Author Topic: Editing Weapons [No Problems Currently]  (Read 1893 times)

I've been editing some weapons for a server/project im doing. Is the bolded line the color of the weapon? If so, what are the decimals for a golden color, if not, where do i change the color.

{
datablock ItemData(dwarvenWarAxeItem)
{
        category = "Weapon";  // Mission editor category
        className = "Weapon"; // For inventory system
        shapeFile = "./shapes/WarAxe.dts";
        mass = 1;
        density = 0.2;
        elasticity = 0.2;
        friction = 0.6;
        emap = true;
        uiName = "Dwarven WarAxe";
        iconName = "";
        doColorShift = true;
        colorShiftColor = "0.4 0.2 0 1";
        image = dwarvenWarAxeImage;
        canDrop = true;
};
}
« Last Edit: July 15, 2013, 01:08:34 PM by MrLoganator111 »

It's the RGBA of a color - go to the Avatar options and click on Colorset. Play around with the sliders until you find a color you like.

Oh thanks! Ill edit this telling u how it goes.

EDIT: Works great. Thanks Xalos. I might have another question or 2 in a little while.
« Last Edit: July 11, 2013, 11:28:53 AM by MrLoganator111 »

What is the line called that tells how fast the weapon swings? In other words, delay between swings.

EDIT: Figured it out thanks to Pacnet2013!
« Last Edit: July 11, 2013, 12:26:25 PM by MrLoganator111 »

I want this lightning spell thing to be "full-auto" and shoot fast so it looks almost like 1 continuous attack. I've copied what another "full auto" spell has for this part but its still shooting slowly. Any help?

Code: [Select]
stateName[0]                   = "Activate";
stateTimeoutValue[0]           = 0.1;
stateTransitionOnTimeout[0]    = "Ready";
stateSound[0]                  = LightningZapSound;

stateName[1]                   = "Ready";
stateTransitionOnTriggerDown[1]= "Fire";
stateAllowImageChange[1]       = true;
stateEmitter[1]                = LightningAmbientEmitter;
stateEmitterTime[1]            = 600;

stateName[2]                   = "Fire";
stateTransitionOnTimeout[2]    = "Fire";
stateTransitionOnTriggerUp[2]  = "Ready";
stateTimeoutValue[2]           = 0.1;
stateFire[2]                   = true;
stateAllowImageChange[2]       = false;
stateScript[2]                 = "onFire";
stateWaitForTimeout[2]         = false;
stateSound[2]                  = LightningZapSound;
};
« Last Edit: July 11, 2013, 05:53:55 PM by MrLoganator111 »

make the timeout values even lower like 0.01

make the timeout values even lower like 0.01
Nothing changes. Its still the original fire rate, except that I can press and hold my left mouse and it keeps firing with a delay of about 1 second. Come to my Non-Dedicated server if you can. It would be easier to talk there. Server's down now =(

EDIT: If it changes anything the weapon is Magic - Lightning from the Elemental Spells pack.
« Last Edit: July 11, 2013, 11:34:12 PM by MrLoganator111 »



Bumpity Bump I really need this.

As far as i can see, that should be working.

By changing the timeout, it should not of made it fully automatic, which makes me think that your doing something silly. You are restarting blockland after each change, right?

As far as i can see, that should be working.

By changing the timeout, it should not of made it fully automatic, which makes me think that your doing something silly. You are restarting blockland after each change, right?
Yup i am. Ill attach the script for the weapon to this post.

Took one look at the script, delete this under function LightningImage::onFire(%this, %obj, %slot)
Code: [Select]
if(%obj.lst[%this] > getSimTime())
{
return;
}
%obj.lst[%this] = getSimTime() + 1000;

Come on, that was obvious. You should have posted anything related to time in the script. I assumed that you would have at least looked through the script before asking for help.

Took one look at the script, delete this under function LightningImage::onFire(%this, %obj, %slot)
Code: [Select]
if(%obj.lst[%this] > getSimTime())
{
return;
}
%obj.lst[%this] = getSimTime() + 1000;

Come on, that was obvious. You should have posted anything related to time in the script. I assumed that you would have at least looked through the script before asking for help.
Yes! It works! Ty so much. Now i just need to make/find a new sound so it doesn't hurt my ears! lol.