Author Topic: Freezer gun  (Read 1311 times)

How would I go about making a gun that freezes a player for like 5 seconds?

make a blank object and mount the player to it.

make a blank object and mount the player to it.
Eh? I'm really helpless, I would need someone to just give me the script. :/

just give me the script. :/
In Coding HELP? Psh, not going to happen.

How much scripting do you know, anyways? Would you even be able to modify projectile::onDamage?

Code: [Select]
datablock StaticShapeData(frozenObject)
{
   category = "Statics";  // Mission editor category

   shapeFile = "base/data/shapes/empty.dts";
   boundingBox = "1 1 1";
};

Code: [Select]
if(%client.player.isFrozen == 0)
{
   %client.player.isFrozen = 1;
   %pos = %client.player.getTransform();
   %posx = getword(%pos,0);
   %posy = getword(%pos,1);
   %posz = getword(%pos,2);
   %finalpos = %posx SPC %posy SPC %posz - 0.5;
   %client.player.frozenObject = new staticshape()
   {
      position = %finalpos;
      rotation = "1 0 0 0";
      scale = "0.001 0.001 0.001";
      dataBlock = "frozenObject";
   };
   %client.player.frozenObject.MountObject(%client.player,1);
}
if(%client.player.isFrozen == 1)
{
   %client.player.isFrozen = 0;
   %pos = %client.player.getTransform();
   %posx = getword(%pos,0);
   %posy = getword(%pos,1);
   %posz = getword(%pos,2);
   %client.player.frozenObject.unMountObject(%client.player);
   %client.player.settransform(%posx SPC %posy SPC %posz + 0.5);
   %client.player.frozenObject.delete();
}



Did I do this right? Because its not working.
Code: [Select]
//Freezer.cs

//audio
datablock AudioProfile(FreezerShot1Sound)
{
   filename    = "./sound/gunShot1.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(bulletHitSound)
{
   filename    = "./sound/arrowHit.wav";
   description = AudioClose3d;
   preload = true;
};

datablock ParticleData(FreezerFlashParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 25;
lifetimeVarianceMS   = 15;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.9 0.0 0.9";
colors[1]     = "0.9 0.5 0.0 0.0";
sizes[0]      = 0.5;
sizes[1]      = 1.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(FreezerFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "FreezerFlashParticle";
};

datablock ParticleData(FreezerSmokeParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.5 0.5 0.5 0.9";
colors[1]     = "0.5 0.5 0.5 0.0";
sizes[0]      = 0.15;
sizes[1]      = 0.15;

useInvAlpha = false;
};
datablock ParticleEmitterData(FreezerSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "FreezerSmokeParticle";
};


//bullet trail effects
datablock ParticleData(FreezerbulletTrailParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.0;
inheritedVelFactor   = 1.0;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/dot";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0 1 0.8 0.6";
colors[1]     = "1 1 1 0.1";
sizes[0]      = 0.15;
sizes[1]      = 0.25;

useInvAlpha = false;
};
datablock ParticleEmitterData(FreezerbulletTrailEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0.0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "freezerbulletTrailParticle";
};


datablock ParticleData(FreezerExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 700;
lifetimeVarianceMS   = 400;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0 0.9 0.6 0.9";
colors[1]     = "1 1 1 0.3";
sizes[0]      = 0.25;
sizes[1]      = 1.0;

useInvAlpha = true;
};
datablock ParticleEmitterData(FreezerExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "FreezerExplosionParticle";
};


datablock ParticleData(FreezerExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 300;
lifetimeVarianceMS   = 100;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "1 1 0.0 0.9";
colors[1]     = "0.9 0.0 0.0 0.0";
sizes[0]      = 0.2;
sizes[1]      = 0.2;

useInvAlpha = false;
};
datablock ParticleEmitterData(FreezerExplosionRingEmitter)
{
lifeTimeMS = 50;

   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "FreezerExplosionRingParticle";
};

datablock ExplosionData(FreezerExplosion)
{
   //explosionShape = "";
soundProfile = bulletHitSound;

   lifeTimeMS = 150;

   particleEmitter = FreezerExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = FreezerExplosionRingEmitter;

   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";
};

datablock StaticShapeData(frozenObject)
{
   category = "Statics";  // Mission editor category

   shapeFile = "base/data/shapes/empty.dts";
   boundingBox = "1 1 1";
};

datablock ProjectileData(FreezerProjectile)
{
   projectileShapeName = "base/data/shapes/empty.dts";
   directDamage        = 0;
   directDamageType    = $DamageType::Freezer;
   radiusDamageType    = $DamageType::Freezer;

   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse      = 700;
   verticalImpulse   = 1000;
   explosion           = FreezerExplosion;
   particleEmitter     = FreezerbulletTrailEmitter;

   muzzleVelocity      = 90;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.0;

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

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

// Basic Item Properties
shapeFile = "./Freezer.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Freezer";
iconName = "./Freezer";
doColorShift = true;
colorShiftColor = "0.25 0.25 0.25 1.000";

