Why does the multi-projectile/projectile spread script take place on a single line? Also, it shouldn't be 'ShapeBaseImageData(trigunImage)::onFire', it should just be the name of the image data that's in the parenthesis, so it would be like this 'trigunImage::onFire'
However, there's already an onFire function, and you can't have multiples of the same function or otherwise one will overwrite the other, so just add the multi-projectile script to the onFire function above, like so
http://pastebin.com/raw.php?i=8izjFWaTAlso, if you plan on changing how the particles work, be sure to change their entries for 'uiName' in their emitter data, even though you change the name of the datablocks, they can still overwrite stuff that appears on the list for brick particles
Like for the trigunFlashEmitter's uiName entry, you could change it to '
uiName = "Tri-Gun Flash";', or you could remove that line entirely if you don't even want those particles to be spawnable on bricks
Then there's the projectile data, you're currently using the default Gun's damage type, so you're still probably modifying how the default Gun functions
You can avoid this by renaming the entries for directDamageType and radiusDamageType from '
$DamageType::Gun' to '
$DamageType::Tri-Gun' and changing '
Gun' from the start of '
AddDamageType("Gun", '<bitmap:add-ons/Weapon_Gun/CI_gun> %1', '%2 <bitmap:add-ons/Weapon_Gun/CI_gun> %1',0.2,1);' to the same thing you put for '
$DamageType::NAME', which in this case would be Tri-Gun
Once you get around to making your own CI image (chat icon/the icon used to show how a player was killed) for your weapon, you can change the name of the bitmap's directory to the directory of your image
You also forgot to rename the shapeFile name in the weapon image from pistol.dts to tripistol.dts
Hope this has been of any help to you