I have 0 knowledge of torque.
Below is my edited version of the old Taser, which is an edit of IBan's CityRPG taser.
//tasergun - Whites out then tumbles the player.
datablock AudioProfile(taserExplosionSound)
{
filename = "./bulletHit.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(taserFireSound)
{
filename = "./gunShot1.wav";
description = AudioClosest3d;
preload = true;
};
//arrow trail
datablock ParticleData(taserTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 2000;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = false;
animateTexture = false;
//framesPerSec = 1;
textureName = "base/data/particles/ring";
//animTexName = "~/data/particles/dot";
// Interpolation variables
colors[0] = "1 1 1 0.2";
colors[1] = "1 1 1 0.0";
sizes[0] = 0.2;
sizes[1] = 0.01;
times[0] = 0.0;
times[1] = 1.0;
};
datablock ParticleEmitterData(taserTrailEmitter)
{
ejectionPeriodMS = 2;
periodVarianceMS = 0;
ejectionVelocity = 0; //0.25;
velocityVariance = 0; //0.10;
ejectionOffset = 0;
thetaMin = 0.0;
thetaMax = 90.0;
particles = taserTrailParticle;
};
//effects
datablock ParticleData(taserExplosionParticle)
{
dragCoefficient = 5;
gravityCoefficient = 0.1;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 300;
textureName = "base/data/particles/chunk";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0] = "0.9 0.9 0.6 0.9";
colors[1] = "0.9 0.5 0.6 0.0";
sizes[0] = 0.25;
sizes[1] = 0.0;
};
datablock ParticleEmitterData(taserExplosionEmitter)
{
ejectionPeriodMS = 7;
periodVarianceMS = 0;
ejectionVelocity = 5;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "taserExplosionParticle";
};
datablock ExplosionData(taserExplosion)
{
//explosionShape = "";
soundProfile = taserExplosionSound;
lifeTimeMS = 150;
particleEmitter = taserExplosionEmitter;
particleDensity = 10;
particleRadius = 0.2;
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("taserDirect", '<bitmap:add-ons/Weapon_Gun/CI_gun> %1', '%2 <bitmap:add-ons/Weapon_Gun/CI_gun> %1',1,1);
datablock ProjectileData(taserProjectile)
{
projectileShapeName = "./projectile_hookshot.dts";
directDamage = 0;
directDamageType = $DamageType::taserDirect;
radiusDamage = 0;
damageRadius = 0;
radiusDamageType = $DamageType::taserDirect;
explosion = taserExplosion;
particleEmitter = taserTrailEmitter;
muzzleVelocity = 100;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 750;
fadeDelay = 3500;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = true;
gravityMod = 0.2;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
};
//////////
// item //
//////////
datablock ItemData(taserItem)
{
cost = 600;
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./taser.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Taser";
iconName = "./icon_gun";
doColorShift = true;
colorShiftColor = "0.898039 0.898039 0.000000 1.000000";
// Dynamic properties defined by the scripts
image = taserImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(taserImage)
{
// Basic Item properties
shapeFile = "./taser.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 = taserItem;
ammo = " ";
projectile = taserProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
doColorShift = true;
colorShiftColor = taserItem.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";
stateSequence[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
stateName[2] = "Fire";
stateTransitionOnTimeout[2] = "Reload";
stateTimeoutValue[2] = 0.5;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateSound[2] = taserFireSound;
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] = 0.5;
stateAllowImageChange[5] = false;
stateWaitForTimeout[5] = true;
//stateSequence[5] = "Reload";
stateScript[5] = "onStopFire";
};
function taserProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
if(%col.getclassname() $= "Player"){
if(!minigamecandamage(%obj, %col) || %col.taserned == 1){
echo("Cant damage or is taserned");
return;
}
if(%col.police == 1){
messageclient(%client,"","You cannot taser police officers.");
return;
}
%col.cantdie = 1;
%newvec = %col.getvelocity();
%newvec = VectorAdd(%vec, "8 8 8");
%col.setvelocity(%newvec);
tumble(%col, 15000);
%col.setwhiteout(1.2);
schedule(3500,0,"Throb",%col);
%col.playthread(2, armattack);
schedule(5000,0,"Detwitch",%col);
%col.taserned = 1;
schedule(4000,0,"Detaser",%col);
%col.undie = schedule(15000,0,"Undie",%col);
}
}
function ServerCmdTumbleMe(%client)
{
%col = %client.player;
%newvec = %col.getvelocity();
%newvec = VectorAdd(%vec, "8 8 8");
%col.setvelocity(%newvec);
tumble(%col, 9999999999999999999999);
%col.setwhiteout(1.2);
schedule(3500,0,"Throb",%col);
}
function Throb(%obj, %inc)
{
%obj.setwhiteout(0.25);
if(%inc == 6)
{
return;
}
schedule(3000,0,"Throb",%obj,%inc + 1);
}
function detwitch(%obj)
{
%obj.playthread(2, root);
}
function Detaser(%obj)
{
%obj.taserned = 0;
}
function Undie(%obj)
{
%obj.cantdie = 0;
}
This caught my eye. How do I change it so it checks if player is in the same team and can't taser them?
if(%col.police == 1){
messageclient(%client,"","You cannot taser police officers.");
return;
}
And no this isn't going to be a public add-on, so ignore any other things, like that it uses the default gun sounds/icon/mesh.