Zors fire fighting mod

Author Topic: Zors fire fighting mod  (Read 5733 times)

can someone give me the fire hose or tell me how to get it.


my e-mail is kittykatjake05@aol.com

Another topic like this.

im sure i want help, not critizism

Well everyone who is to lazy to search and makes topics like this will be flamed.

dude i searched for a week not finding anything. so you can stfu you loser and stop coming in my servers cause you know i hate you

Ok who am I? Besides I don't even do harm to your server im quiet and don't spam.

your lord tony arent you?


THAT doesnt come with the fire hose... i downloaded that and there was no fire hose :(

Oh well then, I have no idea where the orriginal thread is.

i want the fire hose! not fire wand

Lord Tony stfu and be helpful. The FireMod's firehose has to be spawned like a gun.

my friend told me that the script was messed up and he is gonna guide me through to fix it. ill ask him if ican post it giving full credit to him

You can ask maxwell if you need further help. His server will be named "Maxwells server"

There was an issue with people not having the fire hose in Zor's firefighting mod. I never had an issue with this but seeing how everyone has been asking me about it when i host, here is the deal. In the "Item_FireFight.cs" file the was one mistake that add-ons/ was missing from /shapes/pistol.dts. Instead of trying to explain the two locations where the lines are here is the completed script for Item_FireFight.cs. To replace your current script go to "Start" then search for "Item_FireFight.cs". When its found open "Item_FireFight.cs" in notepad. When opened in notepad erase all of the lettering and copy/paste this following text in and save.

//arrow trail
datablock ParticleData(firewandTrailParticle)
{
 dragCoefficient  = 3.0;
 windCoefficient  = 0.0;
 gravityCoefficient = 0.0;
 inheritedVelFactor = 0.0;
 constantAcceleration = 0.0;
 lifetimeMS  = 200;
 lifetimeVarianceMS = 0;
 spinSpeed  = 10.0;
 spinRandomMin  = -50.0;
 spinRandomMax  = 50.0;
 useInvAlpha  = false;
 animateTexture  = false;
 //framesPerSec  = 1;
 
 textureName  = "base/data/particles/dot";
 //animTexName  = "~/data/particles/dot";
 
 // Interpolation variables
 colors[0] = "1 1 1 0.2";
 colors[1] = "1 1 1 0.0";
 sizes[0] = 0.2;
 sizes[1] = 0.01;
 times[0] = 0.0;
 times[1] = 1.0;
};
 
datablock ParticleEmitterData(firewandTrailEmitter)
{
   ejectionPeriodMS = 2;
   periodVarianceMS = 0;
 
   ejectionVelocity = 0; //0.25;
   velocityVariance = 0; //0.10;
 
   ejectionOffset = 0;
 
   thetaMin         = 0.0;
   thetaMax         = 90.0; 
 
   particles = firewandTrailParticle;
};
 
//effects
datablock ParticleData(firewandExplosionParticle)
{
 dragCoefficient      = 5;
 gravityCoefficient   = 0.1;
 inheritedVelFactor   = 0.2;
 constantAcceleration = 0.0;
 lifetimeMS           = 500;
 lifetimeVarianceMS   = 300;
 textureName          = "base/data/particles/chunk";
 spinSpeed  = 10.0;
 spinRandomMin  = -50.0;
 spinRandomMax  = 50.0;
 colors[0]     = "0.9 0.9 0.6 0.9";
 colors[1]     = "0.9 0.5 0.6 0.0";
 sizes[0]      = 0.25;
 sizes[1]      = 0.0;
};
 
datablock ParticleEmitterData(firewandExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "firewandExplosionParticle";
};
 
datablock ExplosionData(firewandExplosion)
{
   //explosionShape = "";
 
   lifeTimeMS = 150;
 
   particleEmitter = firewandExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;
 
   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 = 0;
   lightEndRadius = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};
 

