Author Topic: new wepeon  (Read 1786 times)

I was wodering if someone could tell me why this doesnt work?


here is the code for my new gunn that makes you invisible.Also i was wondering how i make it when you shoot you are visible for a set amount of time?


//invgun.cs









//audio
datablock AudioProfile(gunShot1Sound)
{
   filename    = "./sound/gunShot1.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(bulletHitSound)
{
   filename    = "./sound/arrowHit.wav";
   description = AudioClose3d;
   preload = true;
};


//shell
datablock DebrisData(gunShellDebris)
{
   shapeFile = "./shapes/gunShell.dts";
   lifetime = 2.0;
   minSpinSpeed = -400.0;
   maxSpinSpeed = 200.0;
   elasticity = 0.5;
   friction = 0.2;
   numBounces = 3;
   staticOnMaxBounce = true;
   snapOnMaxBounce = false;
   fade = true;

   gravModifier = 2;
};


//muzzle flash effects
datablock ParticleData(gunFlashParticle)
{
   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(gunFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "gunFlashParticle";
};

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


//bullet trail effects
datablock ParticleData(bulletTrailParticle)
{
   dragCoefficient      = 3;
   gravityCoefficient   = -0.0;
   inheritedVelFactor   = 1.0;
   constantAcceleration = 0.0;
   lifetimeMS           = 525;
   lifetimeVarianceMS   = 55;
   textureName          = "base/data/particles/thinRing";
   spinSpeed      = 10.0;
   spinRandomMin      = -500.0;
   spinRandomMax      = 500.0;
   colors[0]     = "0.3 0.3 0.9 0.4";
   colors[1]     = "0.5 0.5 0.5 0.0";
   sizes[0]      = 0.15;
   sizes[1]      = 0.25;

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


datablock ParticleData(gunExplosionParticle)
{
   dragCoefficient      = 8;
   gravityCoefficient   = -0.5;
   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 0.6 0.9";
   colors[1]     = "0.9 0.5 0.6 0.0";
   sizes[0]      = 0.25;
   sizes[1]      = 1.0;

   useInvAlpha = true;
};
datablock ParticleEmitterData(gunExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "gunExplosionParticle";
};


datablock ParticleData(gunExplosionRingParticle)
{
   dragCoefficient      = 8;
   gravityCoefficient   = -0.5;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 300;
   lifetimeVarianceMS   = 100;
   textureName          = "base/data/particles/star1";
   spinSpeed      = 10.0;
   spinRandomMin      = -50.0;
   spinRandomMax      = 50.0;
   colors[0]     = "1 1 0.0 0.9";
   colors[1]     = "0.9 0.0 0.0 0.0";
   sizes[0]      = 0.2;
   sizes[1]      = 0.2;

   useInvAlpha = false;
};
datablock ParticleEmitterData(gunExplosionRingEmitter)
{
   lifeTimeMS = 50;

   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "gunExplosionRingParticle";
};

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

   lifeTimeMS = 150;

   particleEmitter = gunExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = gunExplosionRingEmitter;

   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";
};


AddDamageType("invGun",   '<bitmap:add-ons/ci/gun> %1',    '%2 <bitmap:add-ons/ci/gun> %1',0.5,1);
datablock ProjectileData(gunProjectile)
{
   projectileShapeName = "./shapes/bullet.dts";
   directDamage        = 30;
   directDamageType    = $DamageType::Gun;
   radiusDamageType    = $DamageType::Gun;

   brickExplosionRadius = 1;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloati ng = 2;  //max volume of bricks that we can destroy if they aren't connected to the

ground

   impactImpulse        = 700;
   verticalImpulse     = 1000;
   explosion           = gunExplosion;
   particleEmitter     = bulletTrailEmitter;

   muzzleVelocity      = 90;
   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(invGunItem)
{
   category = "Weapon";  // Mission editor category
   className = "Weapon"; // For inventory system

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

   //gui stuff
   uiName = "invGun";
   iconName = "./ItemIcons/invgun";
   doColorShift = true;
   colorShiftColor = "0.25 0.25 0.55 1.800";

