Ok, here you go :
//Golfscorereseter.cs
datablock AudioProfile(GolfscorereseterFireSound)
{
filename = "./sound/Button.wav";
description = AudioClose3d;
preload = true;
};
datablock ExplosionData(GolfscorereseterExplosion)
{
//explosionShape = "";
lifeTimeMS = 150;
soundProfile = GolfscorereseterExplosionSoun d;
emitter[0] = GolfscorereseterExplosionEmit ter;
emitter[1] = GolfscorereseterExplosionEmit ter2;
//particleDensity = 30.0;
//particleRadius = 1.0;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = false;
camShakeFreq = "7.0 8.0 7.0";
camShakeAmp = "1.0 1.0 1.0";
camShakeDuration = 0.5;
camShakeRadius = 15.0;
// Dynamic light
lightStartRadius = 0.1;
lightEndRadius = 0.1;
lightStartColor = "1.0 1.0 1.0 1.0";
lightEndColor = "1.0 1.0 1.0 1.0";
//impulse
impulseRadius = 0;
impulseForce = 0;
//radius damage
radiusDamage = 0;
damageRadius = 0;
};
//projectile
AddDamageType("RocketDirect", '<bitmap:add-ons/ci/rocket> %1', '%2 <bitmap:add-ons/ci/rocket> %1',1,1);
AddDamageType("RocketRadius", '<bitmap:add-ons/ci/rocketRadius> %1', '%2 <bitmap:add-ons/ci/rocketRadius> %1',1,0);
datablock ProjectileData(GolfscorereseterProjectile)
{
projectileShapeName = "base/data/shapes/empty.dts";
directDamage = 0;
directDamageType = $DamageType::rocketDirect;
radiusDamageType = $DamageType::rocketRadius;
impactImpulse = 0;
verticalImpulse = 0;
explosion = GolfscorereseterExplosion;
particleEmitter = GolfscorereseterTrailEmitter;
muzzleVelocity = 70;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 20000;
fadeDelay = 19500;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = true;
gravityMod = 0.20;
hasLight = false;
lightRadius = 3.0;
lightColor = "1.0 1.0 1";
};
//////////
// item //
//////////
datablock ItemData(GolfscorereseterItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile "./shapes/scorereseter.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Score Reseter";
iconName = "base/client/ui/ItemIcons/golfscorereseter";
doColorShift = true;
colorShiftColor = "1.0 1.0 1 1.000";
// Dynamic properties defined by the scripts
image = GolfscorereseterImage;
canDrop = true;
};
//function Golfscorereseter::onUse(%this,%user)
//{
// //mount the image in the right hand slot
// %user.mountimage(%this.image, $RightHandSlot);
//}
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(GolfscorereseterImage)
{
// Basic Item properties
shapeFile = "./shapes/scorereseter.dts";
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
offset = "0 0 0";
//eyeOffset = "0.1 0.2 -0.55";
// 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 = GolfscorereseterItem;
ammo = " ";
projectile = GolfscorereseterProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
//casing = " ";
doColorShift = true;
colorShiftColor = "1.0 1.0 1 1.000";
// 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 cldriverwandient 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";
stateSequence[0] = "ready";
stateScript[0] = "onActivate";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateEmitter[1] = GolfscorereseterWandEmitter;
stateEmitterTime[1] = 1000;
stateScript[1] = "onReady";
stateAllowImageChange[1] = true;
stateName[2] = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2] = 1;
stateWaitForTimeout[2] = false;
stateTransitionOnTriggerUp[2] = "AbortCharge";
stateScript[2] = "onCharge";
stateAllowImageChange[2] = false;
stateName[3] = "AbortCharge";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 0.3;
stateWaitForTimeout[3] = true;
stateScript[3] = "onAbortCharge";
stateAllowImageChange[3] = false;
stateName[4] = "Armed";
stateTransitionOnTriggerUp[4] = "Fire";
stateEmitter[4] = GolfscorereseterWandEmitterB;
stateEmitterTime[4] = 0.2;
stateAllowImageChange[4] = false;
stateName[5] = "Fire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.15;
stateFire[5] = true;
stateSequence[5] = "fire";
stateScript[5] = "onFire";
stateWaitForTimeout[5] = true;
stateEmitter[5] = GolfscorereseterWandEmitter;
stateEmitterTime[5] = 1;
stateAllowImageChange[5] = false;
stateSound[5] = GolfscorereseterFireSound;
};
function GolfscorereseterImage::onReady(%this, %obj, %slot)
{
%obj.playthread(2, root);
}
function GolfscorereseterImage::onFire(%this, %obj, %slot)
{
%nrg = %obj.getEnergyLevel();
if(0 <= %nrg) {
%obj.setEnergyLevel(%nrg - 100);
commandtoClient(%obj.client,'bottomprint',"\c1Strokes: " @ mFloor(%obj.getEnergyLevel()) @ "/" @ %obj.getDatablock().maxenergy);
}
%obj.playthread(2, armattack);
Parent::onFire(%this, %obj, %slot);
}