Author Topic: Need help with server.cs & weapon_(anything).cs  (Read 611 times)

I made my first custom weapon and I followed this tutorial LINK: https://www.youtube.com/watch?v=ldQ9TT19Ajw and I downloaded the Weapon_test.zip that was in the description, made the gun edited the files to match the name of the gun and put it in blockland. I chose custom and I chose the weapon. It's UI name appeared but when I hit done, it did not spawn. So I noticed that when he tested it he was on v20 so, I went on the v20 selected the gun and it spawned. Soooooooooo I would like to know where I could find a package for v21 so it works.

Add-on making hasn't changed since v9
Whether happened is something completely different

Add-on making hasn't changed since v9
Whether happened is something completely different

Well how do I make it spawn in v21 because that's my issue?

This is what I have

Quote
//Please watch my turorials to understand this. Watch Part 3!

//Audio
datablock AudioProfile(FlagelShot1Sound)
{
   filename    = "./Sounds/fire.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(FlagelbulletHitSound)
{
   filename    = "./Add-Ons/Weapon_Gun/bulletHit.wav";
   description = AudioClose3d;
   preload = true;
};


//Shell Debris
datablock DebrisData(FlagelShellDebris)
{
   shapeFile = "./Add-Ons/Weapon_Gun/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
datablock ParticleData(FlagelFlashParticle)
{
   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(FlagelFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "FlagelFlashParticle";

   uiName = "Flagel Flash";
};

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

   uiName = "Flagel Smoke";
};


datablock ParticleData(FlagelExplosionParticle)
{
   dragCoefficient      = 8;
   gravityCoefficient   = 1;
   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 0.9 0.3";
   colors[1]     = "0.9 0.5 0.6 0.0";
   sizes[0]      = 0.25;
   sizes[1]      = 0.75;

   useInvAlpha = true;
};
datablock ParticleEmitterData(FlagelExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "FlagelExplosionParticle";

   useEmitterColors = true;
   uiName = "Flagel Hit Dust";
};


datablock ParticleData(FlagelExplosionRingParticle)
{
   dragCoefficient      = 8;
   gravityCoefficient   = -0.5;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   lifetimeMS           = 50;
   lifetimeVarianceMS   = 35;
   textureName          = "base/data/particles/star1";
   spinSpeed      = 500.0;
   spinRandomMin      = -500.0;
   spinRandomMax      = 500.0;
   colors[0]     = "1 1 0.0 0.9";
   colors[1]     = "0.9 0.0 0.0 0.0";
   sizes[0]      = 1;
   sizes[1]      = 0;

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

   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "FlagelExplosionRingParticle";

   useEmitterColors = true;
   uiName = "Flagel Hit Flash";
};

datablock ExplosionData(FlagelExplosion)
{
   //explosionShape = ""; //Usually for explosives
   soundProfile = FlagelbulletHitSound;

   lifeTimeMS = 150;

   particleEmitter = FlagelExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = FlagelExplosionRingEmitter;

   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("Flagel",   '<bitmap:add-ons/Weapon_Flagel/CI_Flagel> %1',    '%2 <bitmap:add-ons/Weapon_Flagel/CI_Flagel> %1',0.2,1);
datablock ProjectileData(FlagelProjectile)
{
   projectileShapeName = "./bullet.dts"; //If you have a custom model place the filename here
   directDamage        = 40;         //When projectile hits a player
   directDamageType    = $DamageType::Flagel; //Don't mess with this
   radiusDamageType    = $DamageType::Flagel; //Don't mess with this

   brickExplosionRadius = 0;         
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 0;         //Amount of force applied to fake-killed bricks
   brickExplosionMaxVolume = 0;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloati ng = 0;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse        = 400;
   verticalImpulse     = 400;
   explosion           = FlagelExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;

   muzzleVelocity      = 350;      //How fast the bullet travels. I use 200 since anything less is odd.
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;      //Lifetime of projectile
   fadeDelay           = 3500;      //Keep this reletively 1000ms or 500ms below "lifetime"
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.1;      //Gravity effect applied to bullet. Do not make it too high

   hasLight    = true;      //Self explanitory
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";

   uiName = "Flagel Bullet";   //Name of projectile in events for spawning
};

