Author Topic: Guns akimbo  (Read 1612 times)

K, can someone tell me this. I made the gun akimbo automatic, i dont know how I did it. Can someone help me. Here my script I messed it up on.

Code: [Select]
//Akimbo.cs

//we'll only get this far if we actually have the gun add-on
//  so it's safe to directly use stuff from that
//AddDamageType(<name>, <Self Delete message>, <kill message>, <vehicle damage scale>, <is direct damage>);
AddDamageType("AkimboGun",   '<bitmap:add-ons/Weapon_Guns Akimbo/CI_2guns> %1',    '%2 <bitmap:add-ons/Weapon_Guns Akimbo/CI_2guns> %1',0.05,1);
datablock ProjectileData(akimboGunProjectile)
{
   projectileShapeName = "add-ons/Weapon_Gun/bullet.dts";
   directDamage        = 999;
   directDamageType    = $DamageType::AkimboGun;
   radiusDamageType    = $DamageType::AkimboGun;

   brickExplosionRadius = 99;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 99;
   brickExplosionMaxVolume = 99;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 99;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse      = 9;
   verticalImpulse   = 9;
   explosion           = gunExplosion;
   particleEmitter     = "";

   muzzleVelocity      = 3;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.9;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 9 9.9";

   uiName = "Akimbo Gun Bullet";
};

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

// Basic Item Properties
shapeFile = "Add-Ons/Weapon_Gun/pistol.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Guns Akimbo";
iconName = "./Icon_2guns";
doColorShift = true;
colorShiftColor = "0.1 0.1 0.2 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(AkimboGunImage)
{
   // Basic Item properties
   shapeFile = "Add-Ons/Weapon_Gun/pistol.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 = akimboGunProjectile;
   projectileType = Projectile;

casing = gunShellDebris;
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 = false;

   doColorShift = true;
   colorShiftColor = AkimboGunItem.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";
stateTransitionOnTimeout[0] = "Reload";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "reload";

stateName[1] = "Reload";
stateSequence[1] = "reload";
stateTransitionOnTriggerDown[1] = "Fire";

stateName[2] = "Fire";
stateEjectShell[2]       = true;
stateSequence[2] = "Fire";
stateTransitionOnTimeout[2] = "Smoke";
   stateWaitForTimeout[2] = true;
stateTimeoutValue[2] = 0.5;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateScript[2] = "onFire";
stateSound[2] = gunShot1Sound;
   stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";

   stateName[3] = "Smoke";
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.11;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.5;
stateTransitionOnTimeout[3]     = "reload";

stateName[4] = "Reload";
stateAllowImageChange[4] = false;
stateTransitionOnTriggerUp[4] = "FireAkimbo";
stateSequence[4] = "reload";

stateName[5] = "FireAkimbo";
stateTimeoutValue[5] = 0.5;
stateScript[5] = "onFireAkimbo";
stateTransitionOnTimeOut[5] = "ready";
};


function AkimboGunImage::onFireAkimbo(%this,%obj,%slot)
{
   %obj.setImageTrigger(1,1);
}


datablock ShapeBaseImageData(LeftHandedGunImage)
{
   // Basic Item properties
   shapeFile = "Add-Ons/Weapon_Gun/pistol.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 1;
   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 = akimboGunProjectile;
   projectileType = Projectile;

casing = gunShellDebris;
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 = false;

   doColorShift = true;
   colorShiftColor = AkimboGunItem.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";
stateTransitionOnTimeout[0] = "Reload";
stateTimeoutValue[0] = 0.9;
stateSequence[0] = "reload";
   stateSound[0] = weaponSwitchSound;

stateName[1] = "Reload";
stateSequence[1] = "ready";
stateTransitionOnTriggerDown[1] = "Fire";

stateName[2] = "Fire";
stateEjectShell[2]       = true;
stateSequence[2] = "Fire";
stateTransitionOnTimeout[2] = "Smoke";
   stateWaitForTimeout[2] = true;
stateTimeoutValue[2] = 0.5;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateScript[2] = "onFire";
stateSound[2] = gunShot1Sound;
   stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";

   stateName[3] = "Smoke";
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.5;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.99;
stateTransitionOnTimeout[3]     = "Ready";

stateName[4] = "Ready";
stateAllowImageChange[4] = false;
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "ready";


