Author Topic: Making a Charge Weapon Semiautomatic  (Read 1073 times)

How do I make this weapon fire like the gun? (Without charge and you have to click over and over to shoot it.) Please I need help, I am sorry for making so many topics but none of them get the problem fixed...
Code: [Select]
//icewand.cs


datablock AudioProfile(icewandExplosionSound)
{
   filename    = "./sound/spearHit.wav";
   description = AudioClose3d;
   preload = false;
};

datablock AudioProfile(icewandFireSound)
{
   filename    = "./sound/spearFire.wav";
   description = AudioClose3d;
   preload = true;
};


//icewand trail



datablock ParticleData(icewandWandParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "./particles/snowflake";
//animTexName = " ";

// Interpolation variables
colors[0] = "0.75 0.75 1 0.7";
colors[1] = "0.75 0.75 1 0.5";
colors[2] = "0.5 0.5 1 0.3";
sizes[0] = 0.2;
sizes[1] = 0.4;
sizes[2] = 0.1;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 1.0;
};

datablock ParticleEmitterData(icewandWandEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 0;

   ejectionVelocity = 0.1; //0.25;
   velocityVariance = 0.1; //0.10;

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = icewandWandParticle;
};
datablock ParticleData(icewandWandParticleB)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "./particles/snowflake";
//animTexName = " ";

// Interpolation variables
colors[0] = "0.75 0.75 1 0.7";
colors[1] = "0.75 0.75 1 0.5";
colors[2] = "0.5 0.5 1 0.3";
sizes[0] = 0.7;
sizes[1] = 0.9;
sizes[2] = 0.5;
times[0] = 0.1;
times[1] = 0.2;
times[2] = 1.0;
};

datablock ParticleEmitterData(icewandWandEmitterB)
{
   ejectionPeriodMS = 2;
   periodVarianceMS = 0;

   ejectionVelocity = 0.1; //0.25;
   velocityVariance = 0.1; //0.10;

   ejectionOffset = 0.2;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = icewandWandParticleB;
};

datablock ParticleData(icewandTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/ring";
//animTexName = " ";

// Interpolation variables
colors[0] = "0.0 0.0 1 0.7";
colors[1] = "0.25 0.0 1 0.5";
colors[2] = "0.5 0.0 1 0.3";
sizes[0] = 0.2;
sizes[1] = 0.4;
sizes[2] = 0.1;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 1.0;
};

datablock ParticleEmitterData(icewandTrailEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 0;

   ejectionVelocity = 0; //0.25;
   velocityVariance = 0; //0.10;

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = icewandTrailParticle;
};


//effects
datablock ParticleData(icewandExplosionParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 900;
lifetimeVarianceMS = 300;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "./particles/snowflake";
//animTexName = "~/data/particles/cloud";

// Interpolation variables
colors[0] = "0.0 0.0 1 0.9";
colors[1] = "0.25 0.0 1 0.0";
sizes[0] = 6.0;
sizes[1] = 7.0;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(icewandExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   lifeTimeMS    = 21;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "icewandExplosionParticle";
};

datablock ParticleData(icewandExplosionParticle2)
{
dragCoefficient = 0.1;
windCoefficient = 0.0;
gravityCoefficient = 2.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 500;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "./particles/snowflake";
//animTexName = "~/data/particles/cloud";

// Interpolation variables
colors[0] = "0.0 0.0 1.0 1.0";
colors[1] = "0.25 0.0 1.0 0.0";
sizes[0] = 1.5;
sizes[1] = 1.5;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(icewandExplosionEmitter2)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   lifetimeMS       = 7;
   ejectionVelocity = 15;
   velocityVariance = 5.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "icewandExplosionParticle2";
};




//
//
//
//
//

datablock ExplosionData(icewandExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 150;

   soundProfile = icewandExplosionSound;

   emitter[0] = icewandExplosionEmitter;
   emitter[1] = icewandExplosionEmitter2;
   //particleDensity = 30;
   //particleRadius = 1.0;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "7.0 8.0 7.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 15.0;

   // Dynamic light
   lightStartRadius = 6;
   lightEndRadius = 3;
   lightStartColor = "0.0 0.0 1 1";
   lightEndColor = "0.25 0.0 1.0 0";

   //impulse
   impulseRadius = 8;
   impulseForce = 4000;

