ok i have decided to restart this and made new code
now the problem is that when i fire the gun the game crashes
//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";
};