Hi I'm trying to make a mindblast item, which is the same thing as the Shockwave (Weapon_ShockWave) except that it's mounted on the head with no model. When I equip it, it's as if it wasn't. Simply wasn't. Here's the code:datablock ExplosionData(Sb_MindBlastExplosion)
{
explosionShape = "Add-Ons/Weapon_Rocket Launcher/explosionSphere1.dts";
soundProfile = ShockwaveExplodeSound;
lifeTimeMS = 50;
particleEmitter = ShockwaveSmokeEmitter;
particleDensity = 10;
particleRadius = 7;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = true;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "3.0 10.0 3.0";
camShakeDuration = 0.5;
camShakeRadius = 20.0;
// Dynamic light
lightStartRadius = 0;
lightEndRadius = 0;
lightStartColor = "1 1 1 1";
lightEndColor = "0 0 0 0";
damageRadius = 3;
radiusDamage = 0;
impulseRadius = 4;
impulseForce = 5000;
};
datablock ProjectileData(Sb_MindBlastProjectile)
{
projectileShapeName = "base/data/shapes/empty.dts";
directDamage = 0;
directDamageType = $DamageType::ShockWaveDirect;
muzzleVelocity = 90;
velInheritFactor = 1;
sound = ShockWaveFireSound;
particleEmitter = ShockWaveTrailEmitter;
explosion = Sb_MindBlastExplosion;
impactImpulse = 500;
verticalImpulse = 500;
brickExplosionRadius = 3;
brickExplosionImpact = true; //destroy a brick if we hit it directly?
brickExplosionForce = 30;
brickExplosionMaxVolume = 30; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 60; //max volume of bricks that we can destroy if they aren't connected
to the ground (should always be >= brickExplosionMaxVolume)
armingDelay = 0;
lifetime = 210;
fadeDelay = 0;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = false;
gravityMod = 0.0;
uiName = "Sb - MindBlast";
};
//////////
// item //
//////////
datablock ItemData(Sb_MindblastItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "base/data/shapes/player/m.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Sb - MindBlast";
iconName = "";
doColorShift = true;
colorShiftColor = "0.250 0.250 0.250 0.100";
// Dynamic properties defined by the scripts
image = Sb_MindBlastImage;
canDrop = false;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(Sb_MindblastImage)
{
// Basic Item properties
shapeFile = "base/data/shapes/empty.dts";
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 6;
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 = Sb_MindBlastItem;
ammo = " ";
projectile = Sb_MindBlastProjectile;
projectileType = Projectile;
//casing = ShockWaveShellDebris;
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;
minShotTime = 15000; //minimum time allowed between shots (needed to prevent equip/dequip exploit)
doColorShift = false;
colorShiftColor = Sb_MindBlastItem.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] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
stateTransitionOnNoAmmo[1] = "NoAmmo";
// stateSequence[1] = "Ready";
stateName[2] = "Fire";
stateTransitionOnTimeout[2] = "Smoke";
stateTimeoutValue[2] = 0.1;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = tailNode;
stateSound[2] = ShockWaveFireSound;
// stateSequence[2] = "Fire";
//stateEjectShell[2] = true;
stateName[3] = "Smoke";
stateEmitter[3] = ShockWaveSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.1;
// stateSequence[3] = "TrigDown";
stateTransitionOnTimeout[3] = "CoolDown";
stateName[5] = "CoolDown";
stateTimeoutValue[5] = 0.5;
stateTransitionOnTimeout[5] = "Reload";
// stateSequence[5] = "TrigDown";
stateName[4] = "Reload";
stateTransitionOnTriggerUp[4] = "Ready";
// stateSequence[4] = "TrigDown";
stateName[6] = "NoAmmo";
stateTransitionOnAmmo[6] = "Ready";
};
function Sb_MindBlastImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, plant);
Parent::onFire(%this,%obj,%slot);
}
function Sb_MindBlastImage::OnMount(%this,%obj,%slot)
{
Parent::OnMount(%this,%obj,%slot);
%obj.playThread(2, ArmReadyBoth);
}