making the trail vanish instantaneously is not really that big of a deal, but i currently can't even get the bullet trail to even work. i should clarify, the trail is not so much invisible as nonexistant.
sure.
//Phaser.cs
//phaser from startrek
//by CaffeineBoy
//audio
datablock AudioProfile(PhaserShot1Sound)
{
filename = "./sound/PhaserFire.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(bulletHitSound)
{
filename = "";
description = AudioClose3d;
preload = true;
};
//shell
datablock DebrisData(PhaserShellDebris)
{
shapeFile = "";
lifetime = 0.0;
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(PhaserFlashParticle)
{
dragCoefficient = 3;
gravityCoefficient = -0.0;
inheritedVelFactor = 1.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 25;
textureName =
"base/data/particles/dot";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0.8 0.0 0.0 0.4";
colors[1] = "0.9 0.0 0.0 0.0";
sizes[0] = 0.15;
sizes[1] = 0.25;
useInvAlpha = false;
};
datablock ParticleEmitterData(PhaserEmitter)
{
ejectionPeriodMS = 0.01;
periodVarianceMS = 0;
ejectionVelocity = 0.0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "PhaserParticle";
};
//bullet trail effects
datablock ParticleData(bulletTrailParticle)
{
dragCoefficient = 3;
gravityCoefficient = -0.0;
inheritedVelFactor = 1.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 25;
textureName =
"base/data/particles/dot";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0.8 0.0 0.0 0.4";
colors[1] = "0.9 0.0 0.0 0.0";
sizes[0] = 0.15;
sizes[1] = 0.25;
useInvAlpha = false;
};
datablock ParticleEmitterData(phaserTrailEmitter)
{
ejectionPeriodMS = 0.01;
periodVarianceMS = 0;
ejectionVelocity = 0.0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "phaserTrailParticle";
};
datablock ParticleData(PhaserExplosionParticle)
{
dragCoefficient = 8;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 0;
lifetimeVarianceMS = 0;
textureName = "";
spinSpeed = 0.0;
spinRandomMin = 0.0;
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(PhaserExplosionEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 5;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "";
};
datablock
ParticleData(PhaserExplosionRingParticle)
{
dragCoefficient = 8;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 0;
textureName = "";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0] = "1 0 0.0 0.0";
colors[1] = "0.9 0.0 0.0 0.0";
sizes[0] = 0.2;
sizes[1] = 0.2;
useInvAlpha = false;
};
datablock
ParticleEmitterData(PhaserExplosionRingEmitter)
{
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 = "PhaserExplosionRingParticle";
};
datablock ExplosionData(PhaserExplosion)
{
//explosionShape = "";
soundProfile = bulletHitSound;
lifeTimeMS = 150;
particleEmitter = PhaserExplosionEmitter;
particleDensity = 0;
particleRadius = 0.2;
emitter[0] = PhaserExplosionRingEmitter;
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 = 3;
lightStartColor = "0.5 0.0 0.0";
lightEndColor = "0.5 0 0";
};
AddDamageType("Phaser",
'<bitmap:add-ons/ci/phaser> %1', '%2
<bitmap:add-ons/ci/phaser> %1',0.5,1);
datablock ProjectileData(PhaserProjectile)
{
projectileShapeName = "./shapes/blank.dts";
directDamage = 50;
directDamageType = $DamageType::Phaser;
radiusDamageType = $DamageType::Phaser;
brickExplosionRadius = 0;
brickExplosionImpact = true; //destroy
a brick if we hit it directly?
brickExplosionForce = 20;
brickExplosionMaxVolume = 4; //max
volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 2; //max
volume of bricks that we can destroy if they
aren't connected to the ground
impactImpulse = 10;
verticalImpulse = 5;
explosion = PhaserExplosion;
particleEmitter = PhaserTrailEmitter;
muzzleVelocity = 300;
velInheritFactor = 1;
armingDelay = 00;
lifetime = 10000;
fadeDelay = 8000;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = false;
gravityMod = 0.0;
hasLight = true;
lightRadius = 5.0;
lightColor = "0.5 0 0";
};
//////////
// item //
//////////
datablock ItemData(PhaserItem)
{
category = "Weapon"; // Mission editor
category
className = "Weapon"; // For inventory
system
// Basic Item Properties
shapeFile = "./shapes/Phaser.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Phaser";
iconName = "./ItemIcons/Phaser";
doColorShift = false;
colorShiftColor = "0 0 0 1.000";
// Dynamic properties defined by the
scripts
image = PhaserImage;
canDrop = true;
};
//function BowItem::onUse(%this, %player,
%InvPosition)
//{
// //check for quiver
// //if you dont have it, regular bow
// //if you do, super bow
//
// %client = %player.client;
//
// %mountPoint = %this.image.mountPoint;
// %mountedImage =
%player.getMountedImage(%mountPoint);
//
//
// if(%mountedImage)
// {
// if(%mountedImage ==
bowImage.getId() || %mountedImage ==
superbowImage.getId())
// {
// //some kind of bow mounted
so, unmount it
//
%player.unMountImage(%mountPoint);
// messageClient(%client,
'MsgHilightInv', '', -1);
// %player.currWeaponSlot =
-1;
// }
// else
// {
// //something other than bow
mounted, so do bow selection and mount
//
if(%player.getMountedImage($BackSlot))
// {
//
if(%player.getMountedImage($BackSlot) ==
quiverImage.getId())
// {
//
%player.mountimage(superBowImage, $RightHandSlot,
1, %skin);
//
messageClient(%client, 'MsgHilightInv', '',
%InvPosition);
//
%player.currWeaponSlot = %invPosition;
// }
// else
// {
//
%player.mountimage(bowImage, $RightHandSlot, 1,
%skin);
//
messageClient(%client, 'MsgHilightInv', '',
%InvPosition);
//
%player.currWeaponSlot = %invPosition;
// }
// }
// else
// {
//
%player.mountimage(bowImage, $RightHandSlot, 1,
%skin);
//
messageClient(%client, 'MsgHilightInv', '',
%InvPosition);
//
%player.currWeaponSlot = %invPosition;
// }
// }
//
// }
// else
// {
// //nothing mounted so do bow
selection and mount
// //something other than bow
mounted, so do bow selection and mount
//
if(%player.getMountedImage($BackSlot))
// {
//
if(%player.getMountedImage($BackSlot) ==
quiverImage.getId())
// {
//
%player.mountimage(superBowImage, $RightHandSlot,
1, %skin);
//
messageClient(%client, 'MsgHilightInv', '',
%InvPosition);
//
%player.currWeaponSlot = %invPosition;
// }
// else
// {
//
%player.mountimage(bowImage, $RightHandSlot, 1,
%skin);
//
messageClient(%client, 'MsgHilightInv', '',
%InvPosition);
//
%player.currWeaponSlot = %invPosition;
// }
// }
// else
// {
//
%player.mountimage(bowImage, $RightHandSlot, 1,
%skin);
// messageClient(%client,
'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot =
%invPosition;
// }
// }
//}
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(PhaserImage)
{
// Basic Item properties
shapeFile = "./shapes/Phaser.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 = PhaserProjectile;
projectileType = Projectile;
casing = PhaserShellDebris;
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 = false;
colorShiftColor =
PhaserItem.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]
= PhaserFlashEmitter;
stateEmitterTime[2]
= 0.05;
stateEmitterNode[2]
= "muzzleNode";
stateSound[2]
= PhaserShot1Sound;
stateEjectShell[2] = true;
stateName[3] = "Smoke";
stateEmitter[3]
= PhaserSmokeEmitter;
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 PhaserImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
}