = "Smoke";
stateTimeoutValue[2]             = 0.14;
stateFire[2]                     = true;
stateAllowImageChange[2]         = false;
stateSequence[2]                 = "Fire";
stateScript[2]                   = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = sfRevolverFlashEmitter;
stateEmitterTime[2] = 0.06;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = sfRevolverShotSound;
stateEjectShell[2]               = true;

stateName[3]                     = "Smoke";
stateEmitter[3] = sfRevolverSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]             = 0.5;
stateTransitionOnTimeout[3]      = "Reload";

stateName[4] = "Reload";
stateSequence[4]                 = "Reload";
stateTransitionOnTriggerUp[4]    = "Ready";
stateSequence[4]         = "Ready";

};

//-----------------------------------------------------------------------------
// Script

function SFRevolverImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
%projectile = %this.projectile;
%spread = 0.00185;
%shellcount = 1;

for(%shell=0; %shell<%shellcount; %shell++)
{
%vector = %obj.getMuzzleVector(%slot);
%objectVelocity = %obj.getVelocity();
%vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
%velocity = VectorAdd(%vector1,%vector2);
%x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%velocity = MatrixMulVector(%mat, %velocity);

%p = new (%this.projectileType)()
{
dataBlock = %projectile;
initialVelocity = %velocity;
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
MissionCleanup.add(%p);
}
return %p;
}

What exactly is a QQ glitch?

What exactly is a QQ glitch?
When someone un-equisp and re-equips something to get past shots per second penalty

It's annoying with a 2 hit kill weapon that was not at all meant for speed.

Set
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stateTimeoutValue[0] = ??;To the delay you want the user to have before he can shoot after a weapon switch

Set
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stateTimeoutValue[0] = ??;To the delay you want the user to have before he can shoot after a weapon switch

How much would like one second be?

Also what section is that in so I can look for it easier without scanning every single line.

How much would like one second be?

Also what section is that in so I can look for it easier without scanning every single line.
It's measured in ms, so 1000

Hint, it's not in one of the sections that deal with a particle datablock. Seriously, that part of the code isn't helpful and stretches the OP out by at least 5 times its length

I tried this but it never worked as well.

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minShotTime = 1000;   //minimum time allowed between shots (needed to prevent equip/dequip exploit)

replace
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stateTimeoutValue[0]             = 0.15;with
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stateTimeoutValue[0]             = 1;for a 1 second delay.