Author Topic: Master sword  (Read 2736 times)

No meak sorwd unles tis:
[On Topic] taht sword looks WiN, will it shoot lightning or something -snip-
Seriously, make it shoot the magic, but only if you have full life. Would be epic.

I have a perfect model if anyone wants it.
-Snip-
I just need a scripter, anyone up for it?
i could  try scripting it here is my script

//Super_Sword.cs
datablock AudioProfile(Super_SwordDrawSound)
{
   filename    = "./Super_SwordDraw.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(Super_SwordHitSound)
{
   filename    = "./Super_SwordHit.wav";
   description = AudioClosest3d;
   preload = true;
};


//effects
datablock ParticleData(Super_SwordExplosionParticle)
{
   dragCoefficient      = 2;
   gravityCoefficient   = 1.0;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   spinRandomMin = -90;
   spinRandomMax = 90;
   lifetimeMS           = 500;
   lifetimeVarianceMS   = 300;
   textureName          = "base/data/particles/chunk";
   colors[0]     = "0.7 0.7 0.9 0.9";
   colors[1]     = "0.9 0.9 0.9 0.0";
   sizes[0]      = 0.5;
   sizes[1]      = 0.25;
};

datablock ParticleEmitterData(Super_SwordExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 60;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "Super_SwordExplosionParticle";

   uiName = "Super_Sword Hit";
};

datablock ExplosionData(Super_SwordExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 500;

   soundProfile = Super_SwordHitSound;

   particleEmitter = Super_SwordExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

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

   shakeCamera = true;
   camShakeFreq = "20.0 22.0 20.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 3;
   lightEndRadius = 0;
   lightStartColor = "00.0 0.2 0.6";
   lightEndColor = "0 0 0";
};


//projectile
AddDamageType("Super_Sword",   '<bitmap:add-ons/Weapon_Super_Sword/CI_Super_Sword> %1',    '%2 <bitmap:add-ons/Weapon_Super_Sword/CI_Super_Sword> %1',0.75,1);
datablock ProjectileData(Super_SwordProjectile)
{
   directDamage        = 60;
   directDamageType  = $DamageType::Super_Sword;
   radiusDamageType  = $DamageType::Super_Sword;
   explosion           = Super_SwordExplosion;
   //particleEmitter     = as;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 100;
   fadeDelay           = 70;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.0;

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

   uiName = "Super_Sword Slice";
};


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

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

   //gui stuff
   uiName = "Super_Sword";
   iconName = "./icon_Super_Sword";
   doColorShift = true;
   colorShiftColor = "0.471 0.471 0.471 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(Super_SwordImage)
{
   // Basic Item properties
   shapeFile = "./Super_Sword.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "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 = false;

   eyeOffset = "0.7 1.2 -0.25";

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

   // Projectile && Ammo.
   item = Super_SwordItem;
   ammo = " ";
   projectile = Super_SwordProjectile;
   projectileType = Projectile;

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

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "0.471 0.471 0.471 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]             = 0.5;
   stateTransitionOnTimeout[0]      = "Ready";
   stateSound[0]                    = Super_SwordDrawSound;

   stateName[1]                     = "Ready";
   stateTransitionOnTriggerDown[1]  = "PreFire";
   stateAllowImageChange[1]         = true;

   stateName[2]         = "PreFire";
   stateScript[2]                  = "onPreFire";
   stateAllowImageChange[2]        = false;
   stateTimeoutValue[2]            = 0.1;
   stateTransitionOnTimeout[2]     = "Fire";

   stateName[3]                    = "Fire";
   stateTransitionOnTimeout[3]     = "CheckFire";
   stateTimeoutValue[3]            = 0.2;
   stateFire[3]                    = true;
   stateAllowImageChange[3]        = false;
   stateSequence[3]                = "Fire";
   stateScript[3]                  = "onFire";
   stateWaitForTimeout[3]      = true;

   stateName[4]         = "CheckFire";
   stateTransitionOnTriggerUp[4]   = "StopFire";
   stateTransitionOnTriggerDown[4]   = "Fire";

   
   stateName[5]                    = "StopFire";
   stateTransitionOnTimeout[5]     = "Ready";
   stateTimeoutValue[5]            = 0.2;
   stateAllowImageChange[5]        = false;
   stateWaitForTimeout[5]      = true;
   stateSequence[5]                = "StopFire";
   stateScript[5]                  = "onStopFire";


};

function Super_SwordImage::onPreFire(%this, %obj, %slot)
{
   %obj.playthread(2, armattack);
}

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

Really? Did you seriously just waste all that forum space? Go die on the toilet....

Really? Did you seriously just waste all that forum space? Go die on the MAGICAL toilet....

/facepalm

i dont mean to push but when do you think you might post it?

Guise:

It looks so real it looks shopped!

I made one already, and I fixed the file. It has custom Link sounds and a realistic model.
But sadly, I'm not releasing, if you want to play with it come to my server.

plez release it or at least can i have a link plez PM me

No, I'm keeping it personal, that only I can have.
It's only at my server, if you find it at another, be aware that it is not mine, or it was stolen.
There's only one person I plan on giving the sword to and that's Valen.

well whats your sever name and when is it on

No, I'm keeping it personal, that only I can have.
It's only at my server, if you find it at another, be aware that it is not mine, or it was stolen.
There's only one person I plan on giving the sword to and that's Valen.
then why did you make it in the first place?!?

What is the point of adding another sword?
It will do nothing else exept be overpowered and make link's gay scream when you slice it.

I wish Young Link would release it. But he ain't.


Ugh, since I'm being PM'd by millions of people, I guess, I'll release.
After I fix one more thing, it'll be released.
Someone kill me :(