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


////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(gunImage)
{
   // Basic Item properties
   shapeFile = "./shapes/pistol.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 = gunProjectile;
   projectileType = Projectile;

   casing = gunShellDebris;
   shellExitDir        = "1.0 -1.3 1.0";
   shellExitOffset     = "0 0 0";
   shellExitVariance   = 15.0;   
   shellVelocity       = 7.0;

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

   doColorShift = true;
   colorShiftColor = gunItem.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]             = 0.15;
   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]               = gunFlashEmitter;
   stateEmitterTime[2]            = 0.05;
   stateEmitterNode[2]            = "muzzleNode";
   stateSound[2]               = gunShot1Sound;
   stateEjectShell[2]       = true;

   stateName[3] = "Smoke";
   stateEmitter[3]               = gunSmokeEmitter;
   stateEmitterTime[3]            = 0.05;
   stateEmitterNode[3]            = "muzzleNode";
   stateTimeoutValue[3]            = 0.01;
   stateTransitionOnTimeout[3]     = "Reload";

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

};


function gunImage::onFire(%this,%obj,%slot)
{
   if(%obj.getDamagePercent() < 1.0)
      %obj.playThread(2, shiftAway);
   Parent::onFire(%this,%obj,%slot);   
}WeaponImage::OnMount(%this,%obj,%slot){
for (%i = 0; $accent[%i] !$= ""; %i++) %obj.hideNode($accent[%i]);
for (%i = 0; $chest[%i] !$= ""; %i++) %obj.hideNode($chest[%i]);
for (%i = 0; $hat[%i] !$= ""; %i++) %obj.hideNode($hat[%i]);
for (%i = 0; $hip[%i] !$= ""; %i++) %obj.hideNode($hip[%i]);
for (%i = 0; $LArm[%i] !$= ""; %i++) %obj.hideNode($LArm[%i]);
for (%i = 0; $LHand[%i] !$= ""; %i++) %obj.hideNode($LHand[%i]);
for (%i = 0; $LLeg[%i] !$= ""; %i++) %obj.hideNode($LLeg[%i]);
for (%i = 0; $pack[%i] !$= ""; %i++) %obj.hideNode($pack[%i]);
for (%i = 0; $RArm[%i] !$= ""; %i++) %obj.hideNode($RArm[%i]);
for (%i = 0; $RHand[%i] !$= ""; %i++) %obj.hideNode($RHand[%i]);
for (%i = 0; $RLeg[%i] !$= ""; %i++) %obj.hideNode($RLeg[%i]);
for (%i = 0; $secondPack[%i] !$= ""; %i++) %obj.hideNode($secondPack[%i]);
}


The bit at the end should look like this:
Code: [Select]
function gunImage::onFire(%this,%obj,%slot)
{
   if(%obj.getDamagePercent() < 1.0)
      %obj.playThread(2, shiftAway);
   Parent::onFire(%this,%obj,%slot);   
}
function WeaponImage::OnMount(%this,%obj,%slot){
for (%i = 0; $accent[%i] !$= ""; %i++) %obj.hideNode($accent[%i]);
for (%i = 0; $chest[%i] !$= ""; %i++) %obj.hideNode($chest[%i]);
for (%i = 0; $hat[%i] !$= ""; %i++) %obj.hideNode($hat[%i]);
for (%i = 0; $hip[%i] !$= ""; %i++) %obj.hideNode($hip[%i]);
for (%i = 0; $LArm[%i] !$= ""; %i++) %obj.hideNode($LArm[%i]);
for (%i = 0; $LHand[%i] !$= ""; %i++) %obj.hideNode($LHand[%i]);
for (%i = 0; $LLeg[%i] !$= ""; %i++) %obj.hideNode($LLeg[%i]);
for (%i = 0; $pack[%i] !$= ""; %i++) %obj.hideNode($pack[%i]);
for (%i = 0; $RArm[%i] !$= ""; %i++) %obj.hideNode($RArm[%i]);
for (%i = 0; $RHand[%i] !$= ""; %i++) %obj.hideNode($RHand[%i]);
for (%i = 0; $RLeg[%i] !$= ""; %i++) %obj.hideNode($RLeg[%i]);
for (%i = 0; $secondPack[%i] !$= ""; %i++) %obj.hideNode($secondPack[%i]);
}

i did it and now whenever you hit Q everthing but your head turns invisible.

even wene you dont have th invisibility gun equiped or in your inventory.



