Author Topic: code help  (Read 1256 times)

i have a problem with the gun not shooting at all also probably the entire states are all forgeted
if anyone could help me make the weapon shoot like a old rusty machine gun (the fire rate is very slow at start, but hold down trigger and it starts firing faster and faster untill it reaches a certain speed)
here is code https://pastebin.com/DVe2gwhN

you can't really change speed in a state

you can't really change speed in a state

the idea is to just unroll the loop until it finished speeding up, decreasing the timeout between them

ok i have decided to restart this and made new code
now the problem is that when i fire the gun the game crashes
Code: [Select]
//rustyforget.cs

//audio
datablock AudioProfile(rustyforgetShot1Sound)
{
   filename    = "./gunShot1.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(bulletHitSound)
{
   filename    = "./bulletHit.wav";
   description = AudioClose3d;
   preload = true;
};


//shell
datablock DebrisData(rustyforgetShellDebris)
{
shapeFile = "./gunShell.dts";
lifetime = 2.0;
minSpinSpeed = -400.0;
maxSpinSpeed = 200.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 3;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = true;

gravModifier = 2;
};


//muzzle flash effects
datablock ParticleData(rustyforgetFlashParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 25;
lifetimeVarianceMS   = 15;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.9 0.0 0.9";
colors[1]     = "0.9 0.5 0.0 0.0";
sizes[0]      = 0.5;
sizes[1]      = 1.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(rustyforgetFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "rustyforgetFlashParticle";

   uiName = "rustyforget Flash";
};

datablock ParticleData(rustyforgetSmokeParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.5 0.5 0.5 0.9";
colors[1]     = "0.5 0.5 0.5 0.0";
sizes[0]      = 0.15;
sizes[1]      = 0.15;

useInvAlpha = false;
};
datablock ParticleEmitterData(rustyforgetSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "rustyforgetSmokeParticle";

   uiName = "rustyforget Smoke";
};


datablock ParticleData(rustyforgetExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = 1;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 700;
lifetimeVarianceMS   = 400;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.9 0.9 0.9 0.3";
colors[1]     = "0.9 0.5 0.6 0.0";
sizes[0]      = 0.25;
sizes[1]      = 0.75;

useInvAlpha = true;
};
datablock ParticleEmitterData(rustyforgetExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "rustyforgetExplosionParticle";

   useEmitterColors = true;
   uiName = "rustyforget Hit Dust";
};


datablock ParticleData(rustyforgetExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 50;
lifetimeVarianceMS   = 35;
textureName          = "base/data/particles/star1";
spinSpeed = 500.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "1 1 0.0 0.9";
colors[1]     = "0.9 0.0 0.0 0.0";
sizes[0]      = 1;
sizes[1]      = 0;

useInvAlpha = false;
};
datablock ParticleEmitterData(rustyforgetExplosionRingEmitter)
{
lifeTimeMS = 50;

   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "rustyforgetExplosionRingParticle";

   useEmitterColors = true;
   uiName = "rustyforget Hit Flash";
};

datablock ExplosionData(rustyforgetExplosion)
{
   //explosionShape = "";
soundProfile = bulletHitSound;

   lifeTimeMS = 150;

   particleEmitter = rustyforgetExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = rustyforgetExplosionRingEmitter;

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

   shakeCamera = false;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 2;
   lightEndRadius = 2;
   lightStartColor = "0.5 0.8 0.9";
   lightEndColor = "0 0 0";
};


AddDamageType("rustyforget",   '<bitmap:add-ons/Weapon_rustyforget/CI_gun> %1',    '%2 <bitmap:add-ons/Weapon_rustyforget/CI_gun> %1',0.2,1);
datablock ProjectileData(rustyforgetProjectile)
{
   projectileShapeName = "./bullet.dts";
   directDamage        = 30;
   directDamageType    = $DamageType::rustyforget;
   radiusDamageType    = $DamageType::rustyforget;

   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse     = 400;
   verticalImpulse  = 400;
   explosion           = rustyforgetExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;

   muzzleVelocity      = 90;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";

   uiName = "rustyforget Bullet";
};

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

// Basic Item Properties
shapeFile = "./rustyforget.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "rusty machine rustyforget rustyforget yes ik this name is stuff";
iconName = "./icon_rustyforget";
doColorShift = true;
colorShiftColor = "0.25 0.25 0.25 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(rustyforgetImage)
{
   // Basic Item properties
   shapeFile = "./rustyforget.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; //"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 = BowItem;
   ammo = " ";
   projectile = rustyforgetProjectile;
   projectileType = Projectile;

casing = rustyforgetShellDebris;
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;

   doColorShift = true;
   colorShiftColor = rustyforgetItem.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]             = 0.15;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Fire1";
stateAllowImageChange[1]         = true;
stateSequence[1] = "Ready";

stateName[2]                    = "Fire1";
        stateTransitionOnTriggerUp[2] = "Reload";
        stateTransitionOnTriggerDown[2] = "Smoke1";
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = rustyforgetFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = rustyforgetShot1Sound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke1";
stateTimeoutValue[3]            = 0.45;
stateTransitionOnTriggerDown[3]     = "Fire2";
        stateTransitionOnTriggerUp[3]     = "Reload";

