very sorry, but can you fix my appleshot? PLEASE tell me what is wrong with it and explain how to fix it if you can
//Weapon_Appleshot.cs
//Appleshot Stuff - BOOMBOOMBOOM
//audio
datablock AudioProfile(Appleshotfiresound)
{
filename = "./sound/impact2A.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(blastExplosionSound)
{
filename = "./sound/spearHit.wav";
description = AudioClose3d;
preload = true;
};
//blast trail
datablock ParticleData(blastTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1500;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = false;
animateTexture = false;
//framesPerSec = 1;
textureName = "base/data/particles/bubble";
//animTexName = "base/data/particles/dot";
// Interpolation variables
colors[0] = "0 0 1 0.9";
colors[1] = "0 0 1 0.9";
sizes[0] = 0.3;
sizes[1] = 0.0;
times[0] = 0.0;
times[1] = 1.0;
};
datablock ParticleEmitterData(blastTrailEmitter)
{
ejectionPeriodMS = 2;
periodVarianceMS = 0;
ejectionVelocity = 0.25; //0.25;
velocityVariance = 0; //0.10;
ejectionOffset = 0;
thetaMin = 0.0;
thetaMax = 0.0;
particles = blastTrailParticle;
};
//effects
datablock ParticleData(blastExplosionParticle)
{
dragCoefficient = 5;
gravityCoefficient = 0.1;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 300;
textureName = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0] = "1 0 0 0.9";
colors[1] = "1 0 0 0.9";
sizes[0] = 0.25;
sizes[1] = 0.0;
};
datablock ParticleEmitterData(blastExplosionEmitter)
{
ejectionPeriodMS = 7;
periodVarianceMS = 0;
ejectionVelocity = 5;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "blastExplosionParticle";
};
datablock ExplosionData(blastExplosion)
{
//explosionShape = "";
soundProfile = blastExplosionSound;
lifeTimeMS = 150;
particleEmitter = blastExplosionEmitter;
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 = "1 0 0 0.9";
lightEndColor = "0 0 0";
};
//projectile
datablock ProjectileData(blastProjectile)
{
// projectileShapeName = "~/shapes/rocketprojectile.dts";
directDamage = 1000;
radiusDamage = 10;
damageRadius = 0.5;
explosion = blastExplosion;
particleEmitter = blastTrailEmitter;
muzzleVelocity = 300;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 8000;
fadeDelay = 7500;
bounceElasticity = 0.999;
bounceFriction = 0;
isBallistic = true;
gravityMod = 0;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
};
//////////
// item //
//////////
datablock ItemData(Appleshot)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./shapes/pistol.dts";
iconName = "./ItemIcons/gun";
doColorShift = true;
colorShiftColor = "1 0 0 1.000";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
cost = 350;
// Dynamic properties defined by the scripts
pickUpName = "a Appleshot.";
invName = "Appleshot";
uiname = "Appleshot";
image = AppleshotImage;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(AppleshotImage)
{
// Basic Item properties
shapeFile = "~/shapes/gun.dts";
skinName = "red";
emap = true;
PreviewFileName = "./ItemIcons/sword.png";
cloakable = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
offset = "0 0 .1";
//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 = false;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
className = "WeaponImage";
// Projectile && Ammo.
item = Appleshot;
ammo = " ";
projectile = blastProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
//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] = 0.2;
stateTransitionOnTimeout[0] = "Ready";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
stateName[2] = "Fire";
stateTransitionOnTimeout[2] = "Reload";
stateTimeoutValue[2] = 0.3;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateSound[2] = AppleshotFireSound;
stateName[3] = "Reload";
stateSequence[3] = "Reload";
stateAllowImageChange[3] = false;
stateTimeoutValue[3] = 0.2;
stateWaitForTimeout[3] = true;
stateTransitionOnTimeout[3] = "Check";
stateName[4] = "Check";
stateTransitionOnTriggerUp[4] = "StopFire";
stateTransitionOnTriggerDown[4] = "Fire";
stateName[5] = "StopFire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.2;
stateAllowImageChange[5] = false;
stateWaitForTimeout[5] = true;
//stateSequence[5] = "Reload";
stateScript[5] = "onStopFire";
};
And i'm not planning on releasing it but if you REALLY like it, rate it, but I think it sucks.....BIGTIME.........and I mean BIGTIME