You were meant to replace WeaponImage with your own weapon image, didn't notice it there.

Code: [Select]
function gunImage::onFire(%this,%obj,%slot)
{
   if(%obj.getDamagePercent() < 1.0)
      %obj.playThread(2, shiftAway);
   Parent::onFire(%this,%obj,%slot);   
}
function gunImage::OnMount(%this,%obj,%slot){
for (%i = 0; $accent[%i] !$= ""; %i++) %obj.hideNode($accent[%i]);
for (%i = 0; $chest[%i] !$= ""; %i++) %obj.hideNode($chest[%i]);
for (%i = 0; $hat[%i] !$= ""; %i++) %obj.hideNode($hat[%i]);
for (%i = 0; $hip[%i] !$= ""; %i++) %obj.hideNode($hip[%i]);
for (%i = 0; $LArm[%i] !$= ""; %i++) %obj.hideNode($LArm[%i]);
for (%i = 0; $LHand[%i] !$= ""; %i++) %obj.hideNode($LHand[%i]);
for (%i = 0; $LLeg[%i] !$= ""; %i++) %obj.hideNode($LLeg[%i]);
for (%i = 0; $pack[%i] !$= ""; %i++) %obj.hideNode($pack[%i]);
for (%i = 0; $RArm[%i] !$= ""; %i++) %obj.hideNode($RArm[%i]);
for (%i = 0; $RHand[%i] !$= ""; %i++) %obj.hideNode($RHand[%i]);
for (%i = 0; $RLeg[%i] !$= ""; %i++) %obj.hideNode($RLeg[%i]);
for (%i = 0; $secondPack[%i] !$= ""; %i++) %obj.hideNode($secondPack[%i]);
}
« Last Edit: November 10, 2007, 06:30:26 PM by Randy »

OK ill see if it works now.

Well i changed bottom to this it still wont make your head invisible and i can't make the gun invisible

function gunImage::onFire(%this,%obj,%slot)
{
   if(%obj.getDamagePercent() < 1.0)
      %obj.playThread(2, shiftAway);
   Parent::onFire(%this,%obj,%slot);   
}
function gunImage::OnMount(%this,%obj,%slot){
for (%i = 0; $accent[%i] !$= ""; %i++) %obj.hideNode($accent[%i]);
for (%i = 0; $chest[%i] !$= ""; %i++) %obj.hideNode($chest[%i]);
for (%i = 0; $hat[%i] !$= ""; %i++) %obj.hideNode($hat[%i]);
for (%i = 0; $hip[%i] !$= ""; %i++) %obj.hideNode($hip[%i]);
for (%i = 0; $LArm[%i] !$= ""; %i++) %obj.hideNode($LArm[%i]);
for (%i = 0; $LHand[%i] !$= ""; %i++) %obj.hideNode($LHand[%i]);
for (%i = 0; $LLeg[%i] !$= ""; %i++) %obj.hideNode($LLeg[%i]);
for (%i = 0; $pack[%i] !$= ""; %i++) %obj.hideNode($pack[%i]);
for (%i = 0; $RArm[%i] !$= ""; %i++) %obj.hideNode($RArm[%i]);
for (%i = 0; $RHand[%i] !$= ""; %i++) %obj.hideNode($RHand[%i]);
for (%i = 0; $RLeg[%i] !$= ""; %i++) %obj.hideNode($RLeg[%i]);
for (%i = 0; $secondPack[%i] !$= ""; %i++) %obj.hideNode($secondPack[%i]);
for (%i = 0; $head[%i] !$= ""; %i++) %obj.hideNode($head[%i]);
for (%i = 0; $gunimage[%i] !$= ""; %i++) %obj.hideNode($gunimage[%i]);

}

To make the gun invisible, Find and Replace (ctrl + h in Notepad)
Find:   pistol.dts
Replace with:   blank.dts

I'm not sure why the head doesn't work.

