HEY GUYS IM
REALLY MAD RIGHT NOW
(as you can see the fire is coming from the
MOUNTPOINT, not the
MUZZLEPOINT)
WHY ISNT THE FRICKING STATE EMITTER NODE NOT GOING ON THE MUZZLE NODE???
HERE IS THE .BLEND..(You can look at the .blend to see that I have both mountPoint and muzzlePoint on the right locations)
DATABLOCKS:
Code: items.cs (48 lines)
function rustTorchImage::onReady(%this, %obj, %slot) { %obj.playThread(1, "armReadyRight"); }
datablock ItemData( rustTorchItem : swordItem ) { shapeFile = "Add-Ons/GameMode_Rust/shapes/torch.dts"; uiName = "Torch"; iconName = ""; doColorShift = false; //colorShiftColor = "0.74 0.74 0.74 1"; image = rustTorchImage; canDrop = true; };
datablock ShapeBaseImageData(rustTorchImage) { shapeFile = "Add-Ons/GameMode_Rust/shapes/torch.dts"; item = rustRockItem;
rustAddHealth = 0;
doColorShift = rustTorchItem.doColorShift; colorShiftColor = rustRockItem.colorShiftColor;
CorrectMuzzleVector = false;
stateName[0] = "Activate"; stateTimeoutValue[0] = 0.5; stateTransitionOnTimeout[0] = "Activate"; stateSound[0] = swordDrawSound; stateEmitter[0] = AdminWandEmitterA; stateEmitterTime[0] = 0.05; stateEmitterNode[0] = "muzzlePoint"; stateScript[0] = "onReady";
};
function rustTorchImage::onUse(%this, %obj, %slot) { %obj.playThread(2, "shiftDown"); }
function rustTorchImage::onReady(%this, %obj, %slot) { %obj.playThread(1, "armReadyRight"); }
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If it makes any difference, im using ports DTS importer / exporter.
Thanks.