I was making an AK-47 when I exported the DTS, It works fine and looks awesome for a second model but it sorta doesn't work.. Well I can enable the add-on, But doesn't show up as a spawn-able weapon.
//AK-47.cs
datablock AudioProfile(AK-47shot1Sound)
{
filename = ".Sounds/AK-471.wav";
description = AudioClosest3d;
preload = true;
};
AddDamageType("AK-47", '<bitmap:add-ons/Weapon_AK-47/CI_AK-47> %1', '%2 <bitmap:add-ons/Weapon_AK-47/CI_AK-47> %1',0.05,1);
datablock ProjectileData(AK-47Projectile)
{
projectileShapeName = "add-ons/Weapon_Gun/bullet.dts";
directDamage = 31;
directDamageType = $DamageType::AK-47;
radiusDamageType = $DamageType::AK-47;
brickExplosionRadius = 0;
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 = 0;
verticalImpulse = 0;
explosion = gunExplosion;
particleEmitter = "";
muzzleVelocity = 200;
velInheritFactor = 0.5;
armingDelay = 00;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = false;
gravityMod = 0.1;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
uiName = "AK-47 Bullet";
};
//////////
// item //
//////////
datablock ItemData(AK-47Item)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = ".Models/AK47b.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "AK-47;
iconName = "./Icon_AK-47";
doColorShift = true;
colorShiftColor = "0.25 0.25 0.25 1.000";
// Dynamic properties defined by the scripts
image = AK-47Image;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(AK-47Image)
{
// Basic Item properties
shapeFile = ".Models/AK47.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 = AK-47Projectile;
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 = AK-47Item.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";
stateTransitionOnTimeout[0] = "Ready";
stateTimeoutValue[0] = 0.2;
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateSequence[1] = "ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateName[2] = "Fire";
stateEjectShell[2] = true;
stateSequence[2] = "Fire";
stateTransitionOnTimeout[2] = "reload";
stateWaitForTimeout[2] = true;
stateTimeoutValue[2] = 0.04;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateScript[2] = "onFire";
stateSound[2] = AK-47Shot1Sound;
stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateName[3] = "Fire2";
stateEjectShell[3] = true;
stateSequence[3] = "Fire2";
stateTransitionOnTimeout[3] = "reload";
stateWaitForTimeout[3] = true;
stateTimeoutValue[3] = 0.02;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire2";
stateSound[3] = AK-47Shot1Sound;
stateEmitter[3] = gunFlashEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateName[4] = "Reload";
stateTimeoutValue[4] = 0.04;
stateTransitionOnTriggerUp[4] = "ready";
stateTransitionOnTimeout[4] = "Fire2";
};
};
function AK-47Image::onMount(%this, %obj, %slot) //change M4A1 to whatever you want
{
%obj.hidenode("RHand");
%obj.hidenode("LHand");
}
function AK-47Image::onUnMount(%this, %obj, %slot) //change M4A1 to whatever you want
{
%obj.unhidenode("RHand");
%obj.unhidenode("LHand");
}
function AK-47Image::onFire(%this,%obj,%slot)
{
%projectile = %this.projectile;
%spread = 0.0010;
%shellcount = 1;
for(%shell=0; %shell<%shellcount; %shell++)
{
%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 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 10 * 3.1415926 * %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);
}
return %p;
}
function AK-47Image::onFire2(%this,%obj,%slot)
{
%projectile = %this.projectile;
%spread = 0.0014;
%shellcount = 1;
for(%shell=0; %shell<%shellcount; %shell++)
{
%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 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 10 * 3.1415926 * %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);
}
return %p;
}
function AK-47Image::onFire3(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
}
This is the code. Is there something wrong?