//projectile
datablock ProjectileData(firewandProjectile)
{
   //projectileShapeName = "./shapes/arrow.dts";
 
   directDamage        = 0;
   directDamageType    = $DamageType::ArrowDirect;
 
   radiusDamage        = 0;
   damageRadius        = 0;
   radiusDamageType    = $DamageType::ArrowDirect;
 
   explosion           = firewandExplosion;
   //particleEmitter     = firewandTrailEmitter;
 
   muzzleVelocity      = 50;
   velInheritFactor    = 1;
 
   armingDelay         = 0;
   lifetime            = 150;
   fadeDelay           = 70;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.0;
 
   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";
};
 

//////////
// item //
//////////
datablock ItemData(firewandItem)
{
 category = "Weapon";  // Mission editor category
 className = "Weapon"; // For inventory system
 
  // Basic Item Properties
 shapeFile = "base/data/shapes/wand.dts";
 rotate = false;
 mass = 1;
 density = 0.2;
 elasticity = 0.2;
 friction = 0.6;
 emap = true;
 
 //gui stuff
 uiName = "Fire Wand";
 iconName = "./ItemIcons/wand";
 doColorShift = true;
 colorShiftColor = "0.400 0.196 0 1.000";
 
  // Dynamic properties defined by the scripts
 image = firewandImage;
 canDrop = true;
};
 
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(firewandImage)
{
   // 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; //"0.7 1.2 -0.5";
   rotation = eulerToMatrix( "0 0 10" );
 
   // 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 = firewandItem;
   ammo = " ";
   projectile = firewandProjectile;
   projectileType = Projectile;
 
   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
 
   doColorShift = true;
   colorShiftColor = firewandItem.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]             = 0.5;
 stateTransitionOnTimeout[0]       = "Ready";
 stateSound[0]     = weaponSwitchSound;
 
 stateName[1]                     = "Ready";
 stateTransitionOnTriggerDown[1]  = "Fire";
 stateAllowImageChange[1]         = true;
 
 stateName[2]                    = "Fire";
 stateTransitionOnTimeout[2]     = "Reload";
 stateTimeoutValue[2]            = 0.05;
 stateFire[2]                    = true;
 stateAllowImageChange[2]        = false;
 stateSequence[2]                = "Fire";
 stateScript[2]                  = "onFire";
 stateWaitForTimeout[2]   = true;
 stateSound[2]     = bowFireSound;
 
 stateName[3]   = "Reload";
 stateSequence[3]                = "Reload";
 stateAllowImageChange[3]        = false;
 stateTimeoutValue[3]            = 0.5;
 stateWaitForTimeout[3]  = true;
 stateTransitionOnTimeout[3]     = "Check";
 
 stateName[4]   = "Check";
 stateTransitionOnTriggerUp[4] = "StopFire";
 stateTransitionOnTriggerDown[4] = "Fire";
 
 stateName[5]                    = "StopFire";
 stateTransitionOnTimeout[5]     = "Ready";
 stateTimeoutValue[5]            = 0.2;
 stateAllowImageChange[5]        = false;
 stateWaitForTimeout[5]  = true;
 //stateSequence[5]                = "Reload";
 stateScript[5]                  = "onStopFire";
 

};
 

datablock ParticleData(firehoseParticle)
{
 dragCoefficient      = 0;
 gravityCoefficient   = 0.8;
 inheritedVelFactor   = 1.0;
 constantAcceleration = 0.0;
 lifetimeMS           = 2500;
 lifetimeVarianceMS   = 20;
 textureName          = "base/data/particles/cloud";
 spinSpeed  = 10.0;
 spinRandomMin  = -50.0;
 spinRandomMax  = 50.0;
 colors[0]     = "0.000000 0.000000 1.000000 0.800000";
 colors[1]     = "0.000000 0.496063 1.000000 0.600000";
 
 sizes[0]      = 1;
 sizes[1]      = 1;
 
    times[0] = 2;
    times[1] = 2;
 
 useInvAlpha = false;
};
 
datablock ParticleEmitterData(firehoseEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 20;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 5;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   orientOnVelocity = true;
   particles = "firehoseParticle";
};
 