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

//function BowItem::onUse(%this, %player, %InvPosition)
//{
// //check for quiver
// //if you dont have it, regular bow
// //if you do, super bow
//
// %client = %player.client;
//
// %mountPoint = %this.image.mountPoint;
// %mountedImage = %player.getMountedImage(%mountPoint);
//
//
// if(%mountedImage)
// {
// if(%mountedImage == bowImage.getId() || %mountedImage == superbowImage.getId())
// {
// //some kind of bow mounted so, unmount it
// %player.unMountImage(%mountPoint);
// messageClient(%client, 'MsgHilightInv', '', -1);
// %player.currWeaponSlot = -1;
// }
// else
// {
// //something other than bow mounted, so do bow selection and mount
// if(%player.getMountedImage($BackSlot))
// {
// if(%player.getMountedImage($BackSlot) == quiverImage.getId())
// {
// %player.mountimage(superBowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// else
// {
// %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// }
// else
// {
// %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// }
//
// }
// else
// {
// //nothing mounted so do bow selection and mount
// //something other than bow mounted, so do bow selection and mount
// if(%player.getMountedImage($BackSlot))
// {
// if(%player.getMountedImage($BackSlot) == quiverImage.getId())
// {
// %player.mountimage(superBowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// else
// {
// %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// }
// else
// {
// %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// }
//}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(FreezerImage)
{
   // Basic Item properties
   shapeFile = "./Freezer.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 = FreezerProjectile;
   projectileType = Projectile;

casing = FreezerShellDebris;
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 = true;

   doColorShift = true;
   colorShiftColor = FreezerItem.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]             = 0.15;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;
stateSequence[1] = "Ready";

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.14;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = FreezerFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = FreezerShot1Sound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = FreezerSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.01;
stateTransitionOnTimeout[3]     = "Reload";

stateName[4] = "Reload";
stateSequence[4]                = "Reload";
stateTransitionOnTriggerUp[4]     = "Ready";
stateSequence[4] = "Ready";

};

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

function Freezerprojectile::damage(%this,%obj,%col,%fade,%pos,%normal)
{
if(%client.player.isFrozen == 0)
{
   %client.player.isFrozen = 1;
   %pos = %client.player.getTransform();
   %posx = getword(%pos,0);
   %posy = getword(%pos,1);
   %posz = getword(%pos,2);
   %finalpos = %posx SPC %posy SPC %posz - 0.5;
   %client.player.frozenObject = new staticshape()
   {
      position = %finalpos;
      rotation = "1 0 0 0";
      scale = "0.001 0.001 0.001";
      dataBlock = "freezerObject";
   };
   %client.player.frozenObject.MountObject(%client.player,1);
}
if(%client.player.isFrozen == 1)
{
%client.player.isFrozen = 0;
%pos = %client.player.getTransform();
%posx = getword(%pos,0);
%posy = getword(%pos,1);
%posz = getword(%pos,2);
%client.player.frozenObject.unMountObject(%client.player);
%client.player.settransform(%posx SPC %posy SPC %posz + 0.5);
%client.player.frozenObject.delete();
}
}

Code: [Select]
function Freezerprojectile::damage(%this,%obj,%col,%fade,%pos,%normal)
{
if(%client.player.isFrozen == 0)
{
   %client.player.isFrozen = 1;
   %pos = %client.player.getTransform();
   %posx = getword(%pos,0);
   %posy = getword(%pos,1);
   %posz = getword(%pos,2);
   %finalpos = %posx SPC %posy SPC %posz - 0.5;
   %client.player.frozenObject = new staticshape()
   {
      position = %finalpos;
      rotation = "1 0 0 0";
      scale = "0.001 0.001 0.001";
      dataBlock = "freezerObject";
   };
   %client.player.frozenObject.MountObject(%client.player,1);
}
if(%client.player.isFrozen == 1)
{
%client.player.isFrozen = 0;
%pos = %client.player.getTransform();
%posx = getword(%pos,0);
%posy = getword(%pos,1);
%posz = getword(%pos,2);
%client.player.frozenObject.unMountObject(%client.player);
%client.player.settransform(%posx SPC %posy SPC %posz + 0.5);
%client.player.frozenObject.delete();
}
}
One problem. %client isn't a variable in ::damage. Either add a %client = %col at the beginning, or change all the %clients to %cols.

Could it be possible to make this freeze script work on vehicles too? Cause if you modified Space Guy's Gravity Gun's secondary fire into the freeze script, then you could make a Physics Gun! :D

i tested it throws you upwards but good modle why not make a lego starwars gun like that?

Code: [Select]
function Player::freeze(%player,%time)
{
   if(%player.isFrozen == 0)
   {
      %player.isFrozen = 1;
      %pos = %player.getTransform();
      %posx = getword(%pos,0);
      %posy = getword(%pos,1);
      %posz = getword(%pos,2);
      %finalpos = %posx SPC %posy SPC %posz - 0.5;
      %player.frozenObject = new staticshape()
      {
         position = %finalpos;
         rotation = "1 0 0 0";
         scale = "0.001 0.001 0.001";
         dataBlock = "frozenObject";
      };
      %player.frozenObject.MountObject(%player,1);
      %player.schedule(%time*1000,"freeze",%time);
      return;
   }
   if(%player.isFrozen == 1)
   {
      %player.isFrozen = 0;
      %pos = %client.player.getTransform();
      %posx = getword(%pos,0);
      %posy = getword(%pos,1);
      %posz = getword(%pos,2);
      %player.frozenObject.unMountObject(%client.player);
      %player.settransform(%posx SPC %posy SPC %posz + 0.5);
      %player.frozenObject.delete();
   }
}
function Freezerprojectile::damage(%this,%obj,%col,%fade,%pos,%normal)
{
   Parent::damage(%this,%obj,%col,%fade,%pos,%normal);
   if(%col.getClassName() $= "player")
   {
       %col.freeze(5);
   }
}
You were also spawning a not existant object called "freezerObject" when the object was called "frozenObject".
« Last Edit: December 15, 2008, 07:16:10 PM by Destiny/Zack0Wack0 »

One huge problem. When you get hit you get scaled to as tall as the bedroom. But it does stop you. :D

One huge problem. When you get hit you get scaled to as tall as the bedroom.
I Lol'd.

One huge problem. When you get hit you get scaled to as tall as the bedroom. But it does stop you. :D
Just modify the size of the object until its right.