Author Topic: weapon help  (Read 1165 times)

i made this code for my first weapon but it doesnt work.....it shows up in the list and all that but i cannot spawn it.....here is the code if you want to have a look at it

//<dinamite>.cs


datablock AudioProfile(<dinamite>ExplosionSound)
{
   filename    = "./sound/"bomb-02.wav;
   description = AudioClose3d;
   preload = false;
};

datablock AudioProfile(<dinamite>FireSound)
{
   filename    = "./sound/"bomb.wav;
   description = AudioClose3d;
   preload = true;
};


//<dinamite> trail
datablock ParticleData(<dinamite>TrailParticle)
{
   dragCoefficient      = 3.0;
   windCoefficient      = 0.0;
   gravityCoefficient   = 0.0;
   inheritedVelFactor   = 0.0;
   constantAcceleration   = 0.0;
   lifetimeMS      = 600;
   lifetimeVarianceMS   = 0;
   spinSpeed      = 10.0;
   spinRandomMin      = -50.0;
   spinRandomMax      = 50.0;
   useInvAlpha      = true;
   animateTexture      = false;
   //framesPerSec      = 1;

   textureName      = "base/data/particles/ring";
   //animTexName      = " ";

   // Interpolation variables
   colors[0]   = "0.75 0.75 0.75 0.3";
   colors[1]   = "0.75 0.75 0.75 0.2";
   colors[2]   = "1 1 1 0.0";
   sizes[0]   = 0.15;
   sizes[1]   = 0.35;
   sizes[2]   = 0.05;
   times[0]   = 0.0;
   times[1]   = 0.1;
   times[2]   = 1.0;
};

datablock ParticleEmitterData(<dinamite>TrailEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 0;

   ejectionVelocity = 0; //0.25;
   velocityVariance = 0; //0.10;

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = <dinamite>TrailParticle;
};


//effects
datablock ParticleData(<dinamite>ExplosionParticle)
{
   dragCoefficient      = 3.0;
   windCoefficient      = 0.0;
   gravityCoefficient   = 0.5;
   inheritedVelFactor   = 0.0;
   constantAcceleration   = 0.0;
   lifetimeMS      = 900;
   lifetimeVarianceMS   = 300;
   spinSpeed      = 10.0;
   spinRandomMin      = -50.0;
   spinRandomMax      = 50.0;
   useInvAlpha      = true;
   animateTexture      = false;
   //framesPerSec      = 1;

   textureName      = "base/data/particles/cloud";
   //animTexName      = "~/data/particles/cloud";

   // Interpolation variables
   colors[0]   = "0.3 0.3 0.2 0.9";
   colors[1]   = "0.2 0.2 0.2 0.0";
   sizes[0]   = 4.0;
   sizes[1]   = 7.0;
   times[0]   = 0.0;
   times[1]   = 1.0;
};

datablock ParticleEmitterData(<dinamite>ExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   lifeTimeMS      = 21;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "<dinamite>ExplosionParticle";
};

datablock ParticleData(<dinamite>ExplosionParticle2)
{
   dragCoefficient      = 0.1;
   windCoefficient      = 0.0;
   gravityCoefficient   = 2.0;
   inheritedVelFactor   = 0.0;
   constantAcceleration   = 0.0;
   lifetimeMS      = 1000;
   lifetimeVarianceMS   = 500;
   spinSpeed      = 10.0;
   spinRandomMin      = -50.0;
   spinRandomMax      = 50.0;
   useInvAlpha      = true;
   animateTexture      = false;
   //framesPerSec      = 1;

   textureName      = "base/data/particles/chunk";
   //animTexName      = "~/data/particles/cloud";

   // Interpolation variables
   colors[0]   = "0.0 0.0 0.0 1.0";
   colors[1]   = "0.0 0.0 0.0 0.0";
   sizes[0]   = 0.5;
   sizes[1]   = 0.5;
   times[0]   = 0.0;
   times[1]   = 1.0;
};

datablock ParticleEmitterData(<dinamite>ExplosionEmitter2)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   lifetimeMS       = 7;
   ejectionVelocity = 15;
   velocityVariance = 5.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "<dinamite>ExplosionParticle2";
};

datablock ExplosionData(<dinamite>Explosion)
{
   //explosionShape = "";
   lifeTimeMS = 150;

   soundProfile = <dinamite>ExplosionSound;

   emitter[0] = <dinamite>ExplosionEmitter;
   emitter[1] = <dinamite>ExplosionEmitter2;
   //particleDensity = 30;
   //particleRadius = 1.0;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "7.0 8.0 7.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 15.0;

   // Dynamic light
   lightStartRadius = 4;
   lightEndRadius = 3;
   lightStartColor = "0.45 0.3 0.1";
   lightEndColor = "0 0 0";