Code: [Select]
%obj.hidenode("headSkin");

Thanks Zor.

@supercool

Add this right at the end of the file (on a new line):
Code: [Select]
$head0 = "headSkin";
« Last Edit: November 10, 2007, 07:35:00 PM by Randy »

you mean like this


function gunImage::onFire(%this,%obj,%slot)
{
   if(%obj.getDamagePercent() < 1.0)
      %obj.playThread(2, shiftAway);
   Parent::onFire(%this,%obj,%slot);   
}
function gunImage::OnMount(%this,%obj,%slot){
for (%i = 0; $accent[%i] !$= ""; %i++) %obj.hideNode($accent[%i]);
for (%i = 0; $chest[%i] !$= ""; %i++) %obj.hideNode($chest[%i]);
for (%i = 0; $hat[%i] !$= ""; %i++) %obj.hideNode($hat[%i]);
for (%i = 0; $hip[%i] !$= ""; %i++) %obj.hideNode($hip[%i]);
for (%i = 0; $LArm[%i] !$= ""; %i++) %obj.hideNode($LArm[%i]);
for (%i = 0; $LHand[%i] !$= ""; %i++) %obj.hideNode($LHand[%i]);
for (%i = 0; $LLeg[%i] !$= ""; %i++) %obj.hideNode($LLeg[%i]);
for (%i = 0; $pack[%i] !$= ""; %i++) %obj.hideNode($pack[%i]);
for (%i = 0; $RArm[%i] !$= ""; %i++) %obj.hideNode($RArm[%i]);
for (%i = 0; $RHand[%i] !$= ""; %i++) %obj.hideNode($RHand[%i]);
for (%i = 0; $RLeg[%i] !$= ""; %i++) %obj.hideNode($RLeg[%i]);
for (%i = 0; $secondPack[%i] !$= ""; %i++) %obj.hideNode($secondPack[%i]);

$head0 = "headSkin";

}


or like this




function gunImage::onFire(%this,%obj,%slot)
{
   if(%obj.getDamagePercent() < 1.0)
      %obj.playThread(2, shiftAway);
   Parent::onFire(%this,%obj,%slot);   
}
function gunImage::OnMount(%this,%obj,%slot){
for (%i = 0; $accent[%i] !$= ""; %i++) %obj.hideNode($accent[%i]);
for (%i = 0; $chest[%i] !$= ""; %i++) %obj.hideNode($chest[%i]);
for (%i = 0; $hat[%i] !$= ""; %i++) %obj.hideNode($hat[%i]);
for (%i = 0; $hip[%i] !$= ""; %i++) %obj.hideNode($hip[%i]);
for (%i = 0; $LArm[%i] !$= ""; %i++) %obj.hideNode($LArm[%i]);
for (%i = 0; $LHand[%i] !$= ""; %i++) %obj.hideNode($LHand[%i]);
for (%i = 0; $LLeg[%i] !$= ""; %i++) %obj.hideNode($LLeg[%i]);
for (%i = 0; $pack[%i] !$= ""; %i++) %obj.hideNode($pack[%i]);
for (%i = 0; $RArm[%i] !$= ""; %i++) %obj.hideNode($RArm[%i]);
for (%i = 0; $RHand[%i] !$= ""; %i++) %obj.hideNode($RHand[%i]);
for (%i = 0; $RLeg[%i] !$= ""; %i++) %obj.hideNode($RLeg[%i]);
for (%i = 0; $secondPack[%i] !$= ""; %i++) %obj.hideNode($secondPack[%i]);
for (%i = 0; $head0[%i] !$= ""; %i++) %obj.hideNode($headskin[%i]);


$head0 = "headSkin";


