Well I'm in a pickle. This code was meant for a lightsaber weapon that I will be using for star wars mod, so if you want to show your support, please help. Right now RKY and me have been trying to make it so you can use /commands and eventually a gui to change the hilt on your saber. But after lots of toiling and strife it still keeps its original model. The slash commands don't do anything. Help Please. Code is below.
//lightSaber.cs
datablock AudioProfile(lightSaberDrawSound)
{
filename = "./sound/button.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(lightSaberHitSound)
{
filename = "./sound/button.wav";
description = AudioClosest3d;
preload = true;
};
//effects
datablock ParticleData(lightSaberExplosionParticle)
{
dragCoefficient = 2;
gravityCoefficient = 1.0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
spinRandomMin = -90;
spinRandomMax = 90;
lifetimeMS = 500;
lifetimeVarianceMS = 300;
textureName = "base/data/particles/chunk";
colors[0] = "0.0 1.0 0.0 0.9";
colors[1] = "0.0 1.0 0.25 0.0";
sizes[0] = 0.5;
sizes[1] = 0.25;
};
datablock ParticleEmitterData(lightSaberExplosionEmitter)
{
ejectionPeriodMS = 7;
periodVarianceMS = 0;
ejectionVelocity = 8;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 60;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "lightSaberExplosionParticle";
};
datablock ExplosionData(lightSaberExplosion)
{
//explosionShape = "";
lifeTimeMS = 500;
soundProfile = lightSaberHitSound;
particleEmitter = lightSaberExplosionEmitter;
particleDensity = 10;
particleRadius = 0.2;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = true;
camShakeFreq = "20.0 22.0 20.0";
camShakeAmp = "1.0 1.0 1.0";
camShakeDuration = 0.5;
camShakeRadius = 10.0;
// Dynamic light
lightStartRadius = 3;
lightEndRadius = 0;
lightStartColor = "00.2 0.0 0.6";
lightEndColor = "0 0 0";
};
//projectile
AddDamageType("lightSaber", '<bitmap:add-ons/ci/lightSaber> %1', '%2 <bitmap:add-ons/ci/lightSaber> %1',1,1);
datablock ProjectileData(lightSaberProjectile)
{
//projectileShapeName = "~/data/shapes/arrow.dts";
directDamage = 35;
directDamageType = $DamageType::lightSaber;
radiusDamageType = $DamageType::lightSaber;
explosion = lightSaberExplosion;
//particleEmitter = as;
muzzleVelocity = 50;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 100;
fadeDelay = 70;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = false;
gravityMod = 0.0;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 1 0.0";
};
//////////
// item //
//////////
datablock ItemData(lightSaberItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./shapes/betalightSaber1.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "LightSaber";
iconName = "./ItemIcons/lightSaber";
doColorShift = true;
colorShiftColor = "0.0 1.0 1.000 1.000";
// Dynamic properties defined by the scripts
image = lightSaberImage1;
canDrop = true;
};
//function lightSaber::onUse(%this,%user)
//{
// //if the image is mounted already, unmount it
// //if it isnt, mount it
//
// %mountPoint = %this.image.mountPoint;
// %mountedImage = %user.getMountedImage(%mountPoint);
//
// if(%mountedImage)
// {
// //echo(%mountedImage);
// if(%mountedImage == %this.image.getId())
// {
// //our image is already mounted so unmount it
// %user.unMountImage(%mountPoint);
// }
// else
// {
// //something else is there so mount our image
// %user.mountimage(%this.image, %mountPoint);
// }
// }
// else
// {
// //nothing there so mount
// %user.mountimage(%this.image, %mountPoint);
// }
//}
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(lightSaber1Image)
{
// Basic Item properties
shapeFile = "./shapes/Betalightsaber1.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 = false;
eyeOffset = "0.7 1.2 -0.25";
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
className = "WeaponImage";
// Projectile && Ammo.
item = lightSaberItem;
ammo = " ";
projectile = lightSaberProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = true;
doRetraction = false;
//raise your arm up or not
armReady = true;
//casing = " ";
doColorShift = true;
colorShiftColor = "0.0 1.0 0.0 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] = 0.5;
stateTransitionOnTimeout[0] = "Ready";
stateSound[0] = lightSaberDrawSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "PreFire";
stateAllowImageChange[1] = true;
stateName[2] = "PreFire";
stateScript[2] = "onPreFire";
stateAllowImageChange[2] = false;
stateTimeoutValue[2] = 0.1;
stateTransitionOnTimeout[2] = "Fire";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "CheckFire";
stateTimeoutValue[3] = 0.2;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateWaitForTimeout[3] = true;
//stateTransitionOnTriggerUp[3] = "StopFire";
stateName[4] = "CheckFire";
stateTransitionOnTriggerUp[4] = "StopFire";
stateTransitionOnTriggerDown[4] = "Fire";
stateName[5] = "StopFire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.2;
stateAllowImageChange[5] = false;
stateWaitForTimeout[5] = true;
stateSequence[5] = "StopFire";
stateScript[5] = "onStopFire";
};
datablock ShapeBaseImageData(lightSaber2Image)
{
// Basic Item properties
shapeFile = "./shapes/BetaLightSaber2.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 = false;
eyeOffset = "0.7 1.2 -0.25";
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
className = "WeaponImage";
// Projectile && Ammo.
item = lightSaberItem;
ammo = " ";
projectile = lightSaberProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = true;
doRetraction = false;
//raise your arm up or not
armReady = true;
//casing = " ";
doColorShift = true;
colorShiftColor = "0.0 1.0 0.0 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] = 0.5;
stateTransitionOnTimeout[0] = "Ready";
stateSound[0] = lightSaberDrawSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "PreFire";
stateAllowImageChange[1] = true;
stateName[2] = "PreFire";
stateScript[2] = "onPreFire";
stateAllowImageChange[2] = false;
stateTimeoutValue[2] = 0.1;
stateTransitionOnTimeout[2] = "Fire";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "CheckFire";
stateTimeoutValue[3] = 0.2;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateWaitForTimeout[3] = true;
//stateTransitionOnTriggerUp[3] = "StopFire";
stateName[4] = "CheckFire";
stateTransitionOnTriggerUp[4] = "StopFire";
stateTransitionOnTriggerDown[4] = "Fire";
stateName[5] = "StopFire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.2;
stateAllowImageChange[5] = false;
stateWaitForTimeout[5] = true;
stateSequence[5] = "StopFire";
stateScript[5] = "onStopFire";
};
function lightsaberImage1::onPreFire(%this, %obj, %slot)
{
//messageAll( 'MsgClient', 'lightSaber prefired!!!');
//Parent::onFire(%this, %obj, %slot);
%obj.playthread(2, armattack);
}
function lightSaberImage1::onStopFire(%this, %obj, %slot)
{
%obj.playthread(2, root);
//messageAll( 'MsgClient', 'stopfire');
}
function LightSaberitem::onUse(%this,%a,%b,%c,%d,%e)
{
%Hilt = %client.Hilt;
switch(%Hilt)
{
case 0:
%this.image = LightSaber1Image;
case 1:
%this.image = LightSaber2Image;
}
Parent::onUse(%this,%a,%b,%c,%d,%e);
}
function serverCmdhilt1(%client)
{
%client.Hilt = 0;
}
function serverCmdhilt2(%client)
{
%client.Hilt = 1;
}