   //impulse
   impulseRadius = 3.5;
   impulseForce = 2000;

   //radius damage
   radiusDamage        = 40;
   damageRadius        = 3.5;
};

//projectile
AddDamageType("<dinamite>",   '<bitmap:add-ons/ci/spear> %1',    '%2 <bitmap:add-ons/ci/spear> %1',1,1);
AddDamageType("<dinamite>Radius",   '<bitmap:add-ons/ci/spearRadius> %1',    '%2 <bitmap:add-ons/ci/spearRadius> %1',1,0);
datablock ProjectileData(<dinamite>Projectile)
{
   projectileShapeName = "./shapes/<dinamite>.dts";
   directDamage        = 50;
   directDamageType  = $DamageType::<dinamite>Direct;
   radiusDamageType  = $DamageType::<dinamite>Radius;
   impactImpulse      = 1000;
   verticalImpulse      = 1000;
   explosion           = <dinamite>Explosion;
   particleEmitter     = <dinamite>TrailEmitter;

   brickExplosionRadius = 100;
   brickExplosionImpact = true; //destroy a brick if we hit it directly?
   brickExplosionForce  = 50;
   brickExplosionMaxVolume = 100;

   muzzleVelocity      = 100;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 20000;
   fadeDelay           = 19500;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0.50;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";
};


//////////
// item //
//////////
datablock ItemData(<dinamite>Item)
{
   category = "Weapon";  // Mission editor category
   className = "Weapon"; // For inventory system

    // Basic Item Properties
   shapeFile = "./shapes/<dinamite>.dts";
   mass = 1;
   density = 0.2;
   elasticity = 0.2;
   friction = 0.6;
   emap = true;

   //gui stuff
   uiName = "<dinamite>";
   iconName = "./ItemIcons/<dinamite>";
   doColorShift = true;
   colorShiftColor = "0.400 0.196 0 1.000";

    // Dynamic properties defined by the scripts
   image = <dinamite>Image;
   canDrop = true;
};

//function <dinamite>::onUse(%this,%user)
//{
//   //mount the image in the right hand slot
//   %user.mountimage(%this.image, $RightHandSlot);
//}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(<dinamite>Image)
{
   // Basic Item properties
   shapeFile = "./shapes/<dinamite>.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   //eyeOffset = "0.1 0.2 -0.55";

   // 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 = <dinamite>Item;
   ammo = " ";
   projectile = <dinamite>Projectile;
   projectileType = Projectile;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "0.400 0.196 0 1.000";

   // 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]      = 0.1;
   stateTransitionOnTimeout[0]   = "Ready";
   stateSequence[0]      = "ready";
   stateSound[0]               = weaponSwitchSound;

   stateName[1]         = "Ready";
   stateTransitionOnTriggerDown[1]   = "Charge";
   stateAllowImageChange[1]   = true;
   
   stateName[2]                    = "Charge";
   stateTransitionOnTimeout[2]   = "Armed";
   stateTimeoutValue[2]            = 0.7;
   stateWaitForTimeout[2]      = false;
   stateTransitionOnTriggerUp[2]   = "AbortCharge";
   stateScript[2]                  = "onCharge";
   stateAllowImageChange[2]        = false;
   
   stateName[3]         = "AbortCharge";
   stateTransitionOnTimeout[3]   = "Ready";
   stateTimeoutValue[3]      = 0.3;
   stateWaitForTimeout[3]      = true;
   stateScript[3]         = "onAbortCharge";
   stateAllowImageChange[3]   = false;

   stateName[4]         = "Armed";
   stateTransitionOnTriggerUp[4]   = "Fire";
   stateAllowImageChange[4]   = false;

   stateName[5]         = "Fire";
   stateTransitionOnTimeout[5]   = "Ready";
   stateTimeoutValue[5]      = 0.5;
   stateFire[5]         = true;
   stateSequence[5]      = "fire";
   stateScript[5]         = "onFire";
   stateWaitForTimeout[5]      = true;
   stateAllowImageChange[5]   = false;
   stateSound[5]            = <dinamite>FireSound;
};

function <dinamite>Image::onCharge(%this, %obj, %slot)
{
   %obj.playthread(2, spearReady);
}

function <dinamite>Image::onAbortCharge(%this, %obj, %slot)
{
   %obj.playthread(2, root);
}

function <dinamite>Image::onFire(%this, %obj, %slot)
{
   %obj.playthread(2, spearThrow);
   Parent::onFire(%this, %obj, %slot);
}


if someone could tell me why or fix it that would be cool

Having odd symbols in the name (<, >, spaces, -'s) will cause it to mess up. Take out the angle brackets.

Code: [Select]
"./sound/"bomb-02.wav;should be
Code: [Select]
"./sound/bomb-02.wav";Do that for the other sounds too.

Also, it's "Dynamite".