//////////
// item //
//////////
datablock ItemData(FlagelItem)
{
   category = "Weapon";  // Mission editor category
   className = "Weapon"; // For inventory system

    // Basic Item Properties
   shapeFile = "./Models/gun.dts";      //If you use two-handed weapons, this is what would NOT have two hands
   rotate = false;
   mass = 1;
   density = 0.2;
   elasticity = 0.2;
   friction = 0.6;
   emap = true;

   //gui stuff
   uiName = "Flagel";      //Name when you spawn on a brick
   iconName = "./icon_Flagel";
   doColorShift = true;
   colorShiftColor = "0.25 0.25 0.25 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(FlagelImage)
{
   // Basic Item properties
   shapeFile = "./Models/gun.dts";      //If you use two-handed weapons, this is what would have two hands
   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 = FlagelProjectile;
   projectileType = Projectile;

   casing = FlagelShellDebris;      //Don't mess with these too much
   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 = FlagelItem.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";
   stateSequence[1]   = "Equip";      //Optional if you want an equip animation
   stateSound[0]               = weaponSwitchSound;

   stateName[1]                     = "Ready";
   stateTransitionOnTriggerDown[1]  = "Fire";
   stateAllowImageChange[1]         = true;
   stateSequence[1]   = "Ready";

   stateName[2]                    = "Fire";
   stateTransitionOnTimeout[2]     = "Smoke";
   stateTimeoutValue[2]            = 0.09;      //Delay between each shot, the smaller the number, the less of a delay. Fast machine guns would have a small number.
   stateFire[2]                    = true;
   stateAllowImageChange[2]        = false;
   stateSequence[2]                = "Fire";   //When you make a custom fire animation, place the name here
   stateScript[2]                  = "onFire";
   stateWaitForTimeout[2]         = true;
   stateEmitter[2]               = FlagelFlashEmitter;
   stateEmitterTime[2]            = 0.05;
   stateEmitterNode[2]            = "muzzleNode";
   stateSound[2]               = FlagelShot1Sound;
   stateEjectShell[2]       = true;

   stateName[3] = "Smoke";
   stateEmitter[3]               = FlagelSmokeEmitter;
   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 FlagelImage::onFire(%this,%obj,%slot)
{
   if(%obj.getDamagePercent() < 1.0)
      %obj.playThread(2, shiftAway);      //The default animation played when you fire the weapon. Change this if you know another default animation
   Parent::onFire(%this,%obj,%slot);   
}

//Thanks to Ephialtes for this part. It makes the bullets spread out.
function FlagelImage::onFire(%this,%obj,%slot)
{    
   %projectile = %this.projectile;
   %spread = 0.00075;      //Change this if you wish, but keep it less than 0.1 for realism.
   %vector = %obj.getMuzzleVector(%slot);
   %objectVelocity = %obj.getVelocity();
   %vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
   %vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
   %velocity = VectorAdd(%vector1,%vector2);
   %x = (getRandom() - 0.5) * 10 * 1.1415926 * %spread;
   %y = (getRandom() - 0.5) * 10 * 1.1415926 * %spread;
   %z = (getRandom() - 0.5) * 10 * 1.1415926 * %spread;
   %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
   %velocity = MatrixMulVector(%mat, %velocity);
   %p = new (%this.projectileType)()
   {
      dataBlock = %projectile;
      initialVelocity = %velocity;
      initialPosition = %obj.getMuzzlePoint(%slot);
      sourceObject = %obj;
      sourceSlot = %slot;
      client = %obj.client;
   };
   MissionCleanup.add(%p);
}

It's name is Flagel

I also got it from the video that is linked because I do not know how to code .cs files.
« Last Edit: August 31, 2014, 06:07:13 PM by xXArkGuyXx »