stateName[4]                    = "Fire2";
        stateTransitionOnTriggerUp[4] = "Reload";
        stateTransitionOnTriggerDown[4] = "Smoke2";
stateFire[4]                    = true;
stateAllowImageChange[4]        = false;
stateSequence[4]                = "Fire";
stateScript[4]                  = "onFire";
stateWaitForTimeout[4] = true;
stateEmitter[4] = rustyforgetFlashEmitter;
stateEmitterTime[4] = 0.05;
stateEmitterNode[4] = "muzzleNode";
stateSound[4] = rustyforgetShot1Sound;
stateEjectShell[4]       = true;

stateName[5] = "Smoke2";
stateTimeoutValue[5]            = 0.3;
stateTransitionOnTriggerDown[5]     = "Fire3";
        stateTransitionOnTriggerUp[5]     = "Reload";

stateName[6]                    = "Fire3";
        stateTransitionOnTriggerUp[6] = "Reload";
        stateTransitionOnTriggerDown[6] = "Smoke3";
stateFire[6]                    = true;
stateAllowImageChange[6]        = false;
stateSequence[6]                = "Fire";
stateScript[6]                  = "onFire";
stateWaitForTimeout[6] = true;
stateEmitter[6] = rustyforgetFlashEmitter;
stateEmitterTime[6] = 0.05;
stateEmitterNode[6] = "muzzleNode";
stateSound[6] = rustyforgetShot1Sound;
stateEjectShell[6]       = true;

stateName[7] = "Smoke3";
stateTimeoutValue[7]            = 0.2;
stateTransitionOnTriggerDown[7]     = "Fire4";
        stateTransitionOnTriggerUp[7]     = "Reload";

stateName[8]                    = "Fire4";
        stateTransitionOnTriggerUp[8] = "Reload";
        stateTransitionOnTriggerDown[8] = "Smoke4";
stateFire[8]                    = true;
stateAllowImageChange[8]        = false;
stateSequence[8]                = "Fire";
stateScript[8]                  = "onFire";
stateWaitForTimeout[8] = true;
stateEmitter[8] = rustyforgetFlashEmitter;
stateEmitterTime[8] = 0.05;
stateEmitterNode[8] = "muzzleNode";
stateSound[8] = rustyforgetShot1Sound;
stateEjectShell[8]       = true;

stateName[9] = "Smoke4";
stateTimeoutValue[9]            = 0.1;
stateTransitionOnTriggerDown[9]     = "Fire5";
        stateTransitionOnTriggerUp[9]     = "Reload";

stateName[10]                    = "Fire5";
        stateTransitionOnTriggerUp[10] = "Reload";
        stateTransitionOnTriggerDown[10] = "Smoke5";
stateFire[10]                    = true;
stateAllowImageChange[10]        = false;
stateSequence[10]                = "Fire";
stateScript[10]                  = "onFire";
stateWaitForTimeout[10] = true;
stateEmitter[10] = rustyforgetFlashEmitter;
stateEmitterTime[10] = 0.05;
stateEmitterNode[10] = "muzzleNode";
stateSound[10] = rustyforgetShot1Sound;
stateEjectShell[10]       = true;

stateName[11] = "Smoke5";
stateTimeoutValue[11]            = 0.06;
stateTransitionOnTriggerDown[11]     = "FireLoop";
        stateTransitionOnTriggerUp[11]     = "Reload";

stateName[12]                    = "FireLoop";
        stateTransitionOnTriggerUp[12] = "Reload";
        stateTransitionOnTriggerDown[12] = "SmokeLoop";
stateFire[12]                    = true;
stateAllowImageChange[12]        = false;
stateSequence[12]                = "Fire";
stateScript[12]                  = "onFire";
stateWaitForTimeout[12] = true;
stateEmitter[12] = rustyforgetFlashEmitter;
stateEmitterTime[12] = 0.05;
stateEmitterNode[12] = "muzzleNode";
stateSound[12] = rustyforgetShot1Sound;
stateEjectShell[12]       = true;

stateName[13] = "SmokeLoop";
stateTimeoutValue[13]            = 0.04;
        stateTransitionOnTriggerDown[13]     = "FireLoop";
        stateTransitionOnTriggerUp[13]     = "Reload";

stateName[14] = "Reload";
stateSequence[14]                = "Reload";
stateTransitionOnTriggerUp[14]     = "Ready";
stateSequence[14] = "Ready";

};

onTriggerDown bypasses the timeouts, so each state is being called extremely fast. The server isn't taking a break from the loops.
Try removing the trigger down transitions (and call state transition timeout instead) in some states and see if it fixes

onTriggerDown bypasses the timeouts, so each state is being called extremely fast. The server isn't taking a break from the loops.
Try removing the trigger down transitions (and call state transition timeout instead) in some states and see if it fixes
that worked, thank you