};

function LeftHandedGunImage::onFire(%this, %obj, %slot)
{
   Parent::onFire(%this,%obj,%slot);
   if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, leftrecoil);
}

function AkimboGunImage::onMount(%this, %obj, %slot)
{
   Parent::onMount(%this, %obj, %slot);
   //mount lefthanded gun
   %obj.mountImage(LeftHandedGunImage, 1);
   //%obj.playThread(0, armreadyboth);
}
function AkimboGunImage::onUnMount(%this, %obj, %slot)
{
   Parent::onUnMount(%this, %obj, %slot);
   //unmount lefthanded gun
   %obj.unMountImage(1);
   //%obj.playThread(0, root);
}


function LeftHandedGunImage::onMount(%this, %obj, %slot)
{
   Parent::onMount(%this, %obj, %slot);
   %obj.playThread(1, armreadyboth);
}
function LeftHandedGunImage::onUnMount(%this, %obj, %slot)
{
   Parent::onUnMount(%this, %obj, %slot);
}

function AkimboGunImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);

   //%obj.setImageTrigger(1,1);
}
package GunAdminOnly
{
function gunImage::OnFire(%this,%obj,%slot)
{
if(%obj.client.isAdmin||%obj.client.isSuperAdmin)
{
Parent::OnFire(%this,%obj,%slot);
}
else
{
messageclient(%obj.client,"","You are not an admin!");
}
}
};Activatepackage(GunAdminOnly);

Yes the brick damage is high (HOW DO I MAKE IT ADMIN ONLY??)


Add this to the script:
Quote
function AkimboGunImage::onFire(%this,%obj,%slot){
 if (%obj.client.isAdmin||%obj.client.isSuperAdmin) parent::onFire(%this,%obj,%slot);
}

Oh, and get rid of
Quote
package GunAdminOnly
{
   function gunImage::OnFire(%this,%obj,%slot)
   {
      if(%obj.client.isAdmin||%obj.client.isSuperAdmin)
      {
         Parent::OnFire(%this,%obj,%slot);
      }
      else
      {
         messageclient(%obj.client,"","You are not an admin!");
      }
   }
};Activatepackage(GunAdminOnly);
« Last Edit: September 29, 2008, 05:09:55 AM by King Lol »

Add this to the script:

It's better to use onMount or something besides onFire. Especially with an automatic weapon.

Add this to the script:
Oh, and get rid of

K where do I add that admin code?

K where do I add that admin code?
The one you have is actually better, just change it to AkimboGunImage instead of GunImage.

The one you have is actually better, just change it to AkimboGunImage instead of GunImage.

Thanks, but now the script part I need help with this.

Code: [Select]
   // Initial start up state
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "Reload";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "reload";

stateName[1] = "Reload";
stateSequence[1] = "reload";
stateTransitionOnTriggerDown[1] = "Fire";

stateName[2] = "Fire";
stateEjectShell[2]       = true;
stateSequence[2] = "Fire";
stateTransitionOnTimeout[2] = "Smoke";
   stateWaitForTimeout[2] = true;
stateTimeoutValue[2] = 0.5;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateScript[2] = "onFire";
stateSound[2] = gunShot1Sound;
   stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";

   stateName[3] = "Smoke";
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.11;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.5;
stateTransitionOnTimeout[3]     = "reload";

stateName[4] = "Reload";
stateAllowImageChange[4] = false;
stateTransitionOnTriggerUp[4] = "FireAkimbo";
stateSequence[4] = "reload";

stateName[5] = "FireAkimbo";
stateTimeoutValue[5] = 0.5;
stateScript[5] = "onFireAkimbo";
stateTransitionOnTimeOut[5] = "ready";

I wanna know what I did wrong at this part.

try looking at my dual uzi script.

try looking at my dual uzi script.

Ok, I downloaded it and it shows up on my addon list but not ingame. I'll look

try looking at my dual uzi script.

Ok, I copied the setemitter, or whatever and now the gun shoots automatic. The right one does, not the left..