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";
};