Thanks in advance to all who will help.
I'm getting my feet wet and have little idea what I'm doing. Forgive the incompetence of a newbie.
Ok, I've been toying around with the bow, including taking out all the emitters and stuff; pure weapon now. Bow still overwrites it even after I've eliminated all ties to the bow as far as I know. What the devil am I missing?
//PlethBow.cs
//bow and arrow weapon stuff
//projectile
AddDamageType("PlethArrowDirect", '<bitmap:add-ons/Weapon_PlethBow/CI_Pletharrow> %1', '%2 <bitmap:add-ons/Weapon_PlethBow/CI_Pletharrow> %1',0.5,1);
datablock ProjectileData(arrowProjectile)
{
projectileShapeName = "./Pletharrow.dts";
directDamage = 40;
directDamageType = $DamageType::PlethArrowDirect;
radiusDamage = 10;
damageRadius = 100;
radiusDamageType = $DamageType::PlethArrowDirect;
explodeOnPlayerImpact = false;
explodeOnDeath = false;
armingDelay = 10000;
lifetime = 10000;
fadeDelay = 10000;
isBallistic = true;
bounceAngle = 0; //stick almost all the time
minStickVelocity = 1.0;
bounceElasticity = 5.0;
bounceFriction = 0.3;
gravityMod = 0.65;
hasLight = true;
lightRadius = 3.0;
lightColor = "9 0 0";
muzzleVelocity = 99.0;
velInheritFactor = 1;
uiName = "Pleth Arrow";
};
//////////
// item //
//////////
datablock ItemData(PlethBowItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./Plethbow.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Pleth Bow";
iconName = "./icon_Plethbow";
doColorShift = true;
colorShiftColor = "0.400 0.196 0 1.000";
// Dynamic properties defined by the scripts
image = PlethbowImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(PlethbowImage)
{
// Basic Item properties
shapeFile = "./Plethbow.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 10" );
// 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 = PlethBowItem;
ammo = " ";
projectile = arrowProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
doColorShift = true;
colorShiftColor = PlethBowItem.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] = 0.5;
stateTransitionOnTimeout[0] = "Ready";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
stateName[2] = "Fire";
stateTransitionOnTimeout[2] = "Reload";
stateTimeoutValue[2] = 0.05;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateSound[2] = PlethbowFireSound;
stateName[3] = "Reload";
stateSequence[3] = "Reload";
stateAllowImageChange[3] = false;
stateTimeoutValue[3] = 0.5;
stateWaitForTimeout[3] = true;
stateTransitionOnTimeout[3] = "Check";
stateName[4] = "Check";
stateTransitionOnTriggerUp[4] = "StopFire";
stateTransitionOnTriggerDown[4] = "Fire";
stateName[5] = "StopFire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.2;
stateAllowImageChange[5] = false;
stateWaitForTimeout[5] = true;
//stateSequence[5] = "Reload";
stateScript[5] = "onStopFire";
};