   //radius damage
   radiusDamage        = 70;
   damageRadius        = 6;
};

//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(icewandProjectile)
{
   projectileShapeName = "base/data/shapes/empty.dts";
   directDamage        = 120;
   directDamageType  = $DamageType::rocketDirect;
   radiusDamageType  = $DamageType::rocketRadius;
   impactImpulse    = 5000;
   verticalImpulse    = 1000;
   explosion           = icewandExplosion;
   particleEmitter     = icewandTrailEmitter;

   brickExplosionRadius = 3;
   brickExplosionImpact = false; //destroy a brick if we hit it directly?
   brickExplosionForce  = 50;
   brickExplosionMaxVolume = 400;

   muzzleVelocity      = 70;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 20000;
   fadeDelay           = 19500;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0.20;

   hasLight    = true;
   lightRadius = 3.0;
   lightColor  = "0.25 0.0 1";
};


//////////
// item //
//////////
datablock ItemData(icewandItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

// Basic Item Properties
shapeFile = "base/data/shapes/wand.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Ice Wand";
iconName = "base/client/ui/ItemIcons/wand";
doColorShift = true;
colorShiftColor = "0.0 0.0 1.0 1.0";

// Dynamic properties defined by the scripts
image = icewandImage;
canDrop = true;
};

//function icewand::onUse(%this,%user)
//{
// //mount the image in the right hand slot
// %user.mountimage(%this.image, $RightHandSlot);
//}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(icewandImage)
{
   // Basic Item properties
   shapeFile = "base/data/shapes/wand.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 = icewandItem;
   ammo = " ";
   projectile = icewandProjectile;
   projectileType = Projectile;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "0.25 0.0 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 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";
stateSequence[0] = "ready";
stateScript[0] = "onActivate";
stateSound[0] = weaponSwitchSound;

stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateEmitter[1] = icewandWandEmitter;
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] = icewandWandEmitterB;
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] = icewandWandEmitter;
stateEmitterTime[5] = 1;
stateAllowImageChange[5] = false;
stateSound[5] = icewandFireSound;
};

function icewandImage::onReady(%this, %obj, %slot)
{
%obj.playthread(2, root);
}

function icewandImage::onCharge(%this, %obj, %slot)
{
%obj.playthread(2, spearReady);
}

function icewandImage::onAbortCharge(%this, %obj, %slot)
{
%obj.playthread(2, root);
}

function icewandImage::onFire(%this, %obj, %slot)
{
%nrg = %obj.getEnergyLevel();
if(90 <= %nrg) {
%obj.setEnergyLevel(%nrg - 90);
commandtoClient(%obj.client,'centerprint',"<just:center> \c1[" @ mFloor(%obj.getEnergyLevel()) @ "/" @ %obj.getDataBlock().maxenergy @ "]",2);
}
else {
commandtoClient(%obj.client,'centerprint',"<just:center> \c1[Not Enough Mana - " @ mFloor(%nrg) @"/"@ %obj.getDataBlock().maxenergy @"]",2);
return;
}
%obj.playthread(2, armattack);
Parent::onFire(%this, %obj, %slot);
}

Needa change the state system
Code: [Select]
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateSequence[0] = "ready";
stateScript[0] = "onActivate";
stateSound[0] = weaponSwitchSound;

stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateEmitter[1] = icewandWandEmitter;
stateEmitterTime[1] = 1000;
stateScript[1] = "onReady";
stateAllowImageChange[1] = true;

stateName[2]                    = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2]            = 0.1;
stateWaitForTimeout[2] = false;
stateTransitionOnTriggerUp[2] = "Armed";
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";
stateTransitionOnTimeout[4] = "Fire";
stateTimeoutValue[3] = 0.1;
stateEmitter[4] = icewandWandEmitterB;
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] = icewandWandEmitter;
stateEmitterTime[5] = 1;
stateAllowImageChange[5] = false;
stateSound[5] = icewandFireSound;

That might do it, dunno.(Its just off the top of my head)

Rky, I'm going to try it, but can you unban me from your server? I swear on all that is holy that I did not ruin your town.

Hate to be technical, but its full automatic still =/

Look at the gun script or some weapon that has the effect you want and look at the state system for it.

Yeah, I tried that before, and it ended up with me not being able to enable the gun and my weapon at same time  :panda: