how do i change a script

Author Topic: how do i change a script  (Read 980 times)

I'm going to release a tennisball soon andI have a throwing script and was wondering how to alter it so it would not have a damage effect and so that it could bounce. here is the script

//weapon_tennisball.cs


datablock AudioProfile(weapon_tennisballExplosionSou nd)
{
   filename    = "./sound/spearHit.wav";
   description = AudioClose3d;
   preload = false;
};

datablock AudioProfile(weapon_tennisballFireSound)
{
   filename    = "./sound/spearFire.wav";
   description = AudioClose3d;
   preload = true;
};


//weapon_tennisball trail
datablock ParticleData(weapon_tennisballTrailParticl e)
{
   dragCoefficient      = 3.0;
   windCoefficient      = 0.0;
   gravityCoefficient   = 0.0;
   inheritedVelFactor   = 0.0;
   constantAcceleration   = 0.0;
   lifetimeMS      = 600;
   lifetimeVarianceMS   = 0;
   spinSpeed      = 10.0;
   spinRandomMin      = -50.0;
   spinRandomMax      = 50.0;
   useInvAlpha      = true;
   animateTexture      = false;
   //framesPerSec      = 1;

   textureName      = "base/data/particles/ring";
   //animTexName      = " ";

   // Interpolation variables
   colors[0]   = "0.75 0.75 0.75 0.3";
   colors[1]   = "0.75 0.75 0.75 0.2";
   colors[2]   = "1 1 1 0.0";
   sizes[0]   = 0.15;
   sizes[1]   = 0.35;
   sizes[2]   = 0.05;
   times[0]   = 0.0;
   times[1]   = 0.1;
   times[2]   = 1.0;
};

datablock ParticleEmitterData(weapon_tennisballTrailEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 0;

   ejectionVelocity = 0; //0.25;
   velocityVariance = 0; //0.10;

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = weapon_tennisballTrailParticl e;
};


//effects
datablock ParticleData(weapon_tennisballExplosionPar ticle)
{
   dragCoefficient      = 3.0;
   windCoefficient      = 0.0;
   gravityCoefficient   = 0.5;
   inheritedVelFactor   = 0.0;
   constantAcceleration   = 0.0;
   lifetimeMS      = 900;
   lifetimeVarianceMS   = 300;
   spinSpeed      = 10.0;
   spinRandomMin      = -50.0;
   spinRandomMax      = 50.0;
   useInvAlpha      = true;
   animateTexture      = false;
   //framesPerSec      = 1;

   textureName      = "base/data/particles/cloud";
   //animTexName      = "~/data/particles/cloud";

   // Interpolation variables
   colors[0]   = "0.3 0.3 0.2 0.9";
   colors[1]   = "0.2 0.2 0.2 0.0";
   sizes[0]   = 4.0;
   sizes[1]   = 7.0;
   times[0]   = 0.0;
   times[1]   = 1.0;
};

datablock ParticleEmitterData(weapon_tennisballExplosionEmi tter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   lifeTimeMS      = 21;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "weapon_tennisballExplosionPar ticle";
};

datablock ParticleData(weapon_tennisballExplosionPar ticle2)
{
   dragCoefficient      = 0.1;
   windCoefficient      = 0.0;
   gravityCoefficient   = 2.0;
   inheritedVelFactor   = 0.0;
   constantAcceleration   = 0.0;
   lifetimeMS      = 1000;
   lifetimeVarianceMS   = 500;
   spinSpeed      = 10.0;
   spinRandomMin      = -50.0;
   spinRandomMax      = 50.0;
   useInvAlpha      = true;
   animateTexture      = false;
   //framesPerSec      = 1;

   textureName      = "base/data/particles/chunk";
   //animTexName      = "~/data/particles/cloud";

   // Interpolation variables
   colors[0]   = "0.0 0.0 0.0 1.0";
   colors[1]   = "0.0 0.0 0.0 0.0";
   sizes[0]   = 0.5;
   sizes[1]   = 0.5;
   times[0]   = 0.0;
   times[1]   = 1.0;
};

datablock ParticleEmitterData(weapon_tennisballExplosionEmi tter2)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   lifetimeMS       = 7;
   ejectionVelocity = 15;
   velocityVariance = 5.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "weapon_tennisballExplosionPar ticle2";
};

datablock ExplosionData(weapon_tennisballExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 150;

   soundProfile = weapon_tennisballExplosionSou nd;

   emitter[0] = weapon_tennisballExplosionEmi tter;
   emitter[1] = weapon_tennisballExplosionEmi tter2;
   //particleDensity = 30;
   //particleRadius = 1.0;

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

   shakeCamera = true;
   camShakeFreq = "7.0 8.0 7.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 15.0;

   // Dynamic light
   lightStartRadius = 4;
   lightEndRadius = 3;
   lightStartColor = "0.45 0.3 0.1";
   lightEndColor = "0 0 0";

   //impulse
   impulseRadius = 3.5;
   impulseForce = 2000;

   //radius damage
   radiusDamage        = 40;
   damageRadius        = 3.5;
};

//projectile
AddDamageType("weapon_tennisball",   '<bitmap:add-ons/ci/spear> %1',    '%2 <bitmap:add-ons/ci/spear> %1',1,1);
AddDamageType("weapon_tennisballRadius",   '<bitmap:add-ons/ci/spearRadius> %1',    '%2 <bitmap:add-ons/ci/spearRadius> %1',1,0);
datablock ProjectileData(weapon_tennisballProjectile)
{
   projectileShapeName = "./shapes/weapon_tennisball.dts";
   directDamage        = 50;
   directDamageType  = $DamageType::weapon_tennisballDirect;
   radiusDamageType  = $DamageType::weapon_tennisballRadius;
   impactImpulse      = 1000;
   verticalImpulse      = 1000;
   explosion           = weapon_tennisballExplosion;
   particleEmitter     = weapon_tennisballTrailEmitter;

   brickExplosionRadius = 0;
   brickExplosionImpact = true; //destroy a brick if we hit it directly?
   brickExplosionForce  = 20;
   brickExplosionMaxVolume = 200;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 20000;
   fadeDelay           = 19500;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0.50;

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


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

    // Basic Item Properties
   shapeFile = "./shapes/weapon_tennisball.dts";
   mass = 1;
   density = 0.2;
   elasticity = 0.2;
   friction = 0.6;
   emap = true;

   //gui stuff
   uiName = "weapon_tennisball";
   iconName = "./ItemIcons/weapon_tennisball";
   doColorShift = true;
   colorShiftColor = "0.400 0.196 0 1.000";

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

//function weapon_tennisball::onUse(%this,%user)
//{
//   //mount the image in the right hand slot
//   %user.mountimage(%this.image, $RightHandSlot);
//}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(weapon_tennisballImage)
{
   // Basic Item properties
   shapeFile = "./shapes/weapon_tennisball.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 = true;

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";

   // Projectile && Ammo.
   item = weapon_tennisballItem;
   ammo = " ";
   projectile = weapon_tennisballProjectile;
   projectileType = Projectile;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "0.400 0.196 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]      = 0.1;
   stateTransitionOnTimeout[0]   = "Ready";
   stateSequence[0]      = "ready";
   stateSound[0]               = weaponSwitchSound;

   stateName[1]         = "Ready";
   stateTransitionOnTriggerDown[1]   = "Charge";
   stateAllowImageChange[1]   = true;
   
   stateName[2]                    = "Charge";
   stateTransitionOnTimeout[2]   = "Armed";
   stateTimeoutValue[2]            = 0.7;
   stateWaitForTimeout[2]      = false;
   stateTransitionOnTriggerUp[2]   = "AbortCharge";
   stateScript[2]                  = "onCharge";
   stateAllowImageChange[2]        = false;
   
   stateName[3]         = "AbortCharge";
   stateTransitionOnTimeout[3]   = "Ready";
   stateTimeoutValue[3]      = 0.3;
   stateWaitForTimeout[3]      = true;
   stateScript[3]         = "onAbortCharge";
   stateAllowImageChange[3]   = false;

   stateName[4]         = "Armed";
   stateTransitionOnTriggerUp[4]   = "Fire";
   stateAllowImageChange[4]   = false;

   stateName[5]         = "Fire";
   stateTransitionOnTimeout[5]   = "Ready";
   stateTimeoutValue[5]      = 0.5;
   stateFire[5]         = true;
   stateSequence[5]      = "fire";
   stateScript[5]         = "onFire";
   stateWaitForTimeout[5]      = true;
   stateAllowImageChange[5]   = false;
   stateSound[5]            = weapon_tennisballFireSound;
};

function weapon_tennisballImage::onCharge(%this, %obj, %slot)
{
   %obj.playthread(2, spearReady);
}

function weapon_tennisballImage::onAbortCharge(%this, %obj, %slot)
{
   %obj.playthread(2, root);
}

function weapon_tennisballImage::onFire(%this, %obj, %slot)
{
   %obj.playthread(2, spearThrow);
   Parent::onFire(%this, %obj, %slot);
}

datablock ExplosionData(weapon_tennisballExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 150;

   soundProfile = weapon_tennisballExplosionSou nd;

   emitter[0] = weapon_tennisballExplosionEmi tter;
   emitter[1] = weapon_tennisballExplosionEmi tter2;
   //particleDensity = 30;
   //particleRadius = 1.0;

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

   shakeCamera = true;
   camShakeFreq = "7.0 8.0 7.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 15.0;

   // Dynamic light
   lightStartRadius = 4;
   lightEndRadius = 3;
   lightStartColor = "0.45 0.3 0.1";
   lightEndColor = "0 0 0";

   //impulse
   impulseRadius = 3.5;
   impulseForce = 2000;

   //radius damage
   radiusDamage        = 40;
   damageRadius        = 3.5;

};

//projectile
AddDamageType("weapon_tennisball",   '<bitmap:add-ons/ci/spear> %1',    '%2 <bitmap:add-ons/ci/spear> %1',1,1);
AddDamageType("weapon_tennisballRadius",   '<bitmap:add-ons/ci/spearRadius> %1',    '%2 <bitmap:add-ons/ci/spearRadius> %1',1,0);
datablock ProjectileData(weapon_tennisballProjectile)
{
   projectileShapeName = "./shapes/weapon_tennisball.dts";
   directDamage        = 50;
   directDamageType  = $DamageType::weapon_tennisballDirect;
   radiusDamageType  = $DamageType::weapon_tennisballRadius;
   impactImpulse   Â   = 1000;
   verticalImpulse   Â   = 1000;
   explosion           = weapon_tennisballExplosion;
   particleEmitter     = weapon_tennisballTrailEmitter;

   brickExplosionRadius = 0;
   brickExplosionImpact = true; //destroy a brick if we hit it directly?
   brickExplosionForce  = 20;
   brickExplosionMaxVolume = 200;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 20000;
   fadeDelay           = 19500;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0.50;

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

Change that for damage,
as for bouncing, I don't know.

For bouncing you want to fool around with isBallistic, bounceElasticity, and bounceFriction, methinks.



Yeah probably, I was too lazybusy to look through it.
You can just look at other things though, like the grenade.

thanx guys ill see if that works

it didnt work the ball still isnt bouncy and it still explodes when it hits something

Change ArmingDelay to 20000 as well.

(Slightly related, how would you make a bouncing projectile that also creates explosions/damage whenever it hits something? Like the Age of Time ball spell...?)

Change ArmingDelay to 20000 as well.

(Slightly related, how would you make a bouncing projectile that also creates explosions/damage whenever it hits something? Like the Age of Time ball spell...?)

I want to make a  bouncy projectile that DOESNT explode

Change ArmingDelay to 20000 as well.

(Slightly related, how would you make a bouncing projectile that also creates explosions/damage whenever it hits something? Like the Age of Time ball spell...?)

I want to make a  bouncy projectile that DOESNT explode
Then people could make UBER lag...

Change ArmingDelay to 20000 as well.

(Slightly related, how would you make a bouncing projectile that also creates explosions/damage whenever it hits something? Like the Age of Time ball spell...?)

I want to make a  bouncy projectile that DOESNT explode
Yes. If you set the arming delay to 20000 (or possibly 21000 to be sure, that may cause errors though) then the projectile shouldn't explode at all until it disappears. I was just asking a slightly different question that is still related to the subject as well - creating explosions could help, allowing for a "Boing" sound when the ball bounces each time, etc.