}

Code: [Select]
function gunImage::onFire(%this,%obj,%slot)
{
   if(%obj.getDamagePercent() < 1.0)
      %obj.playThread(2, shiftAway);
   Parent::onFire(%this,%obj,%slot);   
}
function gunImage::OnMount(%this,%obj,%slot){
for (%i = 0; $accent[%i] !$= ""; %i++) %obj.hideNode($accent[%i]);
for (%i = 0; $chest[%i] !$= ""; %i++) %obj.hideNode($chest[%i]);
for (%i = 0; $hat[%i] !$= ""; %i++) %obj.hideNode($hat[%i]);
for (%i = 0; $hip[%i] !$= ""; %i++) %obj.hideNode($hip[%i]);
for (%i = 0; $LArm[%i] !$= ""; %i++) %obj.hideNode($LArm[%i]);
for (%i = 0; $LHand[%i] !$= ""; %i++) %obj.hideNode($LHand[%i]);
for (%i = 0; $LLeg[%i] !$= ""; %i++) %obj.hideNode($LLeg[%i]);
for (%i = 0; $pack[%i] !$= ""; %i++) %obj.hideNode($pack[%i]);
for (%i = 0; $RArm[%i] !$= ""; %i++) %obj.hideNode($RArm[%i]);
for (%i = 0; $RHand[%i] !$= ""; %i++) %obj.hideNode($RHand[%i]);
for (%i = 0; $RLeg[%i] !$= ""; %i++) %obj.hideNode($RLeg[%i]);
for (%i = 0; $secondPack[%i] !$= ""; %i++) %obj.hideNode($secondPack[%i]);
for (%i = 0; $head0[%i] !$= ""; %i++) %obj.hideNode($headskin[%i]);
}

function gunImage::onUnMount(%this,%obj,%slot)
{
if(isObject(%obj.client))
{
 %obj.client.applybodyparts();
 %obj.client.applybodycolors();
}
}

$head0 = "headSkin";
Like that.

I did thqat but my head wont disapear

Code: [Select]
function gunImage::onFire(%this,%obj,%slot)
{
   if(%obj.getDamagePercent() < 1.0)
      %obj.playThread(2, shiftAway);
   Parent::onFire(%this,%obj,%slot);   
}
function gunImage::OnMount(%this,%obj,%slot){
for (%i = 0; $accent[%i] !$= ""; %i++) %obj.hideNode($accent[%i]);
for (%i = 0; $chest[%i] !$= ""; %i++) %obj.hideNode($chest[%i]);
for (%i = 0; $hat[%i] !$= ""; %i++) %obj.hideNode($hat[%i]);
for (%i = 0; $hip[%i] !$= ""; %i++) %obj.hideNode($hip[%i]);
for (%i = 0; $LArm[%i] !$= ""; %i++) %obj.hideNode($LArm[%i]);
for (%i = 0; $LHand[%i] !$= ""; %i++) %obj.hideNode($LHand[%i]);
for (%i = 0; $LLeg[%i] !$= ""; %i++) %obj.hideNode($LLeg[%i]);
for (%i = 0; $pack[%i] !$= ""; %i++) %obj.hideNode($pack[%i]);
for (%i = 0; $RArm[%i] !$= ""; %i++) %obj.hideNode($RArm[%i]);
for (%i = 0; $RHand[%i] !$= ""; %i++) %obj.hideNode($RHand[%i]);
for (%i = 0; $RLeg[%i] !$= ""; %i++) %obj.hideNode($RLeg[%i]);
for (%i = 0; $secondPack[%i] !$= ""; %i++) %obj.hideNode($secondPack[%i]);
for (%i = 0; $head[%i] !$= ""; %i++) %obj.hideNode($head[%i]);
}

function gunImage::onUnMount(%this,%obj,%slot)
{
if(isObject(%obj.client))
{
 %obj.client.applybodyparts();
 %obj.client.applybodycolors();
}
}

$head0 = "headSkin";
Like that.
Fixed a mistake. The head should hide now.

If you want the gun itself invisible...
Code: [Select]
datablock ItemData(invGunItem)
{
   category = "Weapon";  // Mission editor category
   className = "Weapon"; // For inventory system

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

   //gui stuff
   uiName = "invGun";
   iconName = "./ItemIcons/invgun";
   doColorShift = true;
   colorShiftColor = "0.25 0.25 0.55 0";

    // Dynamic properties defined by the scripts
   image = gunImage;
   canDrop = true;
};
Gun smoke and flash will still show.
« Last Edit: November 12, 2007, 10:56:53 AM by Space Guy »

THANKS A BUNCHES



 :panda: I hate the panda it ate my gwandma