datablock ParticleData(firehoseExplosionParticle)
{
 dragCoefficient      = 2;
 gravityCoefficient   = 0.1;
 windCoefficient    = 1;
 inheritedVelFactor   = 0.0;
 constantAcceleration = 0.0;
 lifetimeMS           = 600;
 lifetimeVarianceMS   = 200;
 textureName          = "base/data/particles/cloud";
 spinSpeed  = 100.0;
 spinRandomMin  = -50.0;
 spinRandomMax  = 50.0;
 colors[0]     = "0.000000 0 1.000000 0.8";
 colors[1]     = "0.000000 0.496063 1.000000 0.600000";
 
 sizes[0]      = 1;
 sizes[1]      = 1.4;
 
 times[0]   = 2;
 times[1]   = 2;
 

 useInvAlpha = false;
};
datablock ParticleEmitterData(firehoseExplosionEmitter)
{
   ejectionPeriodMS = 40;
   periodVarianceMS = 0;
   ejectionVelocity = 3.5;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 35;
   thetaMax         = 85;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   orientOnVelocity = true;
   particles = "firehoseExplosionParticle";
};
 
datablock ExplosionData(firehoseExplosion)
{
   lifeTimeMS = 128;
 
   particleEmitter = firehoseExplosionEmitter;
   particleDensity = 10;
   particleRadius = 1;
   explosionScale = "1 1 1";
};
 
datablock ProjectileData(firehoseProjectile)
{
   directDamage        = 0;
   directDamageType = $DamageType::sword;
   explosion           = firehoseExplosion;
 
   muzzleVelocity      = 60;
   velInheritFactor    = 1;
 
   armingDelay         = 0;
   lifetime            = 2000;
   fadeDelay           = 0;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.8;
};
 
//////////
// item //
//////////
datablock ItemData(firehoseItem)
{
 category = "Weapon";  // Mission editor category
 className = "Weapon"; // For inventory system
 
  // Basic Item Properties
 shapeFile = "add-ons/shapes/pistol.dts";
 rotate = false;
 mass = 1;
 density = 0.2;
 elasticity = 0.2;
 friction = 0.6;
 emap = true;
 
 //gui stuff
 uiName = "Fire Hose";
 iconName = "./ItemIcons/gun";
 doColorShift = true;
 colorShiftColor = "0.0 0.500 0.100 1.000";
 
  // Dynamic properties defined by the scripts
 image = firehoseImage;
 canDrop = true;
};
 
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(firehoseImage)
{
   // Basic Item properties
   shapeFile = "add-ons/shapes/pistol.dts";
   emap = true;
 
   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = 0;
   rotation = "1 0 0 0";
   correctMuzzleVector = true;
   className = "WeaponImage";
 
   // Projectile && Ammo.
   item = firehoseItem;
   ammo = " ";
   projectile = firehoseProjectile;
   projectileType = Projectile;
 
   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
 
   doRetraction = false;
 
   doColorShift = true;
   colorShiftColor = firehoseItem.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";
 stateTransitionOnTriggerDown[0]  = "Fire";
 stateAllowImageChange[0]    = true;
 stateSound[0]      = sprayActivateSound;
 stateTransitionOnTimeout[0]    = "Ready";
 stateTimeoutValue[0]     = 0.01;
 
 stateName[1]                     = "Ready";
 stateTransitionOnTriggerDown[1]  = "Fire";
 stateTimeoutValue[1]     = 0.04;
 stateTransitionOnTimeout[1]    = "Ready";
 stateWaitForTimeout[1]     = true;
 stateAllowImageChange[1]    = true;
 stateEmitterTime[1]     = 0.07;
 
 stateName[2]                     = "Fire";
 stateTransitionOnTriggerUp[2]    = "StopFire";
 stateTransitionOnTimeout[2]    = "Fire";
 stateTimeoutValue[2]     = 0.04;
 stateWaitForTimeout[2]     = true;
 stateFire[2]      = true;
 stateAllowImageChange[2]    = true;
 stateSound[2]      = sprayFireSound;
 stateScript[2]      = "onFire";
 stateEmitter[2]      = firehoseEmitter;
 stateEmitterTime[2]     = 0.07;
 stateSequence[2]      = "fire";
 
 stateName[3]       = "StopFire";
 stateTransitionOnTimeout[3]    = "Ready";
 stateWaitForTimeout[3]     = true;
 stateAllowImageChange[3]    = true;
 stateSequence[3]      = "stopfire";
};